nightingale Posted March 21, 2016 Author Share Posted March 21, 2016 11 minutes ago, inigma said: @nightingale I can't seem to figure out why the safety check here is not passing. Ideas? contract: https://github.com/inigmatus/GAP/blob/master/Development/Charter-Flight-4bug.cfg Relates to some of the changes I made a few releases back on KerbalDeaths. I've changed it so they start as completed, and then fire a failure if the appropriate death happens (more like they used to work). Mind trying that out for me? Quote Link to comment Share on other sites More sharing options...
inigma Posted March 21, 2016 Share Posted March 21, 2016 3 minutes ago, nightingale said: Relates to some of the changes I made a few releases back on KerbalDeaths. I've changed it so they start as completed, and then fire a failure if the appropriate death happens (more like they used to work). Mind trying that out for me? That's just it. They aren't starting as completed. Latest CC dev. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 21, 2016 Author Share Posted March 21, 2016 10 minutes ago, inigma said: That's just it. They aren't starting as completed. Latest CC dev. Latest as of the post above? Also, I only fixed it for new contracts, not already offered/active ones. Quote Link to comment Share on other sites More sharing options...
inigma Posted March 21, 2016 Share Posted March 21, 2016 16 minutes ago, nightingale said: Latest as of the post above? Also, I only fixed it for new contracts, not already offered/active ones. Yes as of the latest posted above, and this is a new contract. I can't seem to figure it out. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 21, 2016 Author Share Posted March 21, 2016 4 minutes ago, inigma said: Yes as of the latest posted above, and this is a new contract. I can't seem to figure it out. Sorry, I meant I just changed it again after you posted the issue (see last commit)- are you saying that the exact same thing is happening? If it is, do you mind trying one more time, could be there was still an old contract stuck in the pre-loader. Quote Link to comment Share on other sites More sharing options...
inigma Posted March 21, 2016 Share Posted March 21, 2016 4 minutes ago, nightingale said: Sorry, I meant I just changed it again after you posted the issue (see last commit)- are you saying that the exact same thing is happening? If it is, do you mind trying one more time, could be there was still an old contract stuck in the pre-loader. Ok didnt see that. Ill try the new commit. Quote Link to comment Share on other sites More sharing options...
inigma Posted March 21, 2016 Share Posted March 21, 2016 18 minutes ago, nightingale said: Sorry, I meant I just changed it again after you posted the issue (see last commit)- are you saying that the exact same thing is happening? If it is, do you mind trying one more time, could be there was still an old contract stuck in the pre-loader. It's fixed thanks @nightingale, you sir are awesome! back to coding for me. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 21, 2016 Author Share Posted March 21, 2016 53 minutes ago, inigma said: It's fixed thanks @nightingale, you sir are awesome! back to coding for me. Good stuff, I'll get a release out soon for that undock issue. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 21, 2016 Author Share Posted March 21, 2016 New release to fixed a fairly major issue that can be encountered on undock. Download here. Contract Configurator 1.9.10 Fixed exception on undock (thanks henrybauer). Fixed KerbalDeaths to be checked off (completed) by default (thanks Inigma). Quote Link to comment Share on other sites More sharing options...
vardicd Posted March 22, 2016 Share Posted March 22, 2016 (edited) The bug that once allowed multiple copies of the same contract to be take/completable at once, has somehow snuck in again. I believe this was addressed previously? Posting here and in field research, as I'm not sure if this, or that mod is the source. Edit: Both contract config, and field science are up to date. Edited March 22, 2016 by vardicd Quote Link to comment Share on other sites More sharing options...
eberkain Posted March 22, 2016 Share Posted March 22, 2016 3 hours ago, vardicd said: The bug that once allowed multiple copies of the same contract to be take/completable at once, has somehow snuck in again. I believe this was addressed previously? Posting here and in field research, as I'm not sure if this, or that mod is the source. Edit: Both contract config, and field science are up to date. I see this too with the field research that has you repeating experiments. Like, Perform Another Materials Study While Flying High, etc... Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 22, 2016 Author Share Posted March 22, 2016 5 hours ago, eberkain said: I see this too with the field research that has you repeating experiments. Like, Perform Another Materials Study While Flying High, etc... Looks like that particular type of contract didn't get moved over to the new syntax for uniqueness checking, and the backwards compatibility layer for it in Contract Configurator was broken. Fixing it in both places for their respective next releases. Quote Link to comment Share on other sites More sharing options...
