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About Spid

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  1. Hello, can somebody please help me? I'm getting some sort of bug with SXT, here are the steps that led to it: (each step was done with CKAN) 1 - Completely fresh installation of KSP - Works fine 2 - Installed mods: Realism overhaul and all dependencies (but no extra/recommended mods) - Works fine 3 - Install SXT - Contracts disappear, NullReferenceException pops up in player.log(see below), game ui completely nonfunctional after i enter the contract building. 4 - Removed SXT - works fine again 5 - Installed SXT + Firespitter + RP-0 - Broken again Here's the NullReferenceException: NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnSave (.ConfigNode gameNode) [0x00000] in <filename unknown>:0 at ScenarioModule.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 at ProtoScenarioModule..ctor (.ScenarioModule module) [0x00000] in <filename unknown>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 at MCSceneSpawner.onMCDespawn () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 at MCDespawner.BtnExit (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) EZInputDelegate:invoke_void__this___POINTER_INFO& (POINTER_INFO&) at UIButton.OnInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 at AutoSpriteControlBase.OnInput (POINTER_INFO ptr) [0x00000] in <filename unknown>:0 at UIManager.DispatchHelper (.POINTER_INFO& curPtr, Int32 camIndex) [0x00000] in <filename unknown>:0 at UIManager.DispatchInput () [0x00000] in <filename unknown>:0 at UIManager.Update () [0x00000] in <filename unknown>:0 at UIManager.DidAnyPointerHitUI () [0x00000] in <filename unknown>:0 at SpaceCenterCamera2.InputCamera () [0x00000] in <filename unknown>:0 at SpaceCenterCamera2.Update () [0x00000] in <filename unknown>:0 The player.log looks fine until that point, no errors, no exceptions, no warnings. Am I missing some required file? Thanks in advance!! Edit: Oh, I forgot to mention I'm playing KSP in 64bits under Linux. EDIT 2: Now the game doesn't even load anymore, crashes while loading SXT parts According to system monitor KSP uses less than 50% of my memory at the moment of the crash.
  2. Yes, I posted a workaround a few posts up. Remember to install the dependencies!
  3. That's a bug, some issue with detecting the procedural SRB upgrade in the "start" tech tree node. what worked for me was to place the SRB, save the craft, exit the editor, reload the craft, right click on the SRB and finally click on the "Tech level: 0" button that should've appeared. It's only necessary to do so until you research the next upgrade (basic rocketry), then it works as intended.
  4. Are you under Windows? If so, just type cmd in your start menu to bring up the console. If you don't know how to navigate through it you can simply copy ckan.exe in the directory it displays then type "ckan.exe install RP-0" without quotes.
  5. Same problem I had, for some reason manual install doesn't work. I posted a workaround above (remember to install the dependencies before doing that).
  6. Hello, I'm getting the falling centre of mass bug too, but it only seems to occur when using top-mounted stock chutes on a mk1 pod. Also, at launch all the chute icons in the staging diagram become invisible and the chute themselves seem to deploy at random with other stages. I found this in the log, not sure if it can help (my installation is heavily modded though, probably not the best for debugging purposes): I'm running KSP on x64 linux. I did a fresh installation of the game and all my mods just a few hours ago.
  7. The SXT archive contains a single directory that has to go inside GameData, I really don't see how I could've misplaced that. There doesn't seem to be a file named SXT.dll inside the archive at all. Also Ia! Ia! Cthulhu ftaghn!
  8. Oh I have both installed (manually) and they're working inside ksp, but ckan wasn't detecting them properly and refused to install rp-0 because of that. The dlls were also removed just after the installation to avoid conflicts.
  9. Thanks for updating! I was still experiencing the same problem (ckan not installing and manual installation not working), but I managed to solve it. If anyone is interested all I had to do was copy a couple random .dll files (I used techmanager.dll) in the unrecognised mods directories and rename them as ckan requires (SXT.dll and CommunityTechTree.dll in my case). This tricks ckan into autodetecting the mods. I was then able to install RP-0 via the command line and everything seems to be working fine.
  10. Hello, I'm trying to start a 0.90 Realism Overhaul career with RP-0 but I'm having some troubles. All the dependencies and a good deal of recommended mods are installed and working as intended (a few minor bugs aside) but RP-0 is refusing to function. First I tried to istall it via the CKAN command line but this is all I get. (SXT is installed) Adding --no-recommend doesn't work either. I then attempted a manual install but the RP-0 tree doesn't seem to be selectable via TechManager, and all the available tree have the usual manned parts. Can someone help me? What am I doing wrong? It's a fresh installation in 64bit Ubuntu KSP.