DMagic Posted April 21, 2016 Author Share Posted April 21, 2016 From the log you posted before exiting it looks like Stage Recovery is giving the errors. Was that log from the initial KSP loading screen? Full logs would help. Link to comment Share on other sites More sharing options...
Apollo13 Posted April 21, 2016 Share Posted April 21, 2016 Now the mod is displaying. Odd, though. The icon was displaying, but clicking it did nothing; I clicked multiple times. Without restarting the game, I clicked the icon about five minutes later, and the window displayed. So, all is good. Thanks for this great mod. Link to comment Share on other sites More sharing options...
CrashTestDanny Posted April 21, 2016 Share Posted April 21, 2016 Hey man - thanks for getting the 1.1 version out so quickly - I am loving it! However, I seem to have stumbled upon some unexpected behavior... When I click the settings button, the settings window pops up and is empty except for the "close" button. Log and Screenshot are on my dropbox: https://www.dropbox.com/sh/l9dusqruh758z4c/AACeSNrEknOrDiii7D-uUlwDa?dl=0 Thanks, Danny Link to comment Share on other sites More sharing options...
DMagic Posted April 21, 2016 Author Share Posted April 21, 2016 @CrashTestDanny That's the Toolbar options window. Since it doesn't look like you have Blizzy's Toolbar, and I disabled the stock contract app override, there aren't any options there. I can see about either fixing the stock override or removing the button unless Toolbar is installed. Link to comment Share on other sites More sharing options...
CrashTestDanny Posted April 22, 2016 Share Posted April 22, 2016 well I would love to have the stock override if possible. I can't stand the default contracts app... But I can also learn to click on the correct button if need be, too... Danny Link to comment Share on other sites More sharing options...
DMagic Posted May 2, 2016 Author Share Posted May 2, 2016 Version 6.3 is out; get it on Space Dock. It is updated for KSP 1.1.2 and re-implements the replace stock toolbar function. Link to comment Share on other sites More sharing options...
bobvodka Posted May 2, 2016 Share Posted May 2, 2016 (edited) On CKAN, while Contracts Window is updated to 1.1.2 the progress parser and contract parser are both only showing as 1.1.0 which means it won't let me upgrade them, thus breaking the mods (Currently have version 3.0 and 2.0 of the mods install; CKAN shows 4.0 and 3.0 are available.) The same problem impacts Capcom btw. Edited May 2, 2016 by bobvodka Link to comment Share on other sites More sharing options...
DMagic Posted May 2, 2016 Author Share Posted May 2, 2016 Wait more than three hours before complaining about CKAN. Link to comment Share on other sites More sharing options...
bobvodka Posted May 2, 2016 Share Posted May 2, 2016 wow... dude, chill... I was just mentioning it in case you had an oversight and forgot to bump the compatible version number or something as it was showing a new version available on CKAN compared to what I have installed... Link to comment Share on other sites More sharing options...
lodestar Posted May 2, 2016 Share Posted May 2, 2016 With KSP 1.1.2 my contracts disappeared from the Contracts+ v6.3 window. I still have them in the stock contracts window, but the Contracts+ is empty. Link to comment Share on other sites More sharing options...
tomf Posted May 9, 2016 Share Posted May 9, 2016 Hi, great mod, I like to have all my contracts assigned to a mission and it would be great to have a filter to show all the contracts that aren't currently assigned to any mission. Is this something you could implement? Link to comment Share on other sites More sharing options...
Torgo Posted May 9, 2016 Share Posted May 9, 2016 3 hours ago, tomf said: Hi, great mod, I like to have all my contracts assigned to a mission and it would be great to have a filter to show all the contracts that aren't currently assigned to any mission. Is this something you could implement? I just popped in because I had the same thought after adding some new contracts and then having to check the list 3 times to find the one I kept missing. The other feature I'd like, but don't know how difficult it would be to implement, is to be able to assign contracts to multiple missions. For instance, if I get a 'build a Remote Tech comm network for Duna' contract, I'd love to be able to assign it to my Duna, Unmanned and Remote Tech missions. I review the list of contracts when I'm in the VAB. Makes it easier to get one craft to handle several related contracts. I get by not having it with a few extra mouse clicks and a couple minutes, so it's not the end of the world if it's not worth the time investment to add. Link to comment Share on other sites More sharing options...
