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Wojtus

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    Bottle Rocketeer
  1. I've reported similar problem. Either reinstall the mod (MechJeb?) or try another solution given here: http://forum.kerbalspaceprogram.com/threads/125241-Can-t-edit-craft
  2. This situation also caused and empty science tree. That gave me a clue. Reason? Mods (yes, mods on unmodded install). Earlier I have installed a few mods. Then I have deleted and reinstalled the game, but kept my gamesave. Looks like something is left in the gamesave what umodded game cannot ignore properly.
  3. No help with OpenGL (actually it worked, but similar memory usage and hangs on setting screen). So far I've followed "no memory for texture" trail and reduced their resolution. It helped, but it's not an ultimate cure. Thanks for help with pinpointing this one!
  4. Hi, I have encountered following bug: I can't edit crafts in VAB and SPH. After entering them, I see all available parts unsorted on the left. Category buttons are gone, however I can get them back by cycling "advanced mode". Selecting a part instantly places it on the building floor, clicking another part puts them in the same position (so they overlap). No part on the screen can be moved with LMB, however RMB functions work. I can load a craft, but still can't edit parts. This is how it looks like: http://imgur.com/a/G80sC#0 output_log Gives a big error when I enter VAB: NullReferenceException: Object reference not set to an instance of an object at RDTechTree.LoadTechTree (System.String filePath, System.Collections.Generic.List`1 rdNodes) [0x00000] in <filename unknown>:0 at RDTechTree.ReLoad () [0x00000] in <filename unknown>:0 at RDTechTree.PreLoad () [0x00000] in <filename unknown>:0 at RDTechTree.FindTech (System.String requiredTechId) [0x00000] in <filename unknown>:0 at PartListCategories.TechTier.ExclusionCriteria (.AvailablePart aP) [0x00000] in <filename unknown>:0 at PartCategorizer+. (.AvailablePart ) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.Any[AvailablePart] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at PartCategorizer.Setup () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 at EditorPanels.ShowPartsList () [0x00000] in <filename unknown>:0 at EditorLogic.StartEditor (Boolean isRestart) [0x00000] in <filename unknown>:0 at EditorLogic.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) and when I try to click a part to edit it: Exception: FSM Error: Cannot switch states before starting. Please call StartFSM() before running the FSM. at KerbalFSM.RunEvent (.KFSMEvent evt) [0x00000] in <filename unknown>:0 at EditorLogic.OnPodSpawn (.AvailablePart pod) [0x00000] in <filename unknown>:0 at EditorLogic.SpawnPart (.AvailablePart partInfo) [0x00000] in <filename unknown>:0 at EditorLogic.OnPartListIconTap (.AvailablePart p) [0x00000] in <filename unknown>:0 at EditorPartList.TapIcon (.AvailablePart part) [0x00000] in <filename unknown>:0 at EditorPartIcon.OnTap () [0x00000] in <filename unknown>:0 at EditorPartIcon.MouseInput (.POINTER_INFO& ptr) [0x00000] in <filename unknown>:0 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 VABCamera.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Now, what is important: I can reproduce the bug by opening my savegame. But if I open a "clean" save first, it kills the bug. It works like this: 1. Start game, load clean game: no bug. 2. Start game, load clean game, main menu, load "my" game: no bug. 3. Start game, load "my" game: BUG. 4. Start game, load "my" game, main menu, load "clean" game: BUG. Of course I've tried to save "cured" game, but it does not stay this way when reloaded. Of course here's the "bugged" savegame attached. Full output_log is added to the archive: http://s000.tinyupload.com/index.php?file_id=01911753588895593723 I hope you will be able to reproduce it using my save.
  5. I might not. I run 32bit system with physical 4GB installed. So the reports about "free" memory are not necessarily true, I don't know if they take inaccessible memory into account. Here's the save: http://s000.tinyupload.com/index.php?file_id=81191565136019964278 The craft I've used to reproduce is "Mun Lander 2", however I'm sure it's not connected to specific spaceship, rather it's number of elements (so textures). Dxdiag output is inside.
  6. OK, got it repeatable. I've reinstalled the game from scratch, only keeping my savegame. Once started, I load my complex (200+ parts) ship, go to launchpad, revert to assembly - guaranteed crash. This time output_log is nicely populated: http://s000.tinyupload.com/index.php?file_id=48667460069726775318
  7. Funny, output_log is empty! I've zeroed it earlier to have a clean log, now after the crash I see it's still zero length. For a change, this time I have a non-zero dump file! I must admit last days I've played a bit with graphic settings and gave a try to TextureReplacer mod, but I've removed all mod directories to reproduce this crash today for you. Latest crash dir is here: http://s000.tinyupload.com/index.php?file_id=01542887099147241980
  8. Hi, I often experience game crashes while switching facilities in the Space center, or when quitting the SC to the game main menu etc. I works after I restart the game, so the crashes are perfectly repeatable.. but happen several times a day and are quite annoying (fortunately game progress is saved correctly). I've already tried to set the game process to single CPU core, no help. Crash report is here: http://s000.tinyupload.com/index.php?file_id=88913880778850263979 (dump files are 0 length, this is not a mistake). Regards, Wojtus
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