Space Engineers

Space Engineers

AdvancedFlyModule2.0
Takeshi  [dezvoltator] 9 apr. 2020 la 16:26
Bug/Problem reports (AFM2.0)
Bug/Problem reports
If you find a problem or something is not working like expected, please post it here.

Not every point is relevant to every problem, but "there's something wrong" is not enough.
- wath happend?
- what was the expected behavior?
- can you describe, step by step what you are doing to reproduce the problem?
- wich part have you used?
- small or large grid?
- Dedicated server or Singleplayer?
- please upload a blueprint/world
- are you using other mods in your world? (please try it with only one mod)
- maybe a designproblem, please try my example ship: HoverEngine Vehicle, same problems or different behavior


Please give me as much information as you can, without this i cant help you.
Thx
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Se afișează 1-15 din 20 comentarii
Anonemus 10 apr. 2020 la 10:03 
Hello I noticed that your mod added a blank line in the custom data of Cockpits and the lines
afm20_on:False
afm20_power:50
Is there any way around this as it is seen as a command by MMaster automatic LCD script and an error message gets shown on the displays?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2055701722
Editat ultima dată de Anonemus; 10 apr. 2020 la 10:03
Takeshi  [dezvoltator] 10 apr. 2020 la 10:16 
that is the way to save the settings in a mod with line in custom data. No way around. Sorry. You can ask the Creator of MMaster automatic LCD script.
Anonemus 10 apr. 2020 la 10:37 
I can tell the script to ignore the lines by typing "//" at the beginning of the line. Unfortunately AFM seems to ignore the line as well and uses the next lines.
Takeshi  [dezvoltator] 11 apr. 2020 la 1:58 
I have added "//" to the saved data. After next time you change the data in your existing ship or adding a new cockpit, the data will be automaticly changed.
Knut A. 15 aug. 2021 la 4:47 
Posting it here as this seems like the right place for it. Here is the end of the log that you requested. Hope it helps. I had most crashes occuring when ships that allready had the FFI loaded into programable block and cockpit custom data where loaded in. Rarely happened if it was added after.



2021-08-15 01:07:49.529 - Thread: 1 -> Exception occurred: System.FormatException: String was not recognized as a valid Boolean.
at System.Boolean.Parse(String value)
at Takeshi.AdvancedFlyModule2_0.AFM2_0_COCKPIT.Get_data(IMyTerminalBlock b, String id, Boolean default_value)
at Takeshi.AdvancedFlyModule2_0.AFM2_0_COCKPIT.load_initialdata(IMyTerminalBlock b)
at Takeshi.AdvancedFlyModule2_0.AFM2_0_COCKPIT.UpdateOnceBeforeFrame()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame()
at VRage.Game.Entity.MyGameLogic.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__DisplayClass11_0.<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 VRage.Dedicated.DedicatedServer.RunInternal(String instanceName)
at VRage.Dedicated.DedicatedServer.RunMain(String instanceName, String customPath, Boolean isService, Boolean showConsole, Boolean checkAlive)
at VRage.Dedicated.DedicatedServer.ProcessArgs(String[] args)
at VRage.Dedicated.DedicatedServer.Run(String[] args, Action`1 initializeServices)
at SpaceEngineersDedicated.MyProgram.Main(String[] args)
2021-08-15 01:07:49.530 - Thread: 1 -> Showing message
2021-08-15 01:07:50.027 - Thread: 1 ->
================================== CRASH INFO ==================================
AppVersion: 01_199_023
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: False
IsExperimental: True
ProcessRunTime: 103
PCUCount: 212018
IsHang: False
GCMemory: 1228
GCMemoryAllocated: 1228
HWAvailableMemory: 0
ProcessPrivateMemory: 3759
AnalyticId: SEDS
================================== OFNI HSARC ==================================

2021-08-15 01:07:50.028 - Thread: 1 -> Log Closed
Takeshi  [dezvoltator] 15 aug. 2021 la 7:27 
Thank you, have found a possible reason.
If somebody adds something to a existing definition from that mod, the mod can crash.
This is no longer possible.
Maybe is something else ;-)
Please restart your server to reupload the mod.
Please tell me, if this fixed it.
Thank you and have a nice day.
Knut A. 15 aug. 2021 la 10:51 
still same error on my end. I even removed your mod and reinstalled it.