Tarheel1999 Posted May 14, 2016 Share Posted May 14, 2016 (edited) UPDATE - THe problem is solved. Apparently I ran into an edge case with the contract system on a crew recovery contract. What happened is that I sent a vessel with the two-seater crew cabin for the rescue only to realize the hatch is on the stack node which was covered. I realized this after EVAing the kerbal to be rescued. I then returned the kerbal to the pod to await another vessel because I use Roverdude's USI-LS and MKS and didn't want to deal with a comatose kerbal on EVA. I think this gummed stuff up as I was receiving errors from StockBugFixes on startup after leaving the contract half-completed and started receiving errors from KSP once I completed that contract. After restarting the game I noticed there were no more errors from StockBugFixes and so I reinstalled CW+ and CapCom and all was right with the world (fyi I don't think the reinstall fixed the problem because I had already tried a delete/redownload/reinstall before making my original post below.) TLDR - seems to be a KSP bug or bad mod interaction involving an edge case. @DMagic First thank you for all of your mods. I have enjoyed using them (in particular CapCom and ContractWindows+) and they really add to the game. Unfortunately, I am having the same problem mentioned by lodestar above. ContractWindow+ is only showing 3 contracts out of 10 or so active contracts and CapCom showing me nothing. Looking at the output log it appears that ContractParser is throwing an error. Below are links to the output log and to the save file. https://dl.dropboxusercontent.com/u/24301800/output_log.txt https://dl.dropboxusercontent.com/u/24301800/persistent.sfs Here is the exception from ContractParser: [Contract Parser] Loading All Contracts... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Text Generator Loaded: 339 entries in 16 Text Sets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NullReferenceException: Object reference not set to an instance of an object at PartModuleList.Contains (Int32 classID) [0x00000] in <filename unknown>:0 at PartModuleList.Contains (System.String className) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer.setCustomNotes () [0x00000] in <filename unknown>:0 at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in <filename unknown>:0 at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in <filename unknown>:0 at ContractParser.contractParser+<loadContracts>d__0.MoveNext () [0x00000] in <filename unknown>:0 EDIT - It appears that the contract parser makes it through all of the 1 star contracts and then hits a snag. There's no way for me to know which contract it's choking on but based on the order in the save file and the order in Mission Control maybe it's this one: CONTRACT { guid = 56fe9d74-243f-413c-a85b-218dc542b1a3 type = StationContract prestige = 1 seed = 1457910918 state = Active agent = Kerbin World-Firsts Record-Keeping Society deadlineType = Floating expiryType = Floating values = 64800,257644800,187118.635368347,485338.96048665,220800,25,33.04,14,653763.045945245,589058.665945334,258233858.665945,0 targetBody = 0 capacity = 5 contextual = False PARAM { name = LocationAndSituationParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 targetBody = 0 targetSituation = ORBITING noun = station finalObjective = False } PARAM { name = VesselSystemsParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 typeString = station mannedStatus = 2 requireNew = True checkModuleTypes = Antenna|Power|Dock checkModuleDescriptions = has an antenna|has a docking port|can generate power launchID = 21 } PARAM { name = CrewCapacityParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 targetCapacity = 5 } PARAM { name = PartRequestParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 article = a partDescription = research lab vesselDescription = station partNames = Large_Crewed_Lab moduleNames = ModuleScienceLab } PARAM { name = ResourcePossessionParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 goalResource = 4000 resourceName = LiquidFuel resourceTitle = liquid fuel vesselName = station } PARAM { name = StabilityParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 holdSeconds = 10 } } Edited May 15, 2016 by Tarheel1999 Link to comment Share on other sites More sharing options...
Elouda Posted May 27, 2016 Share Posted May 27, 2016 Also having the dissappearing contracts bug. I am running a fairly modded RSS install, so not sure as to the exact cause. Some contracts like the early 'Reach Orbit' one show up fine, but the last 2 satellite ones did not show up at all. Happy to provide logs or other things if someone can point me as to which are useful. Link to comment Share on other sites More sharing options...
bos Posted May 27, 2016 Share Posted May 27, 2016 (edited) Do you have RSS DateTime Formatter? Contract parser tries to hard-cast the formatter to the default, which causes problems if you have a mod which replaces the formatter: private string timeInDays(double D) { if (D <= 0) return "----"; int[] time = ((KSPUtil.DefaultDateTimeFormatter)KSPUtil.dateTimeFormatter).GetDateFromUT((int)D); ... Edited May 27, 2016 by bos Link to comment Share on other sites More sharing options...
