MaxwellsDemon

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Everything posted by MaxwellsDemon

  1. I'm running GT on 1.8.1, no problems. There does seem to be something up with World Stabilizer, but I'm not programmer enough to say much more than that!
  2. Crossposting one of my posts from another thread: I'm far from an expert in reading logs, but I'm seeing a lot of these in the log when I was looking at said rover: [ERR 17:36:00.062] Module SafeBrakes threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at SafeBrakes.SafeBrakes.OnUpdate () [0x001b4] in <e8f4061f37b542f9b11eea8271dcef40>:0 at Part.ModulesOnUpdate () [0x0004a] in <9d71e4043e394d78a6cf9193ad011698>:0
  3. I'm not so sure that SafeBrakes was the problem, but I'll keep looking.
  4. I *think* this might help... [LOG 12:27:30.378] [MessageSystem] Save Messages [LOG 12:27:30.433] Game State Saved as persistent [LOG 12:27:33.613] Unpacking Thoth Mockup [LOG 12:27:33.616] WST: onVesselGoOffRails:0: off rails: mk1pod.v2: alt: 69.3725394621724; radar alt: 0.404832810163498; alt: 69.3725394621724 [LOG 12:27:33.616] WST: onVesselGoOffRails:0: mission time: 0 [LOG 12:27:33.616] WST: onVesselGoOffRails:0: checking if we're inside the hangar [LOG 12:27:33.618] WST: getClosestForeignPart:0: closest part for direction (0.0, 1.0, 0.0): , distance: 1000 [LOG 12:27:33.618] WST: getClosestForeignPart:0: closest part for direction (0.0, -1.0, 0.0): , distance: 1000 [LOG 12:27:33.618] WST: getClosestForeignPart:0: closest part for direction (-1.0, 0.0, 0.0): , distance: 1000 [LOG 12:27:33.618] WST: getClosestForeignPart:0: closest part for direction (1.0, 0.0, 0.0): , distance: 1000 [LOG 12:27:33.618] WST: getClosestForeignPart:0: closest part for direction (0.0, 0.0, -1.0): , distance: 1000 [LOG 12:27:33.618] WST: getClosestForeignPart:0: closest part for direction (0.0, 0.0, 1.0): , distance: 1000 [LOG 12:27:33.618] WST: checkIfInsideHangar:0: doesn't look like we're inside the hangar [LOG 12:27:33.622] WST: findBoundPoints:0: vessel = mk1pod.v2; furthest downward part = mk1pod.v2; upward part = mk1pod.v2 [LOG 12:27:33.622] WST: findBoundPoints:0: vessel = mk1pod.v2; bottomLength = 0.4844045; bottomPoint = (-0.1, -0.2, -0.2); topLength = 0.6553763; topPoint = (-0.8, 0.0, 0.7) [LOG 12:27:33.643] WST: stabilize:0: mk1pod.v2: timer = 100 [LOG 12:27:33.643] WST: findAnchoredParts:0: Looking for anchors in mk1pod.v2 [LOG 12:27:33.643] WST: findAnchoredParts:0: Found 0 anchors [LOG 12:27:33.644] WST: restoreInitialAltitude:0: mk1pod.v2: initial alt: 69.3725394621724; current alt = 69.3725394621724; moving up by: 0 [LOG 12:27:33.645] WST: restoreInitialAltitude:0: mk1pod.v2: downward hit: UnityEngine.RaycastHit; collider = Kerbin Zn1232223233 (UnityEngine.MeshCollider) [LOG 12:27:33.645] WST: restoreInitialAltitude:0: mk1pod.v2: no upward hit; moving up by 0.2 m just in case [LOG 12:27:33.646] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.455048650503159; timer = 100 [LOG 12:27:33.658] WST: stabilize:0: mk1pod.v2: timer = 99 [LOG 12:27:33.658] WST: stabilize:0: mk1pod.v2: timer = 99; moving up [LOG 12:27:33.659] WST: moveUp:0: mk1pod.v2: alt from top - height = 0.1768489; alt from top: (alt = 1.31663; collider = runway_collider); vessel height = 1.139781; minDownMovement = 0.1 [LOG 12:27:33.659] WST: moveUp:0: mk1pod.v2: minumum downmovement reached; alt from bottom: (alt = 1.31663; collider = runway_collider) [LOG 12:27:33.659] WST: moveUp:0: mk1pod.v2; new alt = (alt = 0.1768489; collider = runway_collider); alt from top = (alt = 1.315942; collider = runway_collider) [LOG 12:27:33.666] [UIMasterController]: ShowUI [LOG 12:27:33.671] [BetterBurnTime] Current celestial body set to Kerbin [LOG 12:27:33.671] [BetterBurnTime] Geosync altitude: 2863.334 km [LOG 12:27:33.686] WST: stabilize:0: mk1pod.v2: timer = 98; moving down [LOG 12:27:33.686] WST: moveDown:0: Recalculating bounds for vessel mk1pod.v2; id=74ed0cf2-e160-424a-bb3e-ef293c44503a [LOG 12:27:33.687] WST: findBoundPoints:0: vessel = mk1pod.v2; furthest downward part = mk1pod.v2; upward part = mk1pod.v2 [LOG 12:27:33.687] WST: findBoundPoints:0: vessel = mk1pod.v2; bottomLength = 0.478124; bottomPoint = (-0.2, -0.2, -0.1); topLength = 0.6615918; topPoint = (-1.0, -0.1, 0.8) [LOG 12:27:33.687] WST: moveDown:0: mk1pod.v2: raycast including parts; hit collider: (alt = 0.1763611; collider = runway_collider) [LOG 12:27:33.687] WST: moveDown:0: Moving down: mk1pod.v2 by 0.07636113; alt = 0.1763611; timer = 98; radar alt = 0.654328882694244; alt from top = 1.315454 [LOG 12:27:33.688] WST: stabilize:0: mk1pod.v2: timer = 97; moving down [LOG 12:27:33.688] WST: moveDown:0: Recalculating bounds