Space Engineers

Space Engineers

"Dawn" Xenon Engine — variable thrust now in SE!
Seff 18 Oct, 2016 @ 11:00am
Bug Reports
Suppose I'll start the thread since there isn't one here already.

Placing the thruster (small or large grid) in creative multiplayer (local host), even with no other players joined, produces a CTD. I can only place the thruster if the game is set to Offline mod.

Crash log:

2016-10-18 13:52:30.590 - Thread: 1 -> Exception occured: System.InvalidOperationException: There is an error in XML document (2, 2). ---> System.InvalidOperationException: <ThrustModeChangedMessage xmlns=''> was not expected.
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderMyMessage.Read3_MyMessage()
--- End of inner exception stack trace ---
at System.Xml.Serialization.XmlSerializer.Deserialize(XmlReader xmlReader, String encodingStyle, XmlDeserializationEvents events)
at Sandbox.ModAPI.MyAPIUtilities.VRage.Game.ModAPI.IMyUtilities.SerializeFromXML[T](String xml)
at Cheetah.VariableThrusters.VTCore.ReceiveMultiplayerMessage(Byte[] bytemessage)
at Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.HandleMessage(UInt16 id, Byte[] message)
at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
at VRage.Network.MyReplicationLayer.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Single unreliablePriority, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3,T4](T1 arg1, T4 arg4, Func`2 action, T2 arg2, T3 arg3, EndpointId endpointId, Single unreliablePriority)
at Sandbox.ModAPI.MyModAPIHelper.MyMultiplayer.SendMessageToOthers(UInt16 id, Byte[] message, Boolean reliable)
at Cheetah.VariableThrusters.VTCore.SendMultiplayerMessage(MyMessage Message)
at Cheetah.VariableThrusters.ThrusterData.SetThrusterMode(IMyThrust Thruster, Int32 NewMode, Boolean Add, Boolean Sync)
at Cheetah.VariableThrusters.ThrusterData.AddThruster(IMyThrust Thruster, Int32 Mode)
at Cheetah.VariableThrusters.VariableThrusterLogic.UpdateOnceBeforeFrame()
at Sandbox.Game.Entities.MyCubeBlock.UpdateOnceBeforeFrame()
at Sandbox.Game.Entities.MyEntities.UpdateOnceBeforeFrame()
at Sandbox.Game.Entities.MyEntities.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2016-10-18 13:52:30.591 - Thread: 1 -> InnerException:
2016-10-18 13:52:30.591 - Thread: 1 -> Exception occured: System.InvalidOperationException: <ThrustModeChangedMessage xmlns=''> was not expected.
at Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationReaderMyMessage.Read3_MyMessage()
2016-10-18 13:52:30.592 - Thread: 1 -> Hiding window
2016-10-18 13:52:30.594 - Thread: 25 -> External debugger: interrupted.
2016-10-18 13:52:30.599 - Thread: 1 -> Network readers disposed
2016-10-18 13:52:30.694 - Thread: 1 -> Hiding window done
2016-10-18 13:52:30.694 - Thread: 1 -> Showing message
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Showing 1-15 of 30 comments
Seff 18 Oct, 2016 @ 11:31am 
Ram Scoops point to LODs with "Phoenix_" prefix, LODs in mod have "Cheetah_" prefix, produces missing LOD error.

The large grid EM Isotope Seperators have small black cubes for models. They find the vanilla model as expected when the mod is unzipped and run as a local mod. So, it's some issue with the path for the model in cubeblocks.

Not a bug, so much as a balance suggestion, but I'd say just use the vanilla small grid o2 generator for the small grid Iso Seperator. To me, it's unreasonable to have the small grid generator be so small and dense, and it looks weird to have the large grid gen scaled down like that.
overwerk 18 Oct, 2016 @ 11:50am 
when i try to place the thruster, the game instantly crash. i will try to get you the log, maybe it is when the game is not in offline
Kaiechi 18 Oct, 2016 @ 7:27pm 
it seems the thruster mode only affects the strength of the thrusters when using overrides, not when using them for normal control and dampening
Cheetah  [developer] 18 Oct, 2016 @ 8:13pm 
Got you. I will look into all the issues as soon as possible, expect fixes today.