thedmbarlow Posted March 23, 2016 Share Posted March 23, 2016 A bit of an oddity. So I'm trying to build out the Exodus Contract Pack (github), This is very early days yet, but I'm hoping for a playable release by the 1st of the month. However, I've run into a wall with Contract Configurator. My second "story mission" contract fails to load and I can find nothing whatsoever in eithr of the debug windows. The only place I find a reference to this otherwise silent failure is in the CC debug window, where up in the top left corner it says: "Successfully loaded one out of two contracts." What could cause this? Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 23, 2016 Author Share Posted March 23, 2016 5 hours ago, thedmbarlow said: A bit of an oddity. So I'm trying to build out the Exodus Contract Pack (github), This is very early days yet, but I'm hoping for a playable release by the 1st of the month. However, I've run into a wall with Contract Configurator. My second "story mission" contract fails to load and I can find nothing whatsoever in eithr of the debug windows. The only place I find a reference to this otherwise silent failure is in the CC debug window, where up in the top left corner it says: "Successfully loaded one out of two contracts." What could cause this? Hard to say without more info, but there's some errors might not even make it that far, including: Duplicated contract names Config file syntax errors (missing brackets) Incorrect Module Manager Syntax Quote Link to comment Share on other sites More sharing options...
thedmbarlow Posted March 24, 2016 Share Posted March 24, 2016 (edited) More info! Whee! (It's payday today, sorry for the long wait) Edit: Context: This is the mission in question. It's #2 on a "story" tree I'm trying to build out. It's supposed to be unlocked immediately on completing the prior mission. AGENT { name = Kerbal Space Agency (KSA) description = We are the organization you're running. We built KSC. You run us. logoURL = logoScaledURL = } CONTRACT_TYPE { name = ExodusFirstStation title = Exodus Plan -- Your First Space Station group = ExodusStory description = [KSA Tracking Station Dept.] Administrator - We have a plan. We're calling it "The Exodus Plan." Unfortunately that space rock we had you confirm for us is too large and too dense for us to redirect or destroy. So we had to start thinking out of the box. All of us are going to live in space. First, we need a space station & colony in orbit of Kerbin. This station will act as both a proof of concept and a mission setup point, so that we can send up the individual assemblies for later missions individually. We'll start with a basic station but we'll be sending you missions over time both to resupply it and to improve it's self-sufficicency. synopsis = Put a space station into high orbit (100,000km) of Kerbin. It needs to be sef-sustaining and to have at least 3 unused docking ports, and a permanent crew of 1 pilot, 1 scientist, and 1 engineer. It also needs a sufficient electrical system for it's chosen orbit, and a Nom-O-Matic, with at least 100 days worth of supplies. completedMessage = Thank you, Administrator. The people's hope lies in you from this point on. agent = Kerbal Space Agency (KSA) cancellable = false declinable = false deadline = 0 autoAccept = false targetBody = Kerbin maxCompletions = 1 maxSimultaneous = 1 rewardScience = 50.0 rewardReputation = 50.0 rewardFunds = 100000.0 failureReputation = 30.0 failureFunds = 50000.0 advanceFunds = 50000.0 PARAMETER { name = All type = A11 PARAMETER { name = Param1 type = Orbit targetBody = Kerbin situation = ORBITING minAltitude = 100000 } PARAMETER { name = Nom-O-Matic type = PartValidation part = Nom-O-Matic 5000 Greenhouse part = Nom-O-Matic 25000 Greenhouse minCount = 1 } PARAMETER { name = DockingPorts type = PartValidation part = Clamp-O-Tron Jr. part = Clamp-O-Tron Docking Port part = Clamp-O-Tron Shielded Docking Port part = Clamp-O-Tron Sr. Docking Port part = Inline Clamp-O-Tron part = Mk2 Clamp-O-Tron minCount = 3 } PARAMETER { name = ElectricalGen type = PartValidation part = Gigantor XL Solar Array part = OX-4W 2x3 Photovoltaic Panels part = OX-4L 1x6 Photovoltaic Panels part = SP-W 2x3 Photovoltaic Panels part = SP-L 1x6 Photovoltaic Panels part = OX-STAT Photovoltaic Panels part = PB-NUK Radioisotope Thermoelectric Generator part = Fuel Cell part = Fuel Cell Array minCount = 2 } PARAMETER { name = InitialStationResource type = HasResource RESOURCE { resource = Supplies minQuantity = 2000 maxQuantity = 6000 } RESOURCE { resource = Mulch minQuantity = 2000 maxQuantity = 6000 } RESOURCE { resource = ElectricCharge minQuantity = 400 maxQuantity = 600 } } PARAMETER { name = PilotParam type = HasCrew trait = Pilot } PARAMETER { name = EngiParam type = HasCrew trait = Engineer } PARAMETER { name = ScienParam type = HasCrew trait = Scientist } PARAMETER { name = FullCrew type = HasCrew minCrew = 3 } REQUIREMENT { name = InitialOrbitComplete type = CompleteContract contractType = ExodusOrbitalContract minCount = 1 maxCount = 1 } } } Edited March 24, 2016 by thedmbarlow I'm an idiot. :P ie, here's the necessary context Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 24, 2016 Author Share Posted March 24, 2016 1 hour ago, thedmbarlow said: More info! Whee! (It's payday today, sorry for the long wait) Edit: Context: This is the mission in question. It's #2 on a "story" tree I'm trying to build out. It's supposed to be unlocked immediately on completing the prior mission. <snip> Lots of errors in the debug window (alt-f12): Note that those same errors can be viewed in KSP.log. I didn't look at all of them, but the part needs the part identifier, not the display name. Look in the part's .cfg file under GameData/Squad/Parts to find the name. For example, the "Clamp-O-Tron Docking Port" should be dockingPort2. Quote Link to comment Share on other sites More sharing options...
