1legotrain Posted August 16, 2020 Share Posted August 16, 2020 On 10/10/2019 at 3:10 AM, taniwha said: I have released version 6.6.2 of Extraplanetary Launchpads Changes from 6.6.1: Fix incorrect handling of skinned meshes for craft hulls Allow rotation about the "vertical" axis for regular launch pads (orbital dock, etc) Make survey sites update the craft hull placement when the site is modified Fix survey station when ReStock is installed How do I download older versions? The KSP 1.7.3 "6.6.2" link leads to a comment on this thread, but no link. Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted August 16, 2020 Share Posted August 16, 2020 (edited) 1 hour ago, 1legotrain said: How do I download older versions? The KSP 1.7.3 "6.6.2" link leads to a comment on this thread, but no link. http://taniwha.org/~bill/ExtraplanetaryLaunchpads_v6.6.2.zip This is a pretty uncommon way to distribute versions of mod, but we should forgive Tahiwha because only EPL can do this. Edited August 16, 2020 by Hohmannson Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted August 16, 2020 Share Posted August 16, 2020 45 minutes ago, Hohmannson said: http://taniwha.org/~bill/ExtraplanetaryLaunchpads_v6.6.2.zip This is a pretty uncommon way to distribute versions of mod, but we should forgive Tahiwha because only EPL can do this. Are those launch clamps or another specialized component ? Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted August 16, 2020 Share Posted August 16, 2020 42 minutes ago, Nicky21 said: another specialized component Those are downscaled Ven Stock Revamp launch clamps with rigidified joints, EPL clamp module and no staging, and the ship is held by KIS-portable reconfigured RealScaleBooster`s launch clamp, which allows me to pin anything to ground. I am too dumb to make parts by myself, so had to improvise. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted August 20, 2020 Share Posted August 20, 2020 (edited) A problem with 1.10.1 EPL mostly works for me when building space stations using the construction pads. However I tried this: sent a station core core in space. I had 4 construction pads attached to a tweakscaled hexagonal truss. I built on one of those a small attachment that begun with 2 Konstruction ports already docked to each other, then some aestetics and a lab. The intention was to weld them as soon as i build them. While Konstruction ports work as intended themselves when launched from KSC, the ports I built using EPL. Did not want to weld. The result was in one instance a kraken like explosion, in another instance just a error and an inabilitty to weld. I am unsure if the problem was the tweakscaled hexagonal truss (that particular part has given me many more errors in the past) or the Konstruction ports. I lean on the konstruction ports not beeing created properly when built using EPL. Pic: https://imgur.com/a/xyvinUk Log: https://easyupload.io/cstkey Edited August 20, 2020 by Nicky21 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 20, 2020 Share Posted August 20, 2020 On 8/16/2020 at 3:02 AM, Hohmannson said: Needs Taniwha's DiamondGrid (do not) launch clamps. Quote Link to comment Share on other sites More sharing options...
raath Posted August 21, 2020 Share Posted August 21, 2020 I've noticed an issue when trying to build vessels that have Kos parts. If I remove the Kos part they build fine but with I get the following in the player.log, Controllers placed inside KIS containers however seem to be fine. kOS: OnStart: PreLaunch, Landed READY (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Curl error 3: Valid host name with slash missing in URL ObT : NaN M : NaN E : NaN V : NaN Radius: NaN vel: [NaN, NaN, NaN] AN: [1, 0, 0] period: 0 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [OrbitDriver Warning!]: EL craftVessel - Resource Scanner had a NaN Orbit and was removed. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) EL craftVessel - Resource Scanner Unloaded (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ExtraplanetaryLaunchpads.ELBuildControl.getBuildCost (ConfigNode craft, System.String craftText) [0x0008e] in <1aad65bcfb4b4a51aa2da38cdc7e0e8e>:0 at ExtraplanetaryLaunchpads.ELBuildControl.LoadCraft (System.String filename, System.String flagname) [0x0003f] in <1aad65bcfb4b4a51aa2da38cdc7e0e8e>:0 at ExtraplanetaryLaunchpads.ELBuildWindow.craftSelectComplete (System.String filename, KSP.UI.Screens.CraftBrowserDialog+LoadType lt) [0x00000] in <1aad65bcfb4b4a51aa2da38cdc7e0e8e>:0 at KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (ConfigNode n, KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) [0x00063] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog+<>c__DisplayClass126_0.<pipeSelectedItem>b__0 (ConfigNode n) [0x00000] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSPUpgradePipeline.Process (ConfigNode n, System.String saveName, SaveUpgradePipeline.LoadContext loadContext, Callback`1[T] onSucceed, Callback`2[T,U] onFail) [0x00142] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, KSP.UI.Screens.CraftBrowserDialog+LoadType loadType) [0x00033] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog.ConfirmLoadCraft () [0x00068] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at KSP.UI.Screens.CraftBrowserDialog.onButtonLoad () [0x00055] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00011] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00023] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at UnityEngine.UI.Button.Press () [0x0001c] in <15535c6df78d4af0aa4c587123ed92e6>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00009] in <15535c6df78d4af0aa4c587123ed92e6>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00007] in <15535c6df78d4af0aa4c587123ed92e6>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00063] in <15535c6df78d4af0aa4c587123ed92e6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: <ad04dee02e7e4a85a1299c7ee81c79f6> Line: 0) Quote Link to comment Share on other sites More sharing options...
