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[1.2.2](Dec10/16) Action Groups Extended: 250 Action Groups, in-flight editing. Now kOS/RemoteTech


Diazo

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edit: Okay, the actual error is something else that is cascading onto the RT stuff. I'm still suspecting something messed up when you docked. There should be a "AGX Update Error" line in your logs somewhere, can you copy-paste that for me, or post your output_log.txt somewhere so I can look at it please? Thanks.

Hey,

thanks for the quick reply. I will gladly do so when I get home and squeeze it in. Hopefully this evening (gmt +1).

Cheers.

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here's another problem with the new RT2 implementation - when I use the Smart Parts altitude sensor to trigger an action group, AGExt runs the command through its RT2 queue instead of locally. Additionally (and I don't know if this is AGExt or Smart Parts) I've found that if there's another vessel in physics range that shares the same action group, the Smart Part will trigger both of them, not just the action group associated with the vessel currently in focus

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Thanks for all the help on finding these things, here we go:

@Smart Parts activation being queued even though it is local:

A perfect example of unforseen consequences. I know exactly what's happened here and it is a quick fix. The only catch is it is in the Smart Parts code so that adds a wrinkle to getting this straightened out.

@Science experiment not bypassing Remotetech:

I also know exactly what happened here. The current bypass only bypasses the signal delay, not the need for a connection. I'll fix this up so that if the bypass is enabled, everything should behave as if remotetech was not installed.

@Smart Parts activating on multiple vessels:

Now this one is interesting. It should be a straightforward fix as it is probably just a mistaken Vessel reference somewhere. Should be simple to replicate and track down.

@SubAssemblies and actions on the wrong part:

Now this one is odd. The fact that it is only some actions that do it puzzles me as my code treats all actions exactly the same. Having said that, with it narrowed down I should be able to replicate and see what is going on.

I'll dig into this when I get home from work tonight,

D.

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Hi Diazo,

sorry, my work-life had the best of me, yesterday. As promised I will send you the complete log file as a pm in a few secs.

I got the following error message 104282 times:

[LOG 00:23:39.257] AGX RTQueue Fail 1 System.TypeLoadException: Could not load type 'System.Func`2' from assembly 'mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.
at MuMechModuleHullCamera.DeactivateCameraAction (.KSPActionParam ap) [0x00000] in <filename unknown>:0
at BaseAction.Invoke (.KSPActionParam param) [0x00000] in <filename unknown>:0
at ActionGroupsExtended.AGXFlight.ActivateActionGroupActivation (Int32 group, Boolean force, Boolean forceDir) [0x00000] in <filename unknown>:0

Busy litte beaver...

This is what it looks like in-game:

EojB1pY.jpg

I hope it helps to track down that nasty bug.

Good hunting!

0level

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@0level: You are using Hullcam VDS correct? The problem lies in that mod. When I run a clean install with just Hullcam installed (so no other mods at all), it still throws that error and does not activate the action.

Because the error is not in AGX I can't fix it, you'll have to talk to the Hullcam guy about it. However, I did add an error check that when an action fails like this AGX will no longer stall and will remove the action without having activated it.

In your screenshot in the previous post, the Cam Off action would fail on the error you've posted, but the Grabbing Mod action would then be able to activate normally with this error check in place. (Version 1.30b download below.)

@Gaiiden: First couple fixes are ready. SmartParts now do not queue for RT when they trigger their actions. Also, when the remotetech bypass is enabled, AGX behaves as if remotetech was not installed. So no connection is required and no signal delay.

These two tweaks are in the 1.30b .dll below. I'm still looking at the other issues so not pushing a full version yet.

1.30b .dll only. Install .zip from opening post of thread first.

edit: @Gaiiden: Can you remember if the parts that were activating in the same action groups across multiple vessels were placed with sub-assemblies? I can not replicate that and suspect that the actions mis-assignment on sub-assemblies was the cause of that.

edit2: I can however replicate the actions being assigned to the wrong part. Not sure why yet but I have been able to replicate.