thedmbarlow Posted March 24, 2016 Share Posted March 24, 2016 OK, see that I could've figured out. Here's the problem. Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 24, 2016 Author Share Posted March 24, 2016 13 minutes ago, thedmbarlow said: OK, see that I could've figured out. Here's the problem. <snip> Right - that typically happens when there's a bug in the debug window itself. I'd need to see the KSP.log file to say what the problem is though. Quote Link to comment Share on other sites More sharing options...
Spheniscine Posted March 24, 2016 Share Posted March 24, 2016 (edited) 2 hours ago, thedmbarlow said: More info! Whee! (It's payday today, sorry for the long wait) <snip> Just to let you know, you might want to fix your mission synopsis "high orbit (100,000km)" to "100,000m" or "100km". Edited March 24, 2016 by Spheniscine Quote Link to comment Share on other sites More sharing options...
thedmbarlow Posted March 24, 2016 Share Posted March 24, 2016 (edited) 1 hour ago, Spheniscine said: Just to let you know, you might want to fix your mission synopsis "high orbit (100,000km)" to "100,000m" or "100km". Indeed. That sort of thing is on my list, you're quite right. I just wanted to deal with the missions actually working before I worried too much about things like grammar, accuracy & balancing. Edit: Might make more sense if I said the orbit was supposed to be MUCH higher in concept, in my head. 300K-500K Edited March 24, 2016 by thedmbarlow I'm awfully forgetful Quote Link to comment Share on other sites More sharing options...
thedmbarlow Posted March 24, 2016 Share Posted March 24, 2016 1 hour ago, nightingale said: Right - that typically happens when there's a bug in the debug window itself. I'd need to see the KSP.log file to say what the problem is though. Would something like this cause it? UnityEngine.Debug:LogException(Exception) Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 24, 2016 Author Share Posted March 24, 2016 19 minutes ago, thedmbarlow said: Would something like this cause it? UnityEngine.Debug:LogException(Exception) Yes, but you've cut out all the useful bits. I need to see that whole line and several lines after it (the stack trace). Quote Link to comment Share on other sites More sharing options...
thedmbarlow Posted March 24, 2016 Share Posted March 24, 2016 I didn't mean to imply that was useful by itself, just confirm that it's a possible cause. However, I've cut nothing out of the line itself. Here's it and all following lines until the next heading. UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1) ContractConfigurator.PartValidationFactory:Load(ConfigNode) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__1e:MoveNext() ContractConfigurator.ContractConfigurator:Update() Quote Link to comment Share on other sites More sharing options...
thedmbarlow Posted March 24, 2016 Share Posted March 24, 2016 (edited) I've fixed the part references. I appreciate that detail, I suspected that it wouldn't be right but I had no idea where I'd find the proper names. I tested it and it didn't fix the contract not loading bit. Edited March 24, 2016 by thedmbarlow Quote Link to comment Share on other sites More sharing options...
nightingale Posted March 24, 2016 Author Share Posted March 24, 2016 (edited) 8 hours ago, thedmbarlow said: I didn't mean to imply that was useful by itself, just confirm that it's a possible cause. However, I've cut nothing out of the line itself. Here's it and all following lines until the next heading. UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1) ContractConfigurator.PartValidationFactory:Load(ConfigNode) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ParameterFactory:GenerateParameterFactory(ConfigNode, ContractType, ParameterFactory&, ParameterFactory) ContractConfigurator.ContractType:Load(ConfigNode) ContractConfigurator.<LoadContractConfig>d__1e:MoveNext() ContractConfigurator.ContractConfigurator:Update() You're still missing information that I need (the actual exception). Please just post the entire log (via dropbox or another file service). Edited March 24, 2016 by nightingale Quote Link to comment Share on other sites More sharing options...
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