Beckamabobby Posted August 27, 2020 Share Posted August 27, 2020 I got this mod for the launchpad. not launchpad 2, just launchpad. I was hoping to use with k&k base systems. however, I got an error saying that launchpad and launchpad only was incompatible. Anyone else get this? Am I doing something wrong? If it is out of date, an update would be nice Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 27, 2020 Author Share Posted August 27, 2020 I have finally been able to test the changes for restock launch clamps. While I have been able to fix the critical problems, they do not behave properly while built on a survey site. I have a couple other things I want to fix, but I think I'll do a release soon despite the RSlc issue. Quote Link to comment Share on other sites More sharing options...
Beckamabobby Posted August 27, 2020 Share Posted August 27, 2020 did anybody else have compatibility issues accessing the launchpad in the latest version (1.10.1)? Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 27, 2020 Author Share Posted August 27, 2020 @Beckamabobby: 1.10 compatibility has been waiting for me to do some testing. I don't know about 1.10.1 (the issue was fixed in KSP, but I haven't tested it yet), but EL is known to be incompatible with 1.10.0. Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 27, 2020 Author Share Posted August 27, 2020 I have released version 6.7.3 of Extraplanetary Launchpads. Changes from 6.7.2: Add partial localization (with zh-cn translations) (@tinygrox) Add ElectricCharge config for smelters (not used, but available) (@Tonka Crash) Fix description of KS-CR Control Reference Fix a pile of part config lint issues Fix bad handling of ReStock launch clamps (NOTE: they don't behave well yet due to auto-extension issues, will investigate further). Fix NRE stream when loading a craft file with missing parts Plug memory leak caused by the delta-v calculator Add section on the base kraken to the manual Fix NRE caused by recent KAS changes Fix IAE caused by KSP 1.9 changes to external seats (for the rocket builder) Fix craft loading in KSP 1.10 (Vadim Zabrodin) Handle parts with kOS modules (Vadim Zabrodin) Add a ladder to launchpad2 Add a lathe part: KS-ML Milling Lathe. use to up parts production. Note that this is very much WIP (in particular, the textures). Fix handling of removal of the built craft from a launchpad via KIS Fix lights in workshop IVA Fix NRE when clearing loaded craft file Quote Link to comment Share on other sites More sharing options...