2021-08-15 19:49:26.778 - Thread: 1 -> Exception occurred: System.FormatException: String was not recognized as a valid Boolean.
at System.Boolean.Parse(String value)
at Takeshi.AdvancedFlyModule2_0.AFM2_0_COCKPIT.Get_data(IMyTerminalBlock b, String id, Boolean default_value)
at Takeshi.AdvancedFlyModule2_0.AFM2_0_COCKPIT.load_initialdata(IMyTerminalBlock b)
at Takeshi.AdvancedFlyModule2_0.AFM2_0_COCKPIT.UpdateOnceBeforeFrame()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame()
at VRage.Game.Entity.MyGameLogic.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__DisplayClass11_0.<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)
2021-08-15 19:49:26.781 - Thread: 1 -> Showing message
2021-08-15 19:49:30.918 - Thread: 1 ->
================================== CRASH INFO ==================================
AppVersion: 01_199_023
GameName: Space Engineers
IsOutOfMemory: False
IsGPU: False
IsNative: False
IsTask: False
IsExperimental: True
ProcessRunTime: 258
PCUCount: 47737
IsHang: False
GCMemory: 2787
GCMemoryAllocated: 2787
HWAvailableMemory: 9513
ProcessPrivateMemory: 14046
AnalyticId: SE
================================== OFNI HSARC ==================================

2021-08-15 19:49:30.918 - Thread: 1 -> Log Closed
Takeshi  [dezvoltator] 16 aug. 2021 la 1:29 
Thank you again, got it.
Didnt touched the code for a long time so I did forgott a little detail.
Had fixed it only for remote control, no it is also fixed for cockpit.
And I was able to reproduce it in local mode.
This mod breaks EEM, with the way it controls cockpits and gyroscopes. This can be dealt with by performing an ownership check on a block before messing with it - if it's not owned by a player, ignore it.
Takeshi  [dezvoltator] 17 dec. 2021 la 9:33 
EEM? Link to the workshop please. Thank you.
Postat inițial de Takeshi:
EEM? Link to the workshop please. Thank you.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=531659576 is the link.

"
Takeshi (mod author for both) doesn't take into account who owns the blocks he's taking control of (cockpits, gyro's, and RC's between both mods). This means it can (and will) apply to NPC grids just as much as it will a player. Since he's doing some gyro fun, it's killing my ships ability to actually do anything. MES may be able to fight against it since @Meridius_IX / Lucas (tagging you Lucas just so you know what these mods do incase you ever run into this) uses his own custom AI (RivalAI) and likely does the same kind of manipulations, but EEM can't. So, this is what's killing EEM on your save. The logic he leaves behind (overridden gyro's) is why all ships already spawned with these mods in play won't function; They can't. Once his mod takes over, they basically have no ability to control themselves. So, for now, I'm going to have to say EEM and the above mods aren't compatible unless Takeshi changes his logic.
" I'll quote that as a message from the dev.
Editat ultima dată de Heather Kataja; 17 dec. 2021 la 11:36
Takeshi  [dezvoltator] 18 dec. 2021 la 3:44 
would be cool to have the Problem description too.
But I can tell you that: You cant use AFM2.0 with default auto pilot because AFM2.0 is made for Airplane stile ships. Main Direction forward and it rolls automaicly acording to sideway movement. Default autopilot can sideway movement, so there is the problem. Basicly the mod dont touch gyros, no overide, but rolls the ship, that is like using gyros. In short, sideway moving ships will roll, that is not OK for default autopilot. And, because I am using this for Airplane style NPC Ships, I canot deactivate it for non Player controlled vehicles.
Are you able to add some sort of option to stop the mod from working with NPC vehicles? We don't have any NPC planes and would ideally want to use MES.
Takeshi  [dezvoltator] 23 dec. 2021 la 10:55 
Dear RaVen, I have contacted the programmer of EEM.
I think you use too much mods.
Please dont Use the original AFM and AFM2.0 side by side.
Both mods are not active without activating them. In the original AFM Mod, there is a special part you have to place on a ship. In the AFM2.0 you have to activate it in the Cockpit.
He gave me a world from somebody how contacted him a while ago, maybe you. There is 1GB of Mods. Please check out a world with only EEM and AFM2.0. If that is not working, please contact me again. Thank you.
Godimas 26 apr. 2023 la 9:53 
With this mod installed on our dedicated server, the control panels for all control seats (larg and small grid, modded and vanilla seats, and cockpits too!) and cockpits are missing all of their options - except for the advanced flight toggle. This started happening after the recent automatons release. Spent a bit of time fussing around with load order, even disabled some of the torch plugins we use just in case, and I was unable to get the control panel back.

We do have a whole mess of other mods installed on our server. there's a list here just incase its needed: https://github.com/Godimas/sturmgrenadier/blob/main/Mod%20Lists/Season%2004%20Mods

Unfortunately, we had to remove this mod from our server for the time being
Editat ultima dată de Godimas; 26 apr. 2023 la 9:55
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