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[1.8+] Real Fuels


NathanKell

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Wrong log.

Cause the problem. Quit KSP (if it hasn't crashed). Upload your output log (NOT ksp.log) to dropbox or something.

Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used)

Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log

Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

EDIT: KSP isn't loading its assemblies. Either you have some really messed up install procedure, or the folder you're running it from doesn't have permissions.

Edited by NathanKell
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Ok. So based on *that* log it's just some other stuff that's failing to load.

So. What do you mean by "none of the parts display at all"?

Do no fuel tanks whatsoever appear in your part list? If one does, place it ingame and then right-click on it. Does "Show RF GUI" appear? Try that. Does that work?

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There aren't any RF tanks.

Start the game. Go to VAB. Place a pod. Attach a tank that you know has an RF config (like a stock Squad tank). Now go to Action groups, and click on the tank. If no RF GUI appears, immediately quit KSP and post *that* output log.

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A little bug to report, it's a bit specific but if you place a tank on a radial decoupler, set it's fuel, and then pick up the tank and decoupler by the decoupler, and engage symmetry, and place multiple tanks, the first copy of the tank forgets what it had in it, and the second copy causes an exception that kills tweakables completely (note taht the Action Group system still works in that case).

Reloading the ship clears the issue, and it seems to be specific to 2-way symmetry for some odd reason.


(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

*RFKAE* vessel attachments changed.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
at UIPartActionResourceItem.SetSymCounterpartsAmount (Double amount) [0x00000] in <filename unknown>:0

at UIPartActionResourceEditor.OnSliderChanged (IUIObject obj) [0x00000] in <filename unknown>:0

at UIPartActionResourceEditor.Setup (.UIPartActionWindow window, .Part part, UI_Scene scene, .UI_Control control, .PartResource resource) [0x00000] in <filename unknown>:0

at KSPAPIExtensions.UIPartActionResourceEditorImproved.Setup (.UIPartActionWindow window, .Part part, UI_Scene scene, .UI_Control control, .PartResource resource) [0x00000] in <filename unknown>:0

at UIPartActionWindow.SetupResourceEditorControl (.PartResource r, Int32 row) [0x00000] in <filename unknown>:0

at UIPartActionWindow.SetupResourceControl (.PartResource r, Int32 row) [0x00000] in <filename unknown>:0

at UIPartActionWindow.SetupResourceControls (.PartResource r, System.Int32& row) [0x00000] in <filename unknown>:0

at UIPartActionWindow.CreatePartList () [0x00000] in <filename unknown>:0

at UIPartActionWindow.Setup (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0

at UIPartActionController.CreatePartUI (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0

at UIPartActionController.SelectPart (.Part part, Boolean allowMultiple) [0x00000] in <filename unknown>:0

at UIPartActionController.HandleMouseClick (UnityEngine.Camera cam, Boolean allowMultiple) [0x00000] in <filename unknown>:0

at UIPartActionController+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

I'm using the stock tank pack. Reproduction steps:

1. Create a ship or whatever to attach the parts to (I've only tested the VAB).

2. In single item/non-symmetry mode, place a decoupler (ex. a TT38-K or TT-70).

3. Place a tank on the decoupler.

4. Assign a fuel to the tank (I used aerozine/nitrous oxide in my tests).

5. Pick up that assembly by the decoupler, and then place it again in two way symmetry.

At this point, right clicking the original tank results in an empty tank, and right clicking the copy tank results in that exception above.

:/

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Tested with a stock squad tank, no RF GUI.

https://www.dropbox.com/s/qid50jqqc8q22c4/output_log.txt

When I was referring to RF tanks, I mean the RF PP tanks

Do yourself a favor...Create a brand new KSP install, install nothing else but latest PP (v0.9.16), RF (v7.1), MM (v2.2.0). Correctly...giving you ModuleManager*.dll, Squad, NASAmission, RealFuels, ProceduralParts as your only folders in GameData. Report back.

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Renegade: thanks! Now we have to figure out if it's RF or KAE doing it (clearly both are involved...)

Oh, does RF use KAE too? I believe GlowStrips(possibly?) uses that as well. I've created a clean install with ONLY RF, just in case whatever it was that also had KAE installed was interfering somehow, the error persists and looks the same to me:


(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

*RFKAE* vessel attachments changed.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
at UIPartActionResourceItem.SetSymCounterpartsAmount (Double amount) [0x00000] in <filename unknown>:0
at UIPartActionResourceEditor.OnSliderChanged (IUIObject obj) [0x00000] in <filename unknown>:0
at UIPartActionResourceEditor.Setup (.UIPartActionWindow window, .Part part, UI_Scene scene, .UI_Control control, .PartResource resource) [0x00000] in <filename unknown>:0
at KSPAPIExtensions.UIPartActionResourceEditorImproved.Setup (.UIPartActionWindow window, .Part part, UI_Scene scene, .UI_Control control, .PartResource resource) [0x00000] in <filename unknown>:0
at UIPartActionWindow.SetupResourceEditorControl (.PartResource r, Int32 row) [0x00000] in <filename unknown>:0
at UIPartActionWindow.SetupResourceControl (.PartResource r, Int32 row) [0x00000] in <filename unknown>:0
at UIPartActionWindow.SetupResourceControls (.PartResource r, System.Int32& row) [0x00000] in <filename unknown>:0
at UIPartActionWindow.CreatePartList () [0x00000] in <filename unknown>:0
at UIPartActionWindow.Setup (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0
at UIPartActionController.CreatePartUI (.Part part, DisplayType type, UI_Scene scene) [0x00000] in <filename unknown>:0
at UIPartActionController.SelectPart (.Part part, Boolean allowMultiple) [0x00000] in <filename unknown>:0
at UIPartActionController.HandleMouseClick (UnityEngine.Camera cam, Boolean allowMultiple) [0x00000] in <filename unknown>:0
at UIPartActionController+.MoveNext () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

(0.24.2 ksp, nothing else pretty much 'cept for NasaMission :wink:)

Note that it's easy to work around this bug (you pretty much have to follow the steps exactly to reproduce it) so it's not critical 'n' stuff, just annoying.