raath Posted August 28, 2020 Share Posted August 28, 2020 I just built my first orbital ship yard and found that it causes infinite NREs when you finalise a build in 1.10.1. NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform.get_position_Injected(UnityEngine.Transform,UnityEngine.Vector3&) at UnityEngine.Transform.get_position () [0x00000] in <7d9ec060e791409ab3eb85c61e312ed6>:0 at FlightGlobals.getFoR (FoRModes mode, UnityEngine.Transform referenceTransform, Orbit orbit, CelestialBody body) [0x00044] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at FlightGlobals.GetFoR (FoRModes mode) [0x00030] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at FlightCamera.GetCameraFoR (FoRModes mode) [0x00007] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 at FlightCamera.LateUpdate () [0x00763] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <7d9ec060e791409ab3eb85c61e312ed6> Line: 0) NullReferenceException: Object reference not set to an instance of an object at KerbalAlarmClock.KerbalAlarmClock.UpdateDetails () [0x00092] in <6351bed726c440a59309c6dba3c6ef51>:0 at KerbalAlarmClock.KerbalAlarmClock.RepeatingWorker () [0x0002d] in <6351bed726c440a59309c6dba3c6ef51>:0 at KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () [0x00030] in <6351bed726c440a59309c6dba3c6ef51>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <6351bed726c440a59309c6dba3c6ef51> Line: 0) 8/28/2020 11:45:15 PM,KerbalAlarmClock,Active Vessel unreadable - resetting inqueue flag (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) The game hangs with those 2 error messages repeating until I force quit it. Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 29, 2020 Author Share Posted August 29, 2020 @raath: those exceptions have no useful information because they are in per-frame updaters in KAC and KSP itself. You will need to find the exception that triggered those exceptions (or better, provide a complete KSP.log file). Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted August 29, 2020 Share Posted August 29, 2020 (edited) I had two repreatable crashes as well when trying to finalize a build in 1.9.1. The game froze as soon as I hit the finalize button. The old log file is when the game crashed first and I didn't have the latest EPL installed. I updated to the latest release and I got a second, identical, crash. Please note that I was trying to build stuff using the micro-pad. The root part of the sub-assembly I was building was another micro-pad. Log files (2): https://easyupload.io/m/qr8pjh Later edit: I built a makeshift construction ship with very few stuff on board, enough materials adn enough kerbals to finish up quick. I cheated it into orbit and tried the same thing, succesfully this time. A micro-pad building the same sub-asembly as teh last time. It worked perfectly. Note that the other ship has been building that subassembly for a while. I ran several other missions in between and restarted the game several times before i switched back to it. Edited August 29, 2020 by Nicky21 Quote Link to comment Share on other sites More sharing options...
taniwha Posted August 30, 2020 Author Share Posted August 30, 2020 (edited) (NOTE: I am trying to help get to the bottom of this) @Nicky21: I am uncertain, but it looks like your log file got cut off: your KSP.log shows the following as the last line: [LOG 17:03:15.854] [EL] GetVesselBox (-0.1, 13.8, 1.1) [(-1.3, 13.7, -0.7),(1.2, 15.2, 3.0)] However, the code in that area is: Debug.Log ($"[EL] GetVesselBox {root.transform.position} {box}"); Debug.Log ($"[EL] {root.transform.InverseTransformPoint(box.min)} {root.transform.InverseTransformPoint(box.max)}"); That is, there is no plausible reason for anything to go wrong between logging the first line and logging the second. Such weirdness is usually the result of file buffering. The solution is to set the following in your KSP settings.cfg: LOG_INSTANT_FLUSH = True Edit the file by hand (search for the setting). If it is already set to True, then I have no idea what's going on. Your KSP_old.log also shows being cut off in a place that seems unlikely to have issues. Also, The last block of lines (final is the "PM,KerbalAlarmClock,Active Vessel changed" one) is: [LOG 16:01:29.884] [EL Launchpad] dewarp [LOG 16:01:33.379] SS Research Base I-B loaded! [LOG 16:01:33.380] [EL] GetVesselBox (-0.1, 20.7, 0.0) [(-0.9, 19.2, -2.8),(0.7, 21.5, 0.0)] [LOG 16:01:33.380] [EL] (-0.8, 2.8, -1.5) (0.8, 0.0, 0.8) [LOG 16:01:33.380] [EL] nodeAxis: (0.0, 0.0, 