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soo..custom tech tree and contracts help


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do they work? i have tree loader 1.1.5 a custom tree but contracts are just being plagued by "cant recover vessel" and contracts not completing bug whenever i try using custom tech tree

any solutions?

i get this error every time i;am using a custom tree no matter witch one except stock tree

InvalidOperationException: Operation is not valid due to the current state of the object

at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

at Contracts.Templates.PartTest.Generate () [0x00000] in <filename unknown>:0

at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0

at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0

at Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) [0x00000] in <filename unknown>:0

at Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) [0x00000] in <filename unknown>:0

at Contracts.ContractSystem.RefreshContracts () [0x00000] in <filename unknown>:0

at Contracts.ContractSystem.OnNodeReached (.ProgressNode node) [0x00000] in <filename unknown>:0

at EventData`1[ProgressNode].Fire (.ProgressNode data) [0x00000] in <filename unknown>:0

at ProgressNode.Reach () [0x00000] in <filename unknown>:0

at KSPAchievements.RecordsAltitude.iterateVessels (.Vessel v) [0x00000] in <filename unknown>:0

at ProgressTree.IterateVessels (.Vessel v) [0x00000] in <filename unknown>:0

at ProgressTracking.Update () [0x00000] in <filename unknown>:0

(Filename: Line: -1)

and here is the full log if anyone can help out id appreciate it... thx

https://www.dropbox.com/s/v096c4hnaol7o2b/output_log.rar?dl=0

KSP 0.24.2 x32 Windows 7 Sp1 x64

mod list

000_Toolbar

ActiveTextureManagement

AdaptiveDockingNode

AIES_Aerospace

AnimatedDecouplers

ASET

B9_Aerospace

BahaSP

BetterRoveMates

Bill-Jeb 9000

BobCatind

BoulderCo

BoxSat alpha

Chatterer

CommunityResourcePack

Compact Adapter Kit 1-2

CrewXfer

CrossFeedEnabler

CustomBiomes

DailyFrankPeter

DefaultThrottle

DMTanks

EditorExtensions

EnhancedNavBall

ExsurgentEngineering

FASA

Firespitter

Goodspeed

HabitatPack

HGR

JSI

KAS

KerbalJointReinforcement

KineTechAnimation

KipEng

Klockheed_Martian

Klockheed_Martian_Smart..

Klockheed_Martian_Special

Klockheed_Martian_SSE

KSO

KSPX

KWRocketry

Lionhead_Aerospace_Inc

LTech

MagicSmokeIndustries

MechJeb2

MP_Nazari

NASAmission

NovaPunch2

OpenMod

OpenResourceSystem

OrbitusII

PandaJagerLaboratories

PreciousMetals

Protractor

RcsSounds

ResGen

RLA_Stockalike

SCANsat

SDHI

SmokeScreen

Squad

StripSymmetry

TacSelfDestruct

Tantares

TarsierSpaceTech

ThunderAerospace

TreeLoader

TurboNisu

TweakScale

UmbraSpaceIndustries

WheelSounds

Edited by dtoxic
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I see a similar crash with contracts - when adding rep, science, or funds when a contract is complete, the log often shows this:

[Log]: Added 1.030509 (30) reputation: 'Contract parameter complete'.

[Exception]: InvalidOperationException: Operation is not valid due to the current state of the object

The exception doesn't have a callstack, either in the debug log (alt+f12) or in ksp.log on disk.

I have a pile of mods installed, but no mods that directly impact the contract system. I am using Treeloader 1.15 with a custom tech tree, although reviewing the Treeloader source it doesn't look like it does anything contract-related at all, and it doesn't seem like the code would even be running while I'm orbiting the Mun.

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I see a similar crash with contracts - when adding rep, science, or funds when a contract is complete, the log often shows this:

[Log]: Added 1.030509 (30) reputation: 'Contract parameter complete'.

[Exception]: InvalidOperationException: Operation is not valid due to the current state of the object

The exception doesn't have a callstack, either in the debug log (alt+f12) or in ksp.log on disk.

I have a pile of mods installed, but no mods that directly impact the contract system. I am using Treeloader 1.15 with a custom tech tree, although reviewing the Treeloader source it doesn't look like it does anything contract-related at all, and it doesn't seem like the code would even be running while I'm orbiting the Mun.

well i think this guy nailed the problem but i dont think we will see a fix soon

I've been looking into treeloader for the RPL mod and there seem to be some deep seated problems. Specifically, interaction with the contract system - when a contract is completed or every X seconds the system tries to generate a new random contract. If it picks a part test contract, it goes and tries to pick a part then looks up the tech node for the part. For stock this isn't a problem because every part exists and has an assigned tech tree node. Trees built with tree edit often have gaps, empty nodes, parts which are not assigned to any node, parts assigned to nodes but which are optional and don't actually exist. All of those make the contract picker dump a stack trace and die.

Assigning parts with no node to a default dumping ground solves one problem but you'd also need to solve the other one where parts aren't loaded but are in the tree. If Squad had written the contract code to be a bit more robust (for example catch the exception and automatically retry with a different pick) we wouldn't have the problem but hey, spilt milk etc.

I got a treeloader working for science sandbox mode but the contract problems are not going to be easy to fix or work around I fear.

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I've also been hitting a related bug when I attempt to recover a vessel - frequently it won't recover and I have to toggle between the space center and inflight a few times until it allows me to recover.

yeap same thing but when using stock tree everything is ok it has to do with the nodes in the custom tree or something guess we will have to wait and see till some one breaks this mystery :)

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