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报告翻译问题
But it sounds like there was a failure to either load or to unload from a different world which didn't tell my mod it unloaded so it didn't close the write lock on its own log file, and loading into a new world would've always crashed from it not being able to add a write lock onto that file.
So for future ref, if you ever get strange new crashes during loading of a world, restart the game before doing any changes to clear out all the hooks from previously failed worlds.
I had a LG rover that was a half-track, piston-jacked it to renovate the suspension and now it's telling me I can't build tracks on a neutral/enemy vehicle.
Restart doesn't fix it, it was just a locally hosted MP server and changing it to solo dolo doesn't fix it either. Any ideas?
Sounds like something is different on the server, are you maybe extremely far from 0,0,0 ? Or does the server have some mods that affect suspension alignment in some way?
Can you get the server's world and run it in singleplayer to see if it has the same issue with your tank?
@UncleFester
No idea what that can be, I can fiddle about with the checks to re-think them and hopefully fix it xD
The strange bit is that rejoining didn't fix it but server restart did, considering that I run this check clientside.
But I personally (not faction mates, all me) own every block... this definitely not an enemy grid...
tried restart of client, tried restart of SE... any idea?
Here the BP:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3520979741
still works in creative, not on server.
The horizontal alignment might not be exact with what I built there, can you provide a blueprint?
@ꪊ᭢᭢᭢᭢᭢ꪊ᭢᭢᭢
So not wheels on rotors (which this already supports)? I'm not sure what you mean then, can you link a blueprint?
First try to make it happen again and when it does can you post the full SE log (here or steam or discord @m_digi ).
I've also added an option to turn off multithreading, if you want to try to see if that contributes to the problem, first close the game to reset the issue, then go in the mod's storage folder ( %appdata%\SpaceEngineers\Storage\3208995513.sbm_TankTracks\ ), there create a "nothreads" file (without any extension, that's important). Once you load a world with the mod, the info.log will have around the 8th line a "Threads: " that mentions if it's on or off.
it has happened to him before when i was in a tank using the tracks mod, so to me it seems it happens when someone else is using a vehicle with tank tracks, and you try to use a seat or go in third person.
as soon as I removed the tank track framework it stopped happening
Does it happen reliably even if you save and reload world? That's good then but if you have gigabytes of mods can you please try and removes some to narrow it down, then send me the world so I can find what's causing it (likely another mod but who knows).
Also if using plugins, first try without pluginloader.
"TankTracksFramework v1.1.4 ERROR: no distance preset!"
Is it an actual error that tells you to send me the log? if so can you send your friend's SE log [spaceengineers.wiki.gg], either here or on discord ( @m_digi )
Otherwise if it's just an informational message can you tell me the exact wording, or screenshot it.
I'd like to find out, did you find any specifics on how it triggers? Also do they only vanish visually, if you equip the track builder can you place them right away or do you have to remove the invisible ones first?
Also is this in singleplayer or are you a MP client?
Also if you can reliably cause the crash, attach dnspy: https://spaceengineers.wiki.gg/wiki/Scripting/Debugging_with_dnSpy
And enable stackoverflow in the exceptions window to see if there's an infinite loop going on somewhere.
Other server admins might have better ways of identifying log-less crashes like these.
The logs have no information, it was ghost crashing. Everything was running in the logs like normal then the logs show the server starting. So now i have to do the ole trial and error method.
What my findings so far are pointing towards is something in the modlist is not playing nice, and when i saw the mod profiler error, i figured it was worth looking into. Thank you for responding though.
The game can't tell the difference between just doing physics stuff in a thread versus doing physics stuff in a thread while main thread waits for those to finish. The major difference is main thread being paused during that results in world not progressing, therefore physics engine not writing to the things that we're reading from.
In short, it's fine, it's very unlikely to be the cause of your crashes. You should instead look at the log where it says the crash happened and go from there. If you need help there post it in the #help-for-community-servers channel in KSH discord.
As for desync, the game itself has some of those built in, it really depends on what desyncs and how and all that, same channel for those questions because you'll find experienced server owners.
https://youtu.be/t8jFB74UKW4
I believe I found a fatal crash to desktop error with the ReplaceWheelModel mechanic. I successfully set up my ini, so it replaces the wheels on the suspension with a custom model.
Steps to reproduce:
1. Apply a track that swaps the wheel model.
2. Remove the track with the track tool. Observe that the new model stays and does not revert to the vanilla wheel.
3. Apply a new track that also has a wheel replacer. Observe instant crash to desktop, and no stacktrace in the game log.
If I were to guess, it is trying to replace a wheel or model that has already been replaced and is no longer there. When I change step 3 to apply a track that doesn't replace the model it has no problems.
https://support.keenswh.com/spaceengineers2/pc
And can you send the latest log, I'm not sure what's going on with it, seems it might be wrongfully calling stuff in a thread and needs deeper investigation xD
at Digi.TankTracks.API.TrackDefinition.SpawnSegment(Boolean construction)
at Digi.TankTracks.API.TrackDefinition.GetDataFromModel()
but no longer the spam once server is running
just done a restart of the server just incase but still shows
Still throws the initial errors but doesn't spam anymore
It should load fine now that the builder was fixed, and now I know what other checks to add xD
The first error is a weird one, I did a quick test on a DS with the morue mod and I don't get any errors
Can you try a restart to see if the fix for the other mod got rid of errors in this (but it shouldn't affect it like that X_X)
If it's still happening, what else changed besides my update on the builder mod?
since update getting a bit of a error spam on the server
21:59:37.7591 [DEBUG] Keen: ### TankTracksFramework v1.1.3 initializing...
21:59:37.8151 [INFO] Keen: TankTracksFramework v1.1.3 error/exception: Tank Track Pack: Morue (Steam:3225398014): 'TigerOne_Small_1x1': Error processing spawned 'C:\Dygamic\NexusV3\Servers\S5Naval\31004 Node 4 Europe\Instance\content\244850\3225398014\Models\Tiger1TrackLink.mwm': System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.TankTracks.API.TrackDefinition.SpawnSegment(Boolean construction)
at Digi.TankTracks.API.TrackDefinition.GetDataFromModel()
for every model
Followed by endless spam:
22:05:13.6689 [INFO] Keen: ERROR Digi.TankTracksPlacement.TankTracksPlacementMod: System.NullReferenceException: Object reference not set to an instance of an object.
at Digi.TankTracksPlacement.TankTracksPlacementMod.UpdateAfterSimulation()