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Stuck on Loading Screen for KSP v.1.10.0.2917 #219

@hoovler

Description

@hoovler

BLUF: I think the latest version of AT_UTILS might not be quite ready for the latest version of KSP, or that the incorrect version of AT_UTILS is packaged with / called from the hangar mod.


Error Log

Here is the KSP.log error corresponding to the stuck loading screen, with a little context; more troubleshooting information below:

[LOG 16:56:47.793] DragCubeSystem: Creating drag cubes for part 'HangarResizeLimit5'
[LOG 16:56:47.832] PartLoader: Compiling Part 'Hangar/Parts/BigHangar/Hangar2'
[LOG 16:56:47.862] PartLoader: Part 'Hangar/Parts/BigHangar/Hangar2' has no database record. Creating.
[LOG 16:56:47.862] [DragCubeSystem]: Drag cubes not found or cannot be read for part Part. Generating New drag cubes.
[LOG 16:56:47.868] DragCubeSystem: Creating drag cubes for part 'Hangar2'
[WRN 16:56:48.014] File 'D:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\000_AT_Utils\Plugins\..\000_AT_Utils.user' does not exist
[LOG 16:56:48.015] [000_AT_Utils: 16:56:48.015 225317] Meshes to skip: Count: 2
[
flagtransform,
canopy
]
[LOG 16:56:48.015] [000_AT_Utils: 16:56:48.015 225317] Bad parts: Count: 5
[
RadialDrill,
MKS.Drill.02,
MKS.Drill.03,
dmFlexoTube,
UniversalDrill
]
[EXC 16:56:48.023] MissingMethodException: void AT_Utils.PartModuleExtensions.Log(PartModule,string)
	AtHangar.HangarPassage.GetInfo () (at <1ce62ab326bb4625b5cf653b695de6d2>:0)
	AtHangar.HangarStorage.GetInfo () (at <1ce62ab326bb4625b5cf653b695de6d2>:0)
	PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) (at <c168e21ec56346b082f89043e76162e1>:0)
	PartLoader+<CompileParts>d__56.MoveNext () (at <c168e21ec56346b082f89043e76162e1>:0)
	UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Troubleshooting

Specifically, the 6th line from above:

[WRN 16:56:48.014] File 'D:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\000_AT_Utils\Plugins\..\000_AT_Utils.user' does not exist

Indeed, there's no file at what effectively resolves to \GameData\000_AT_Utils\000_AT_Utils.user

Note also the contents of the version configuration file: \GameData\000_AT_Utils\AT_Utils_FilterExtension.cfg

{ 
    "NAME":"000_AT_Utils",
    "URL":"https://raw.githubusercontent.com/allista/AT_Utils/master/GameData/000_AT_Utils/000_AT_Utils.version",
    "DOWNLOAD":"https://github.com/allista/AT_Utils/releases",
    "CHANGE_LOG_URL":"",
    "VERSION":
     {
         "MAJOR":1,
         "MINOR":9,
         "PATCH":3,
         "BUILD":0
     },
    "KSP_VERSION_MIN":
     {
         "MAJOR":1,
         "MINOR":9,
         "PATCH":0
     },
    "KSP_VERSION_MAX":
     {
         "MAJOR":1,
         "MINOR":9,
         "PATCH":1
     }
}

My Installation Method: CKAN

I know the hangar README says that CKAN support is still pending, but this just showed up in CKAN today, so I thought perhaps that message was slightly outdated. My sincere apologies if I'm misinterpreting the situation.


Steps to Repeat

  1. Ensure you have the latest version of KSP available from Steam (v.1.10.0.2917 as of 2020-07-13)
  2. Open CKAN
  3. As the managed KSP instance, point CKAN to the latest version of KSP from Steam as referenced above
  4. Filter by compatible mods
  5. Sort the mod list by the Name column
  6. Find the Hanger mod from the Name column, and activate the check-box from the Inst column in the same row
  7. Click Apply Changes
  8. On the next screen, click Apply
  9. After the mod finishes downloading and installing, launch KSP from Steam.
  10. When the loading screen appears, open the console with Ctrl+Alt+F12 and keep it on the console tab to see the rolling log. The KSP.log will have the same information for posterity.
  11. After the textures, models, etc. are all finished loading, you should notice the loading screen stop before it finishes the second half of the loading bar.

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