Sorry for the broken-ness, but this mod is adding functionality that was never ever intended to be in game. There just must be bugs that needs fixing or working around.
Last edited by Cheetah; 18 Oct, 2016 @ 8:17pm
Cheetah  [developer] 18 Oct, 2016 @ 9:08pm 
Originally posted by Seff:
Suppose I'll start the thread since there isn't one here already.

Placing the thruster (small or large grid) in creative multiplayer (local host), even with no other players joined, produces a CTD. I can only place the thruster if the game is set to Offline mod.
---- cut ----

Bug fixes included this week... well, what I'm talking about? The SerializeFromXML bug is now fixed. A bonus is a reduction in multiplayer net load (not that it was going anywhere high, but lesser is better).

Expect model and manual thrust control fixes. Though I dunno how the latter is going to be fixed, because the engine mode manipulates the ThrustMultiplier (hey, it's the same as KSWH official Thruster Upgrade mod!) and if it does not recognized by game, then it's a core game issue and I will have to wait for fix from Keens.

--- UPD: ---
I have contacted Phoenix and he shall send the LOD-fixed models soon.
For WASD thrusting issue, it's a bug in core game code and is present even in that official mod. I will file a bug report and try to find a workaround.

--- UPD2: ---
Confirmed: the manual control bug is a core game issue and is present even in KSWH official Thruster Upgrade mod. This requires fixing from Keens. Bug Report[forums.keenswh.com] is filed.
Last edited by Cheetah; 18 Oct, 2016 @ 9:45pm
Cheetah  [developer] 20 Oct, 2016 @ 4:41am 
Originally posted by Kaiechi:
it seems the thruster mode only affects the strength of the thrusters when using overrides, not when using them for normal control and dampening

Fixed. Note that this workaround (as I already said everywhere) might not be compatible with mods that edit the thrust mechanics as a whole (Realistic Thrusters and so).

Originally posted by Seff:
The large grid EM Isotope Seperators have small black cubes for models. They find the vanilla model as expected when the mod is unzipped and run as a local mod. So, it's some issue with the path for the model in cubeblocks.

Not a bug, so much as a balance suggestion, but I'd say just use the vanilla small grid o2 generator for the small grid Iso Seperator. To me, it's unreasonable to have the small grid generator be so small and dense, and it looks weird to have the large grid gen scaled down like that.

Both fixed. Still fiddling with LODs but I think they're not critial, so it's preferable to do good than do quick.
Last edited by Cheetah; 20 Oct, 2016 @ 4:45am
Kaiechi 20 Oct, 2016 @ 7:06pm 
while using thruster modes 2 and 3, dampeners against gravity thrust a little too hard resulting in drifting upwards at a few meters per second
Cheetah  [developer] 20 Oct, 2016 @ 10:59pm 
Originally posted by Kaiechi:
while using thruster modes 2 and 3, dampeners against gravity thrust a little too hard resulting in drifting upwards at a few meters per second
This is a bug with dampening system, it apparently does not recognize the engine's increased thrust and relies instead on it's base thrust (perhaps, Keens just hard-coded it to look into BlockDefinition and not to MyThruster.MaxThrust).

I will try to implement a yet another workaround.
Last edited by Cheetah; 20 Oct, 2016 @ 11:00pm
Kaiechi 21 Oct, 2016 @ 2:43am 
Originally posted by Cheetah:
Originally posted by Kaiechi:
while using thruster modes 2 and 3, dampeners against gravity thrust a little too hard resulting in drifting upwards at a few meters per second
This is a bug with dampening system, it apparently does not recognize the engine's increased thrust and relies instead on it's base thrust (perhaps, Keens just hard-coded it to look into BlockDefinition and not to MyThruster.MaxThrust).