1.0) [LOG 16:01:33.380] [EL] rotation: (0.7, 0.0, 0.0, -0.7) right:(1.0, 0.0, 0.0) forward:(0.0, 1.0, 0.0) up:(0.0, 0.0, -1.0) [LOG 16:01:33.380] [EL] (0.0, 0.0, 0.0, 1.0) [LOG 16:01:33.381] [EL] (-0.7, 0.0, 0.0, 0.7) [LOG 16:01:33.381] [EL] pos: (0.0, 0.0, 0.0) rot: (-0.7, 0.0, 0.0, 0.7) [LOG 16:01:33.381] [EL] position: (0.0, 0.0, 0.0) rotation: (1.0, 0.0, 0.0, 0.0) right:(1.0, 0.0, 0.0) forward:(0.0, 0.0, -1.0) up:(0.0, -1.0, 0.0) [LOG 16:01:33.386] [SS Research Base I-B]: Ready to Launch - waiting to start physics... [LOG 16:01:33.390] [DR:400017] VesselMotionManager.get(V:-6005354:0:ConstructionPort1) created VMM:-6005390:0:ConstructionPort1 [LOG 16:01:33.393] [FLIGHT GLOBALS]: Switching To Vessel SS Research Base I-B ---------------------- [LOG 16:01:33.403] [DR:400017] DockRotate.VesselMotionManager+StructureChangeInfo.reset() OnRails after reset OffRails [LOG 16:01:33.403] Packing Crv Antilope I for orbit [LOG 16:01:33.404] Detected switch from sspx-observation-25-1 (Crv Antilope I) (Vessel) to ConstructionPort1 (Vessel). Request camera stabilization. [LOG 16:01:33.404] [PlanetariumCamera]: Focus: Crv Antilope I [LOG 16:01:33.459] Fix camera focus while keeping its position [LOG 16:01:33.647] Vessel assembly complete! [LOG 16:01:33.653] 8/26/2020 4:01:33 PM,KerbalAlarmClock,Active Vessel changed - resetting inqueue flag Showing the line expected after GetVessselBox (and a bunch of others that indicate the micro pad is doing its thing). Unfortunately, EL's vessel capture process is very quiet (no logging), but hopefully flushed log files will help. Edited August 30, 2020 by taniwha Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 3, 2020 Share Posted September 3, 2020 (edited) New crash, this time i had LOG_INSTANT_FLUSH = True As soon as i sstarted ksp i went to this station adn try to finish teh build. Again, this was a vessel that started to build days ago (expanding the station usign a micro pad), then I had a number of missions before finalizing the build. You hear the poof, you see the vessel add-on beeing built, but the screen freezes right there. https://easyupload.io/ntvyma Later edit: a succesfull build of the same craft. I fist built a test workshop with the necesary materials, and build something on the launchpad. It worked. I then switched to my base and this time this worked as well. Hmmm. I then reloaded the quicksave from before and now this one works as well. (This is not teh first time this procedure has worked) Log: https://easyupload.io/bmajg1 I hope this helps tracking down the bug. Edited September 3, 2020 by Nicky21 Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 4, 2020 Author Share Posted September 4, 2020 @Nicky21 Thanks for that. Unfortunately, no direct clues. However, the contrast with the successful log was very interesting. Tail of crashed log: [LOG 12:01:29.009] [EL] GetVesselBox (0.6, 15.7, 0.9) [(-5.8, 4.2, -1.1),(7.1, 17.9, 2.9)] [LOG 12:01:29.009] [EL] (-6.4, 11.5, 2.0) (6.4, -2.2, -2.0) [LOG 12:01:29.013] [EL] nodeAxis: (0.0, 1.0, 0.0) [LOG 12:01:29.013] [EL] rotation: (-1.0, 0.0, 0.0, 0.0) right:(1.0, 0.0, 0.0) forward:(0.0, 0.0, -1.0) up:(0.0, -1.0, 0.0) [LOG 12:01:29.013] [EL] (0.7, 0.0, 0.0, 0.7) [LOG 12:01:29.013] [EL] (-0.7, 0.0, 0.0, 0.7) [LOG 12:01:29.014] [EL] pos: (0.0, 0.0, 0.0) rot: (0.0, 0.0, 0.0, 1.0) [LOG 12:01:29.014] [EL] position: (0.0, 0.0, 0.0) rotation: (-1.0, 0.0, 0.0, 0.0) right:(1.0, 0.0, 0.0) forward:(0.0, 0.0, -1.0) up:(0.0, -1.0, 0.0) [LOG 12:01:29.030] [SS Research Base I-D]: Ready to Launch - waiting to start physics... [LOG 12:01:29.037] [DR:139508] VesselMotionManager.get(V:-1523240:0:ConstructionPort1) created VMM:-1523280:0:ConstructionPort1 [LOG 12:01:29.048] [FLIGHT GLOBALS]: Switching To Vessel SS Research Base I-D ---------------------- [LOG 12:01:29.050] [DR:139508] DockRotate.VesselMotionManager+StructureChangeInfo.reset() OnRails after reset OffRails [LOG 12:01:29.056] Packing SS Research Base I - "Iota Observer" for orbit [LOG 12:01:29.058] Detected switch from sspx-observation-25-1 (SS Research Base I - "Iota Observer") (Vessel) to ConstructionPort1 (Vessel). Request camera stabilization. [LOG 12:01:29.059] [PlanetariumCamera]: Focus: SS Research Base I - "Iota Observer" [LOG 12:01:29.138] Fix camera focus while keeping its position [LOG 12:01:29.350] Vessel assembly complete! [LOG 12:01:29.365] 9/3/2020 12:01:29 PM,KerbalAlarmClock,Active Vessel changed - resetting inqueue flag [LOG 12:01:29.367] [Trajectories] New vessel, profiles created [LOG 