Edited by Diazo
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Hi Diazo,

yes, I use Hullcam VDS and you are right. That seems to be the problem - I did not recognize the exact timing the error occured.

Your fix (1.30b) worked around the fatal consequences ot the problem just fine! Thank you so much. I will ask the author of Hullcam VDS about the remaining issue or switch to another cam mod.

Cheers,

0level

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@Gaiiden: First couple fixes are ready. SmartParts now do not queue for RT when they trigger their actions. Also, when the remotetech bypass is enabled, AGX behaves as if remotetech was not installed. So no connection is required and no signal delay.

Most excellent, thank you. I had no problems rolling back to v1.29d but it'll be nice to be up to date again :)

edit: @Gaiiden: Can you remember if the parts that were activating in the same action groups across multiple vessels were placed with sub-assemblies? I can not replicate that and suspect that the actions mis-assignment on sub-assemblies was the cause of that.

In this particular case, yes. I did not do any testing however to conclude that this was the only case.

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Version 1.30c

Download here.

RemoteTech queue fix so it will not stall on invalid action.

Smartparts will no longer queue their actions via remotetech

Remotetech Bypass is now a true bypass, no connection check or signal delay when enabled.

Fix selection box so disabled actions are hidden.

@Gaiiden: The fix to hide disabled actions should fix the issues you are seeing. The Explorer probe core has an antenna in the base game that RemoteTech replaces and so hides the associated actions. AGX was being too aggressive in picking actions up so when it whent to assign those actions, they were disabled and so not assignable, leading to the wierdness you saw.

The sub-assemblies thing was actually a red herring, it just so happened the parts with this issue were only on the sub-assemblies in your setup.

Note however that I was not able to replicate the issue with Smartparts and nearby vessels activating the same action group. I'm 99% sure that issue was linked to the disabled actions not being hidden and so AGX was making bad action assigments which cascaded into Smartparts in this way, but if you notice it again let me know and I'll look into it some more.

D.

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Is this a known issue, and is there an easy fix for it?


[LOG 19:50:05.152] AGX Load Actions Visibility Fail!
[LOG 19:50:05.153] AGX Update error: 24f System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper stelemref) object:stelemref (object,intptr,object)
at ActionGroupsExtended.AGXFlight.LoadGroupVisibilityNames (System.String LoadString) [0x00000] in <filename unknown>:0
at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0

I had a vessel docked to a space station and AGX worked okay. When I brought up the UI it showed me the action groups from the vessel; I'd never created any for the space station.

Now I've undocked the vessel and I have it parked a hundred meters away from the station. AGX refuses to work on either craft, filling my log with those two messages repeated over and over.

Any suggestions? I'm not even sure where to start. Your mod seems to add a lot to the game, both in the persistence file and in the AGExt#####.cfg files (of which I'm already up to 113) and I haven't yet quite made heads or tails of it. It looks like you're adding a PartModule to every single part in the entire game? Am I reading that right?

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@jefferyharrell:

Now that is an interesting error and not something that I thought was possible.

Could you upload the latest AGExt00000.cfg file for me to look at please? (The one with the largest number.) And the names of the vessels doing this to you?

My best guess as to what happened is that the undock messed up and there is now corrupt data saved for the Visibility functions for those two vessels. As this data is wholly created by AGX in code, I did not think it was possible for that data to corrupt itself so there is no error trap which causes it to fill the log with that spam and AGX to stop working.

If this is the case, you should be able to switch away from flight mode back to the space center and then fly any other vessel and things should be fine. If this is not the case, something else is going on and I will have to investigate.

D.

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Sure. Here's file #113 in its entirety. The space station is called Floatything and the capsule is Hyperion Blk 3. They were docked, then I undocked Hyperion Blk 3.

