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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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055701722
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
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.
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
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.
"
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.
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.
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.
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