12:01:29.373] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [crewCabin] PPD-10 Hitchhiker Storage Container [LOG 12:01:29.447] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [advSasModule] Advanced Inline Stabilizer [LOG 12:01:29.447] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [probeCoreHex.v2] Probodobodyne HECS [LOG 12:01:29.453] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [C3.LqdTrussTank] Kontainer Tank - Quad-Round [LOG 12:01:29.455] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [C3.LqdTrussTank] Kontainer Tank - Quad-Round [LOG 12:01:29.456] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [C3.LqdTrussTank] Kontainer Tank - Quad-Round [LOG 12:01:29.457] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [C3.LqdTrussTank] Kontainer Tank - Quad-Round [LOG 12:01:29.458] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [KIS.Container3] ISC-6K Container [LOG 12:01:29.535] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [USILS.LgRecycler] RT-5000 Recycling Module [LOG 12:01:29.537] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [adapter-25-125] Rockomax Skeletal Structural Adapter [LOG 12:01:29.538] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [ScienceBox] Experiment Storage Unit [LOG 12:01:29.539] [TweakScale] WARNING: TweakScale was externally deactivated on module on part [ScienceBox] Experiment Storage Unit [LOG 12:01:29.592] [ModularFlightIntegrator] MFI Start [LOG 12:01:29.592] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator AxisGroupsModule CommNetVessel ModuleStabilization VesselDataManager ModuleDynamicBatteryStorage ELVesselWorkNet HangarVesselModule KerbetrotterEngineVesselControl KSPWheelDustCamera KSPWheelVesselControl KSPWheelVesselDebug ModuleLifeSupportSystem [LOG 12:01:29.596] [Part crewCabin] [ModuleB9PartSwitch 'endcapSwitch'] Switched subtype to White [LOG 12:01:29.596] [Part crewCabin] [ModuleB9PartSwitch 'endcapSwitch2'] Switched subtype to White [LOG 12:01:29.596] [Part dockingPort2] [ModuleB9PartSwitch 'lookSwitch'] Switched subtype to Stripe [LOG 12:01:29.665] 9/3/2020 12:01:29 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue [LOG 12:01:29.858] 9/3/2020 12:01:29 PM,KerbalAlarmClock,Vessel Change from 'SS Research Base I - "Iota Observer"' to 'SS Research Base I-D' [LOG 12:01:29.873] 9/3/2020 12:01:29 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 12:01:29.873] 9/3/2020 12:01:29 PM,KerbalAlarmClock,Skipping version check [LOG 12:01:29.990] DragCubeSystem: Creating drag cubes for part 'crewCabin' [LOG 12:01:30.017] DragCubeSystem: Creating drag cubes for part 'dockingPort2' [LOG 12:01:30.053] [FlightIntegrator]: Reloaded drag cube for zeroed cube root part ConstructionPort1 on vessel SS Research Base I-D [LOG 12:01:30.054] [FlightIntegrator]: Vessel SS Research Base I-D has been unloaded 1.79769313486232E+308, applying analytic temperature 251.823282689635 Successful log (note that from the [EL] block down to the first KerbalAlarmClock message, other than timestamps and a few ids (from DR), the logs are identical): [LOG 12:27:46.194] 9/3/2020 12:27:46 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue [LOG 12:27:46.295] dT is NaN! tA: -2.96705972839036, E: 0, M: 0, T: NaN at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at KerbalEngineer.Flight.Readouts.Surface.ImpactProcessor.Update () [0x00000] in <df610534f02e44eabb2fe7c95c06a0aa>:0 at KerbalEngineer.Flight.FlightEngineerCore.UpdateModules () [0x00000] in <df610534f02e44eabb2fe7c95c06a0aa>:0 at KerbalEngineer.Flight.FlightEngineerCore.Update () [0x00000] in <df610534f02e44eabb2fe7c95c06a0aa>:0 ... The "dT is NaN" spam continues for a while, KAC gets out a few more lines, mor dT spam, then things settle down and KSP (along with EL) behaves as expected. My suspicion is that KerbalEngineer doesn't like something, but I'm not saying KE is at fault: kOS didn't like the fake vessel (used for build cost calculation) not having a proper orbit either. I think my course of action for now is to sort out the orbit issues and see what happens. In the meantime, could you try removing KerbalEngineer and seeing if the lockup persists? If it does, then we know the lockup itself is elsewhere, but if it stops, then KE is the likely place to look for issues that could do with fixing regardless of EL. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 4, 2020 Share Posted September 4, 2020 Pretty sure I'm having issues with the MOLE mod, but looking back through this page of the thread, I think I'll go ahead and try here first. Long story short, I was constructing a craft utilizing a MOLE Mk3 Drydock. In versions past, when construction begins an alarm was set up in KAC for the estimated initial completion time (assuming no resource shortages during the construction process); this time around, no such alarm was created. I thought nothing of this at the time and went ahead and created one manually. At time of completion, when I mashed the button to Finalize construction, my shipyard completely disappeared... Poof. I was able to get it back with reverts (I took the precaution of quicksaving before mashing go), but it does kinda put a good chunk of my plans on hold until I can figure out what's causing the problem (or until I give up and start rolling back mods). Log file. I'm using Extraplanetary Launchpads 6.7.3.0 and MOLE 1.22.1 with KSP 1.10.1.2939; I can provide a full list of the other mods I'm using if needed. Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 4, 2020 Author Share Posted September 4, 2020 @capi3101: I am uncertain, but I think the problem is triggered by Trajectories. First, I do not know why your main ship would disappear (or if it did, even), but KSP's orbit code is deleting your "Starport Pylons" due to the orbit being invalid (triggered by Trajectories trying to get orbit information). I am already working on a fix for the orbit information being invalid at any time. I've made some good progress but have run into problems with the builder ship's orbit getting messed up in the process (utter mystery as to why, though) Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 4, 2020 Author Share Posted September 4, 2020 Actually, got the messed up orbit sorted out :). Now just need to get the positioning of the built craft correct. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 4, 2020 Share Posted September 4, 2020 3 hours ago, taniwha said: @capi3101: I am uncertain, but I think the problem is triggered by Trajectories. First, I do not know why your main ship would disappear (or if it did, even), but KSP's orbit code is deleting your "Starport Pylons" due to the orbit being invalid (triggered by Trajectories trying to get orbit information). I am already working on a fix for the orbit information being invalid at any time. I've made some good progress but have run into problems with the builder ship's orbit getting messed up in the process (utter mystery as to why, though) Alright, thanks. A conflict with Trajectories would make some degree of sense, actually; I noted that when I revert the quicksaves to restore my shipyard that a Trajectories message pops up (it's the one where it says there are too many possibilities and it can't calculate it or something like that). I'll try disabling Trajectories to see what kind of effect that has and report back to you. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted September 4, 2020 Share Posted September 4, 2020 I'll remove engeneer and keep you posted. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 4, 2020 Share Posted September 4, 2020 Okay, so I had CKAN take out Trajectories for me and fired up the game. Once at my space station I mashed the Finalize button and the craft printed as expected. I saved the game, had CKAN reinstall Trajectories at that point and got back in. I released the craft without issue, and then did the intended mission to add a series of pylons to the space station in general. Once the pylons in place, the maneuvering unit was put into position and recycled without incident. So, Trajectories does appear to be the culprit, and it appears to be affecting only the process that occurs when the Finalize button is pressed. I may try uninstalling it once again and ordering up a new craft to see if it's also interfering with the establishment of the KAC alarm. I had to report to my workplace this afternoon, so it will be this evening before I can perform any additional testing. Quote Link to comment Share on other sites More sharing options...
taniwha Posted September 5, 2020 Author Share Posted September 5, 2020 @capi3101 Thanks for the confirmation. I've got the basics of the updated code working nicely (I have the built vessel spawning next to the dock without coupling and both vessels eventually drift apart), but the code is a mess of quick hacks and debug logging. I expect a fix to come out fairly soon. Quote Link to comment Share on other sites More sharing options...
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