I noticed when skimming through this file that it contains information about vessels that no longer exist. The only vessels that exist in my game are Minionsats 1-3, Floatything and Hyperion Blk 3. The second vessel listed, Minionsat Launch Vehicle Probe to pick one, no longer exists, but the specific way in which it stopped existing might be interesting to you: I put it on a trajectory with a periapsis of less than 20 kilometers and then switched away from it to do other things, letting KSP automatically remove it whenever it happened to get around to it. Maybe that's something your mod doesn't account for?


name = flight
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name = Minionsat 1
currentKeyset = 1
groupNames =
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group 1‣Group 2‣Group 3‣Group 4‣Group 5
}
2763902689
{
name = Minionsat Launch Vehicle Probe
currentKeyset = 1
groupNames =
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5
}
664035800
{
name = Minionsat 2
currentKeyset = 1
groupNames =
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group 1‣Group 2‣Group 3‣Group 4‣Group 5
}
2030444280
{
name = Minionsat 3
currentKeyset = 1
groupNames =
groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111
groupVisibilityNames = Group 1‣Group 2‣Group 3‣Group 4‣Group 5
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1195324648
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name = Floatything Module 1 LV Probe
currentKeyset = 1
groupNames =
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groupVisibilityNames = Group 1‣Group 2‣Group 3‣Group 4‣Group 5
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3391040865
{
name = Floatything Module 2 LV Probe
currentKeyset = 1
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3771269333
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123092194
{
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2232559051
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Interesting.

That AGExt00113.cfg file looks fine. When AGX started throwing the nullRef errors, it looks like that also prevented it from saving the data to file.

I expect that if you loaded the game back up and flew either of those vessels, things would work for you.

Having said that, I tweaked the .dll file to add the necessary error traps so that if this happens again it won't crash out and stop everything from working.

Download 1.30d .dll only file here. Needs .zip from first post installed first.

This version does not actually fix the error, it just adds the error traps so that if the error happens it does not cause a critical error.

I'll look into tracking down and fixing the actual error and push a full version when I do.

D.

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Nothing has exploded yet, but I have another…I hesitate to call it a "bug report," but it's certainly a quirk.

If the file GameData/Diazo/AGExt/AGExt.cfg isn't present, the mod won't create it. It just throws a null reference exception and refuses to load in the VAB. But if that file is present, the mod appears to overwrite it with an identical copy of itself. I keep my GameData folder under revision control (shut up, I'm a nerd) and AGExt.cfg shows up as modified on first run despite the contents of the file being unchanged. So if the mod is capable of rewriting AGExt.cfg with default settings anyway, then why not handle the exceptional case when AGExt.cfg isn't there rather than throwing an uncaught exception?

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@novahike999: In the current version there is no provision for doing that. It is a good idea, but there are a couple potential issues with how KSP detects keystrokes that may mean it is not possible. I will at least look at it as that sounds like a worthwhile addition if I can make it work.

@jefferyharrell: The reasons I have not made AGX simply create the AGExt.cfg file is twofold. First, while it does create the file itself, it only creates about 75% of the contents, the other 25% is read only and will be missing from the created AGExt.cfg file. The second reason is that if the AGExt.cfg file is missing, that means that AGX is installed in the wrong spot. Even if I did add the ability for AGX to create the AGExt.cfg file, it would still run into problems because it could not find all the other files in the install .zip file and most of those I can't create in code so it would still throw a file not found error on those other files and end up in the same position anyway.

On the docking error thing, I should have some time tomorrow to dig into that.

D.

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Having trouble in my current game. In flight, this ship can't assign any actions to the numbered action groups, only to the "other" groups. The KSP.log is spamming this non-stop:


[LOG 17:41:39.445] AGX Update error: 24f System.IndexOutOfRangeException: Array index is out of range.
at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0
[LOG 17:41:39.481] AGX Update error: 24f System.IndexOutOfRangeException: Array index is out of range.
at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0
[LOG 17:41:39.509] AGX Update error: 24f System.IndexOutOfRangeException: Array index is out of range.
at ActionGroupsExtended.AGXFlight.Update () [0x00000] in <filename unknown>:0

I had originally assigned some Karbonite drill & converter actions to action groups 1 and 2 in the VAB, but they didn't look right at the time (improperly labelled). I suspect that's the cause  they seemed to change their action lists between the VAB and in-flight.