Elouda Posted May 27, 2016 Share Posted May 27, 2016 I do indeed. Will try removing it later today to see if that fixes the issue and report back. Thanks! Link to comment Share on other sites More sharing options...
DMagic Posted May 27, 2016 Author Share Posted May 27, 2016 @Elouda Let me know if it works. That's the only thing that I know of right now that would interrupt the contract loading process. I think @Tarheel1999's problem might be stemming from something else that I might not be able to do anything about. @tomf An Unassigned list is probably doable. @Torgo You can already assign a contract to multiple missions. Just click on the little mission checklist button and select any mission. You can also remove a contract from any mission with this list. Link to comment Share on other sites More sharing options...
Tarheel1999 Posted May 27, 2016 Share Posted May 27, 2016 @DMagic. It could have also been user error on my part. The day after I "solved" the problem I updated some mods and my contracts got borked again. After several hours of troubleshooting, I found a copy of KAC in the wrong folder. Removing that extra copy fixed that problem. So I'm not sure if I had two separate problems or just one. Link to comment Share on other sites More sharing options...
Elouda Posted May 28, 2016 Share Posted May 28, 2016 20 hours ago, DMagic said: @Elouda Let me know if it works. That's the only thing that I know of right now that would interrupt the contract loading process. Removing the RSS Date Formatter seems to have solved it. Thanks for the help. Link to comment Share on other sites More sharing options...
gonzo98x Posted June 6, 2016 Share Posted June 6, 2016 Just to support this minor issue. I too use the RSS DateTime Formatter and have the disappearing contracts 'feature' Link to comment Share on other sites More sharing options...
DMagic Posted June 21, 2016 Author Share Posted June 21, 2016 Version 6.4 is out; get it on Space Dock. It is updated for KSP 1.1.3 and fixes an issue caused by non-default date time formatters (RSS Date Time Format). CKAN will take a little while to update the meta data for its dependencies (without these updates the fix above won't apply). Link to comment Share on other sites More sharing options...
SuperPudding Posted July 19, 2016 Share Posted July 19, 2016 (edited) @DMagic Hello. Is the new version compatible with KSP 1.1.2? If it isn't where can I download one that is? Also, can I add this to an existing save file? Can you answer the same questions for CapCom? Edited July 19, 2016 by SuperPudding Link to comment Share on other sites More sharing options...
DMagic Posted July 19, 2016 Author Share Posted July 19, 2016 I don't think I've specifically tested the current versions in 1.1.2, but they should both work fine. Old versions are available at all three of the download locations if there is any problem. Adding or removing either from an existing save is fine. Link to comment Share on other sites More sharing options...
GrugInAus Posted October 13, 2016 Share Posted October 13, 2016 On 19/07/2016 at 10:16 PM, DMagic said: I don't think I've specifically tested the current versions in 1.1.2, but they should both work fine. Along these lines, I expect the significant updates to the interface to have been done for 1.1 compatibility, thus not likely to be affected by 1.2. I didn't notice anything in the release notes for 1.2 regarding contracts that seems to have changed the data structure or anything that might affect this, but I could have easily missed something. I have tried dropping it into 1.2 and bumping the numbers in the version files, and it doesn't load (the icon doesn't display), which doesn't surprise me. I expect there is a limit in the DLL and I'm not going to bother trying to hack that. :-P Hopefully it just needs a version bump. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 13, 2016 Share Posted October 13, 2016 51 minutes ago, GrugInAus said: Along these lines, I expect the significant updates to the interface to have been done for 1.1 compatibility, thus not likely to be affected by 1.2. I didn't notice anything in the release notes for 1.2 regarding contracts that seems to have changed the data structure or anything that might affect this, but I could have easily missed something. I have tried dropping it into 1.2 and bumping the numbers in the version files, and it doesn't load (the icon doesn't display), which doesn't surprise me. I expect there is a limit in the DLL and I'm not going to bother trying to hack that. :-P Hopefully it just needs a version bump. While I can't speak for this mod, I can say that there were a number of changes in places I didn't expect, which are causing problems in the mods I wrote and maintain. And some of the changes didn't happen until at the very end of the prerelease. So give @DMagic some time to do the work. He has other mods as well which will need updating, and isn't being paid for it. LGG Link to comment Share on other sites More sharing options...
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