RedAV8R Posted July 25, 2014 Share Posted July 25, 2014 None of the parts display at all, the procedural parts are unchanged. It's like it was never installedWhen all is properly installed, I am not getting this. All is working as it should. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 25, 2014 Author Share Posted July 25, 2014 Updated for 0.24.2. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 25, 2014 Share Posted July 25, 2014 Updated for 0.24.2.Oh, come ON. I just finished updating Ioncross for 0.24.1!!!lol Quote Link to comment Share on other sites More sharing options...
Snillum101 Posted July 25, 2014 Share Posted July 25, 2014 Oh, come ON. I just finished updating Ioncross for 0.24.1!!!lolYou're losing it man, you need to up your game! Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 26, 2014 Share Posted July 26, 2014 https://www.dropbox.com/s/iut1fwcb3j00848/KSP.logAnd, there's the log. I nuked and replaced PP, RF, and TweakScale Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 26, 2014 Author Share Posted July 26, 2014 (edited) 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.logLinux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.logEDIT: 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 July 26, 2014 by NathanKell Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 26, 2014 Share Posted July 26, 2014 It definitely has permissions, but I'm on Windows right now, and an output log isn't being generated. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 26, 2014 Author Share Posted July 26, 2014 If there's not output_log.txt in (your KSP folder\KSP[_x64]_Data ) after running KSP then you have a broken install of KSP, period. Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 26, 2014 Share Posted July 26, 2014 Well, I'm not sure how I missed it before, but I just found it where it was expected to be https://www.dropbox.com/s/qid50jqqc8q22c4/output_log.txt Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 26, 2014 Author Share Posted July 26, 2014 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? Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 26, 2014 Share Posted July 26, 2014 RF GUI doesn't appear, all fuel tanks installed display, except the RF ones. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 26, 2014 Author Share Posted July 26, 2014 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. Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 26, 2014 Share Posted July 26, 2014 Tested with a stock squad tank, no RF GUI.https://www.dropbox.com/s/qid50jqqc8q22c4/output_log.txtWhen I was referring to RF tanks, I mean the RF PP tanks Quote Link to comment Share on other sites More sharing options...
Renegrade Posted July 26, 2014 Share Posted July 26, 2014 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.:/ Quote Link to comment Share on other sites More sharing options...
RedAV8R Posted July 26, 2014 Share Posted July 26, 2014 Tested with a stock squad tank, no RF GUI.https://www.dropbox.com/s/qid50jqqc8q22c4/output_log.txtWhen I was referring to RF tanks, I mean the RF PP tanksDo 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. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 26, 2014 Author Share Posted July 26, 2014 Renegade: thanks! Now we have to figure out if it's RF or KAE doing it (clearly both are involved...)dlrk: what RedAV8R said: this is seriously weird, so you need to test in a clean environment. Quote Link to comment Share on other sites More sharing options...
Renegrade Posted July 26, 2014 Share Posted July 26, 2014 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 )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. :/ Quote Link to comment Share on other sites More sharing options...
aristurtle Posted July 26, 2014 Share Posted July 26, 2014 (edited) 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 July 29, 2014 by aristurtle typo in 5m tanks Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 26, 2014 Author Share Posted July 26, 2014 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. Quote Link to comment Share on other sites More sharing options...
aristurtle Posted July 27, 2014 Share Posted July 27, 2014 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. Quote Link to comment Share on other sites More sharing options...
Renegrade Posted July 27, 2014 Share Posted July 27, 2014 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 Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 27, 2014 Share Posted July 27, 2014 Doing a clean install fixed it, so hopefully I'll run across what mod was interfering Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted July 28, 2014 Share Posted July 28, 2014 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. And thanks for the fuel tanks, saves me from doing those myself too! Quote Link to comment Share on other sites More sharing options...
ninjaweasel Posted July 28, 2014 Share Posted July 28, 2014 (edited) 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 July 28, 2014 by ninjaweasel Quote Link to comment Share on other sites More sharing options...
NathanKell Posted July 28, 2014 Author Share Posted July 28, 2014 You posted there, I answered there. Working as designed. Check the RO FAQ Quote Link to comment Share on other sites More sharing options...
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