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Noether

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Everything posted by Noether

  1. I'm having a problem with solid rocket boosters and TweakScale. Whenever I add any solid rocket boosters to a craft, the debug log gets spammed with ArgumentNullExceptions. This is happening on a clean install of KSP with only TweakScale, KWRocketry, Toolbar, and ModuleManager-2.2.2. Here's the beginning of the spamming: KWsrbGlobeX2(Clone) added to ship - part count: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage count is: 0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ArgumentNullException: Argument cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[KSPParticleEmitter,TweakScale.EmitterUpdater+EmitterData].ContainsKey (.KSPParticleEmitter key) [0x00000] in <filename unknown>:0 at TweakScale.EmitterUpdater.UpdateParticleEmitter (.KSPParticleEmitter pe) [0x00000] in <filename unknown>:0 at TweakScale.EmitterUpdater.OnUpdate () [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) And heres' my output_log.txt
  2. I actually don't know that I can do that. It depends on the license and I haven't read it. I'd rather not do something that might .... off the author, Rubber Ducky.
  3. Unfortunately this doesn't seem to work at all. That is, this doesn't change the amount of resources the part has upon being scaled.
  4. I'd also like an answer to this. Is it possible to control resource amounts in scaled parts?
  5. Hmm... That's odd. After adding null checks on GalaxyCubeControl.Instance, the only NRE I was getting was in FlareDraw.UpdateVar and it went away after I removed that extra semi-colon. I'm not saying you're wrong, I thought it was wierd that that would cause an NRE.
  6. The NRE in FlareDraw.UpdateVar seems to be caused by a typo'd ';' on line ~195. The line reads private void UpdateVar() { camPos = FlightCamera.fetch.mainCamera.transform.position;; ... } Hardly game breaking. Wrapping the calls to GalaxyCubeControl.Instance with a null check and recompiling against for 64bit seems to have fixed it for me.
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