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Researched Tech Node Becomes Unavailalbe When Loading a Vessel


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I've got some mod soup going on and am having an issue where after previously unlocking a tech node, and the parts therein, it will revert to a locked state after I load a vessel in the VAB. I do not know which mod may be causing this issue and am hoping others can help me identify the culprit.

Here's a Video showing what I'm talking about, though I forgot to return to R&D at the end of the video to show the node had reverted. It should be quite evident given that parts that were listed in the VAB are no longer listed.

Here's an image (linked thumbnail) of the warnings that KSP-AVC gives me upon loading, and yes, I've checked that most of these are noted to be working in 0.90 by checking their threads, aside from ResGen (don't know where that one comes from). I have the updated RPM dll from the RPM thread, but it doesn't include an updated .version. B9's .version also needs updated, even though I have R5-2-8:

oAwxN9Ll.png

I have also zipped up my ksp.log, which was too large for pastebin. I can be found here:

https://www.dropbox.com/s/7x0xpqaflh9z73r/KSP_Log.zip?dl=0

I found a line repeated a few times while going through the log just after the point where I'd loaded the vessel called, "Mercury 4".

[WRN 17:25:58.024] [RDTechTree]: No tech node found called

I suspect this is either the culprit, or a symptom that can help narrow things down...I just don't know what RDTechTree comes from.

Edit: Found the output_log.txt...why they bury it is beyond me, but I've also uploaded it:

https://www.dropbox.com/s/46igw805swvwm6m/output_log.zip?dl=0

Edit 2: While not exactly solved, the culprit seems to have been identified. Taking the discussion to the relevant thread.

Edited by Einarr
Culprit identified.
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After reading through the log, it's still not very clear what is causing this. It's possible it's KCT, but it's weird that no one else has reported similar issues. I would suggest a binary search of your mods to determine which one is causing it.

To do that, start by taking out roughly half of your mods, then check if the issue persists. If it doesn't, swap out the mods with the other half. Whichever half causes the issue, cut in half again and test the same way. Eventually that will narrow the search down to one, or at most a few, mods.

Some things I noticed in the logs that may be concerning/related:

 The referenced script on this Behaviour is missing! 

[RDTechTree]: No tech node found called 

AddonLoader: Instantiating addon 'KCT_VABEditor' from assembly 'KerbalConstructionTime'

AddonLoader: Instantiating addon 'KCT_SPHEditor' from assembly 'KerbalConstructionTime'

The last one is a concern specifically for KCT, as the changes in the editor have resulted in possible two instances of KCT running at once, though that doesn't quite seem to be happening. It's likely not related, but is something I need to fix. The first thing noted points me toward KCT's code that overrides the launch button, but that's just a guess and I have no clue how that would cause this issue. I agree that the second thing is the most concerning, but am unsure of what is causing it.

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