I will try to implement a yet another workaround.

I love this mod and the potential it brings, keep up the good work.
Seff 25 Oct, 2016 @ 3:25pm 
Unable to place block.

2016-10-25 18:23:52.184 - Thread: 8 -> ERROR while adding cube "Dawn" Xenon Engine: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at Sandbox.Game.GameSystems.MyEntityThrustComponent.FindEntityGroup(MyEntity thrustEntity)
at Sandbox.Game.GameSystems.MyEntityThrustComponent.ResourceSink(MyEntity thrustEntity)
at Sandbox.Game.Entities.MyThrust.CheckIsWorking()
at Sandbox.Game.Entities.MyCubeBlock.UpdateIsWorking()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.<.ctor>b__0(SyncBase x)
at System.Action`1.Invoke(T obj)
at VRage.Sync.SyncBase.RaiseValueChanged()
at VRage.Sync.Sync`1.SetValue(T& newValue, Boolean validate)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.MyThrust.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
at Sandbox.Game.Entities.Cube.MySlimBlock.Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid, MyCubeBlock fatBlock)
at Sandbox.Game.Entities.MyCubeGrid.AddCubeBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge, MyCubeBlockDefinition blockDefinition)
at Sandbox.Game.Entities.MyCubeGrid.AddBlock(MyObjectBuilder_CubeBlock objectBuilder, Boolean testMerge)
Cheetah  [developer] 25 Oct, 2016 @ 7:50pm 
Originally posted by Seff:
Unable to place block.

Is this Dev or Stable? And, you are in multiplayer, right?
I will look into it today. The bad thing is, there's none of my namespaces mentioned so it's more likely a game bug. I will try to add some kind of lazy initialization and see if that helps.

--- UPDATE ---
Rolled out an update, moved some initialization to before-next-frame. Tried in friend-only dev-branch multiplayer, block is placed correctly. Try out and tell if issue is fixed now.
Last edited by Cheetah; 25 Oct, 2016 @ 10:59pm
Seff 26 Oct, 2016 @ 4:03am 
Originally posted by Cheetah:
Originally posted by Seff:
Unable to place block.

Is this Dev or Stable? And, you are in multiplayer, right?
I will look into it today. The bad thing is, there's none of my namespaces mentioned so it's more likely a game bug. I will try to add some kind of lazy initialization and see if that helps.

--- UPDATE ---
Rolled out an update, moved some initialization to before-next-frame. Tried in friend-only dev-branch multiplayer, block is placed correctly. Try out and tell if issue is fixed now.

It was Dev. Update appears to have fixed it.
Pr0t0c0r3 27 Oct, 2016 @ 8:46am 
Hi I have an issue, I tested without mods except yours.

I don't know if anyone have this problem but my hydrogen thrusters uses xenon instead of hydrogen now (I spent some time monitoring with LCDs), and sometime xenon thrusters uses hydrogen... or both !

I tried many configurations but no way to make it work properly.

Btw, this mod is awesome, no more "nearly infinite fuel". Thanks for your work :steamhappy:
Cheetah  [developer] 27 Oct, 2016 @ 9:19am 
Originally posted by Pr0t0c0r3:
Hi I have an issue, I tested without mods except yours.

I don't know if anyone have this problem but my hydrogen thrusters uses xenon instead of hydrogen now (I spent some time monitoring with LCDs), and sometime xenon thrusters uses hydrogen... or both !

This shall not be possible to happen, since the fuel types are "hard-coded" in the .sbc file. Did you try to run a setup with only xenon engines, but with both hydrogen or xenon tanks?
Pr0t0c0r3 28 Oct, 2016 @ 1:47am 
Originally posted by Cheetah:
This shall not be possible to happen, since the fuel types are "hard-coded" in the .sbc file. Did you try to run a setup with only xenon engines, but with both hydrogen or xenon tanks?

I'll do more tests today with separate circuits for hydro and xenon, trying to find what is happening and come back with more specific data.
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