Thomas changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs (do !support for help). | *** PSA: https://kerbalspaceprogram.com/api/index.html | <Red5> Guy was asked for a log file, he gave this link: http://pastebin.com/wfVarZPf
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<rsparkyc>
has anyone experienced KSP crashing when trying to use reflection to call a method?
<Papa_Joe>
I use it quite a bit with SM, but I've had no issues... last tested with 1.2.9 and 1.3
<Papa_Joe>
What kind of error do you get, if any?
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<rsparkyc>
crash to desktop
<rsparkyc>
even wrapping it in a try catch block does nothing
<rsparkyc>
i'm trying to use reflection to call "ChangeThrust" in ModuleEngineConfigs
<rsparkyc>
due to the nature of what i'm doing, i do it several times in succession, and that's when the problem arises
<rsparkyc>
doing it just here and there seems fine
<blowfish>
rsparkyc: is that Crash!!! in the log with that stuff?
<rsparkyc>
blowfish: i couldn't find anything in the actual logs
<blowfish>
output_log.txt usually has something
<rsparkyc>
yeah, that's where i looked
<blowfish>
KSP.log may end up being cut off
<blowfish>
weird
<rsparkyc>
(Player.log on the mac)
<rsparkyc>
i never look at KSP.log
<blowfish>
well hmm
<rsparkyc>
so i have that call in my FixedUpdate loop
<rsparkyc>
normally there's some delay between log messages in there (i'm only doing it every 1 out of 20 loops)
<rsparkyc>
right before it crashes, it runs that code like 1000 times
<rsparkyc>
like there's no longer any processing delay in the FixedUpdate loop
<blowfish>
bizarre
<rsparkyc>
quite
<Papa_Joe>
only thing I could think of would be thread safety... if you are calling it that often, then make sure the vars passed are thread safe...
<Papa_Joe>
that will give you weird behavior like that... but only a guess
<Papa_Joe>
it is in a coroutine, right?
<blowfish>
coroutines are run on the main thread though
<Papa_Joe>
yes, but they yeild, so they are stacked
<rsparkyc>
maybe i can put some blocking around it, but what i'm passing in is just a float
<Papa_Joe>
hmm... has to be something with data going stale, or falling behind. you run it for a while before the error manifests, so...
<Papa_Joe>
my gut is something is amiss with what is being stored in state between frames, or duration of the call itself. but I don't know enough to nail it down...
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<Technicalfool_>
I'm thinking of editing the mechjeb and MM OPs with a big bold "IT DOESN'T WORK IN 1.3 YET" before Sarbian wakes up to yet more "lols it dun work" posts :P
<Sarbian>
You ll notice I already posted in the thread 6H ago ;)
<Technicalfool_>
What, reading past the OP before posting in a panic? :P
<xShadowx>
Technicalfool_: mods have big red flashy text in OP about various things, people dont see shit :P
<xShadowx>
though i do wonder how many times people just click the <last page number> to open the thread, completely bypassing OP
<xShadowx>
CobaltWolf made a nice post along the same lines but had goodies at the end :| http://forum.kerbalspaceprogram.com/index.php?/topic/122020-122-bluedog-design-bureau-stockalike-saturn-apollo-and-more-v11-razved-24feb2017/&page=344#comment-3068175
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<Starwaster>
posting in a panic is a KSP staple
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<xShadowx>
does MM configcache just loop gamedatabase confignodes and save to file? thinking when MM changes a value (no idea on nodes yet lol) make a duplicate value adding say _ before name, put value, and add comment for current MM patch url, so _title = Mk1 Pod //PartRenameMod/command.cfg
<xShadowx>
could give a edit history ^.^
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<Starwaster>
does anyone know if entryCost + float value still throws exceptions in KSP 1.3.0?
<blowfish>
Starwaster: my research suggests that it was always supposed to be an integer, but would fail silently before 1.2 and set to zero if you had decimals
<Qboid>
blowfish: acc left a message for you in #RO [26.05.2017 13:20:58]: "something was in the editor with resizing the tanks. can't remember atm. definetly had a reason. broke something?"
<Starwaster>
thanks but that doesn't answer the question as to whether it STILL does it in KSP 1.3.0
<blowfish>
My point is that it is unlikely to have changed
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<blowfish>
riocrokite: the shielded docking node can still dock with the shield closed
<blowfish>
the animation doesn't interact with docking at all
<xShadowx>
blowfish: i thought the animation moved colliders to block it? or was i imagining that
<blowfish>
there might be colliders, I'm not sure
<blowfish>
it still looks for things to dock with though
<blowfish>
and you can close it while docked
<xShadowx>
ew
<xShadowx>
hmm.....animations move colliders, those colliders would collide and trigger collision right? so could maybe have oncollision stop animation ^.^
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