Anyhow, while you're reading this - I just want to say thank you - it's an interesting mod and I'm having a lot of fun building rockets with different sorts of fuels with different densities and performances 'n' such. I especially love how unlocking the tech tree allows for improvements on existing engines. That's something that I've always felt KSP was missing.

Oh, and the thrust corrector code. I don't know why Stock doesn't have that already. :/

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Hey, I noticed that the new tanks in KW Rocketry 2.6 don't have modulemanager configurations included with RF.

Yeah, I could just use ProceduralParts but the textures that KW has for the new unpainted tanks look really nice.

Anyway, I never liked complaining when I could just as easily solve the problem, so here's the MM configs for the new KW tanks. I did the new small "05" tanks, the alternate large tanks, and the 5m tanks, using the same volume ratios that were used for the existing ones.


@PART[KW1mtankL0_5]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 562.5
type = Default
}
}

@PART[KW2mtankL0_5]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 4500
type = Default
}
}

@PART[KW2mtankL4A]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 36000
type = Default
}
}

@PART[KW3mtankL0_5]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 15187.5
type = Cryogenic
}
}


@PART[KW3mtankL4A]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 144000
type = Cryogenic
}
}

@PART[KW5mtankL05]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 36000
type = Default
}
}

@PART[KW5mtankL1_5]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 108000
type = Default
}
}


@PART[KW5mtankL3_5]
{
//!RESOURCE[LiquidFuel] {}
//!RESOURCE[Oxidizer] {}
//!RESOURCE[MonoPropellant] {}
//!RESOURCE[XenonGas] {}
MODULE
{
name = ModuleFuelTanks
volume = 252000
type = Default
}
}

edit: note that the 5m tanks are of limited utility because the 5m engines aren't in Raptor's engine pack yet. Maybe I'll do them later.

Edited by aristurtle
typo in 5m tanks
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Renegade: Thanks, that narrows it down. It's clearly in UpdateUsedBy in MFT, since the debug log message I forgot to remove fires right before MFT launches UpdateUsedBy.

And thanks! Back when R&D was "to be added" that's what they said they were going to add. And I was busy implementing TLs ahead of time. Released a day before Squad did, which was funny. Although R&D turned out to be just a part-unlocker.

Regarding the thrust corrector code, Chad said he'd fix it; a year later I asked, and apparently he was overruled.

aristurltle (hah! love the name) - thanks! You don't need the comment lines (they're ignored by KSP; I never got around to removing them), and also--did you increase tank volume by 5x? RF wants volume in liters, and by convention RF considers stock-KSP units to be 5L.

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aristurltle (hah! love the name) - thanks! You don't need the comment lines (they're ignored by KSP; I never got around to removing them), and also--did you increase tank volume by 5x? RF wants volume in liters, and by convention RF considers stock-KSP units to be 5L.

I was lazy -- I figured out the ratio of LiquidFuel in the original parts to Volume in the new parts for the config file that was already there. It was 10.41666... So then I took the LiquidFuel amount in the new 5m tanks and multiplied by that to get the volume.

I think that next, I want to find some way to make RealFuels play nicely with Near Future Propulsion. That'll probably take a bit more work though.

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Renegade: Thanks, that narrows it down. It's clearly in UpdateUsedBy in MFT, since the debug log message I forgot to remove fires right before MFT launches UpdateUsedBy.

Hey, no problem. KSP is easy to handle for testing, no registry this or SxS that -- can just roll up a new copy in a new folder and it's golden. I've always written my programs that way as well, thought it was a dead art...

And thanks! Back when R&D was "to be added" that's what they said they were going to add. And I was busy implementing TLs ahead of time. Released a day before Squad did, which was funny. Although R&D turned out to be just a part-unlocker.

Yeah. A weird part unlocker too. In stock, that T30 is pretty awesome, yet it's presented as a first engine like as if it's some trash thing you'll never use again. And there's too many goodies in the bottom part of the tree, etc.

Regarding the thrust corrector code, Chad said he'd fix it; a year later I asked, and apparently he was overruled.

Aw, that sucks. Many mods have it nowadays and I always appreciate it when it's there. Makes my hybrid SRB calculations more accurate :)

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edit: note that the 5m tanks are of limited utility because the 5m engines aren't in Raptor's engine pack yet. Maybe I'll do them later.

They just got included in the update I made last night. :wink: And thanks for the fuel tanks, saves me from doing those myself too!

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I just posted in the RO thread and thought I had solved my problem, but apparently not.

In short, I have no throttle control. The Max Thrust slider has no effect, and the throttle only does 0% or 100%.

I did two full installs of RO and all the requisite mods, with no results. So now I've done the following:

1. Fresh install of .24.2 (not x64)

2. Installed RF w/MM. Default fuels were still there, but throttle worked.

3. Installed RO in isolation. Got RF fuels, but lost throttle.

4. Installed ETC, no effect.

Has this happened to anybody else? Is there possibly an easy fix or should I start posting logs?

Edited by ninjaweasel
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