Savefile: https://dl.dropboxusercontent.com/u/32378574/agx-save.sfs … ship is "Exploitation", landed on Minmus.

Edited by Wisq
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Version 1.30e .dll release only.

Install .zip from first post.

Copy over AGExt.dll file here.

-Fix part selection in flight mode so that small parts can now be clicked directly when attached to large parts, no more having to use right-click. (Right-click still works.)

-Revise Undocking/Vessel switch code.

@jefferyharrell: I think I've fixed the undock error you ran into. It sounds like the error trap worked as intended though as the previous version was working for you but it is always better to fix the actual problem.

@Wisq: It looks like the error you ran into was the same place as jeffery's error, just on a different variable. I've gone over all that code relating to vessel switching (of which the undocking code is a part) and hopefully it is now squashed.

This does nothing about actions changing between the VAB and Flight though. If it happens again can you post me the entire output_log.txt please? It should catch the error that is causing that.

Let me know how it goes,

D.

Edited by Diazo
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Most of the files are in the GameData\Diazo\AGExt directory.

The save specific data is saved in Saves\{SaveName}\AGExt... files.

There will be an AGExtEditor.cfg which is the VAB/SPH data and some AGExt#####.cfg files which are the incremental flight state saves.

If you are actually cleaning out the partModules from the persistent.sfs file, there are two scenarios, AGExtScenario and AGExtScenarioEditor.

Then each part has an AGExtModule partModule as well.

That is everything AGX does in terms of saving data.

D.

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In flight, this ship can't assign any actions to the numbered action groups, only to the "other" groups.

This has been happening to me constantly, only in the VAB, not in flight. I'm using the 1.30e DLL, and there's nothing at all in my log file. No exceptions are being thrown by AGExt or anybody else.

I suspect there's a configuration error somewhere deep down though, because (to my absolute infuriation) AGExt refuses to remember the positions of my windows. The UI is very window-y, as I'm sure you know, but every time I bring it up all three windows are crammed into the upper-left corner of the screen. There has to be a problem somewhere that's preventing the mod from saving its state or something, but I haven't been able to track it down. I suspect the same root cause is behind the way the numbered action groups have been spontaneously disappearing from the mod. Whatever the root cause is, it's driving me nuts.

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That is really strange, there would only be a few things that could cause that, but any of them should throw an error in the output_log.txt.

Note that the way I error trap my code, KSP will usually not thrown a red text error on a critical problem, it will write a white line to the log that looks like any other line of the log, just starting with "AGX....".

The next time it happens, can I get an output_log.txt regardless please?

Currently, the only things I can think of that would cause this are:

1) Wrong install location: All of the files in the .zip file need to be in the GameData\Diazo directory, so the main .dll file should be at KSP-Install\GameData\Diazo\AGExt\AGExt.dll

2) Windows Security preventing the writing of files: When installed in the default C:\Program Files\KSP, Windows has a bad habit of preventing KSP from writing to disk so when KSP tries to save (including my mod's data) Windows stops it from doing so. If this is the case, try moving KSP to C:\Games\KSP (or another directory of your choice) instead.

3) Another mod is throwing an error before mine which prevents AGX from starting correctly. This is the primary reason I am asking for the output_log.txt file regardless. The way KSP works, if another mod crashes the flight scene Start() code, the Start() code that AGX needs to run never does and so all the setup necessary for the flight scene never happens. (This is currently my primary suspicion as to what is going on.)

4) (Not being able to switch to numbered action groups only) In career mode, neither the SPH or VAB is upgraded to level 2. If you have not enabled the override in the AGExt.cfg file, this behavior is by design.

And that's it, I can't think of anything else that would cause the window positions to not save.

Note that when you say "numbered action groups spontaneously disappearing", I assume you mean you can't click the "Other" button to switch to that mode as you are replying to the earlier conversation. If you mean that actions you have assigned are being lost, that is something new that I will need to look into.

D.

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