for vessel mk1pod.v2; id=74ed0cf2-e160-424a-bb3e-ef293c44503a [LOG 12:27:33.688] WST: findBoundPoints:0: vessel = mk1pod.v2; furthest downward part = mk1pod.v2; upward part = mk1pod.v2 [LOG 12:27:33.688] WST: findBoundPoints:0: vessel = mk1pod.v2; bottomLength = 0.4781438; bottomPoint = (-0.2, -0.2, -0.2); topLength = 0.6616023; topPoint = (-1.0, 0.0, 0.7) [LOG 12:27:33.689] WST: moveDown:0: mk1pod.v2: raycast including parts; hit collider: (alt = 0.09931839; collider = runway_collider) [LOG 12:27:33.689] WST: moveDown:0: downmovement for mk1pod.v2 is below threshold (0.09931839<0.1); leaving as is: 0.09931839 [LOG 12:27:33.718] WST: stabilize:0: mk1pod.v2: timer = 96; moving down [LOG 12:27:33.718] WST: moveDown:0: Recalculating bounds for vessel mk1pod.v2; id=74ed0cf2-e160-424a-bb3e-ef293c44503a [LOG 12:27:33.718] WST: findBoundPoints:0: vessel = mk1pod.v2; furthest downward part = mk1pod.v2; upward part = mk1pod.v2 [LOG 12:27:33.718] WST: findBoundPoints:0: vessel = mk1pod.v2; bottomLength = 0.4781439; bottomPoint = (-0.2, -0.2, -0.1); topLength = 0.661643; topPoint = (-0.9, -0.1, 0.8) [LOG 12:27:33.718] WST: moveDown:0: mk1pod.v2: raycast including parts; hit collider: (alt = 0.09834274; collider = runway_collider) [LOG 12:27:33.718] WST: moveDown:0: downmovement for mk1pod.v2 is below threshold (0.09834274<0.1); leaving as is: 0.09834274 [LOG 12:27:33.720] WST: stabilize:0: mk1pod.v2: timer = 95; moving down [LOG 12:27:33.720] WST: moveDown:0: Recalculating bounds for vessel mk1pod.v2; id=74ed0cf2-e160-424a-bb3e-ef293c44503a [LOG 12:27:33.720] WST: findBoundPoints:0: vessel = mk1pod.v2; furthest downward part = mk1pod.v2; upward part = mk1pod.v2 [LOG 12:27:33.720] WST: findBoundPoints:0: vessel = mk1pod.v2; bottomLength = 0.4781438; bottomPoint = (-0.2, -0.2, -0.2); topLength = 0.6616429; topPoint = (-0.9, -0.1, 0.8) [LOG 12:27:33.720] WST: moveDown:0: mk1pod.v2: raycast including parts; hit collider: (alt = 0.09707302; collider = runway_collider) [LOG 12:27:33.720] WST: moveDown:0: downmovement for mk1pod.v2 is below threshold (0.09707302<0.1); leaving as is: 0.09707302 [LOG 12:27:33.882] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.565278351306915; timer = 90 [LOG 12:27:34.144] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.529877901077271; timer = 80 [LOG 12:27:34.414] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.490906864404678; timer = 70 [LOG 12:27:34.682] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.451844274997711; timer = 60 [LOG 12:27:34.949] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.412842750549316; timer = 50 [LOG 12:27:35.217] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.405396401882172; timer = 40 [LOG 12:27:35.485] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.405426949262619; timer = 30 [LOG 12:27:35.749] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.405304878950119; timer = 20 [LOG 12:27:36.014] WST: stabilize:0: Stabilizing; v = mk1pod.v2; radar alt = 0.405304878950119; timer = 10 [LOG 12:27:36.226] WST: FixedUpdate:0: Stopping stabilizing mk1pod.v2 [LOG 12:27:41.005] [11/30/2019 12:27:41 PM [x] Science!]: <Trace> (StatusWindow) - ScienceThisBiome: 0 / 0 [WRN 12:27:42.011] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.011] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.011] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.011] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.011] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.011] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.013] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.013] [R&D]: No Experiment definition found with id ROCScience [WRN 12:27:42.013] [R&D]: No Experiment definition found with id ROCScience [LOG 12:27:46.337] [11/30/2019 12:27:46 PM [x] Science!]: <Trace> (StatusWindow) - Finding Module for Science Report: crewReport [LOG 12:27:46.337] [11/30/2019 12:27:46 PM [x] Science!]: <Trace> (StatusWindow) - Running Experiment crewReport on part mk1pod.v2 [LOG 12:27:46.339] [Experiments]: Setting FX Modules to 1... [LOG 12:27:46.339] [Experiments]: FX Modules set: 1 [LOG 12:28:00.366] [SCANsat] Height Map Of [Minmus] Completed... [LOG 12:28:00.465] [SCANsat] All Height Maps Generated [LOG 12:28:46.960] Launcher here(in write): True [LOG 12:29:23.490] [UIMasterController]: ShowUI [LOG 12:29:23.491] Game Paused! [LOG 12:29:23.492] [UIMasterController]: ShowUI [LOG 12:29:23.492] [FlightGlobals]: Active Vessel is in atmosphere. Cannot save. [LOG 12:29:29.854] 11/30/2019 12:29:29 PM,KerbalAlarmClock,AppLauncher: Destroying Button-Button Count:21 [LOG 12:29:29.855] ScaleModList: listSize 574 maxListSize 383 [LOG 12:29:29.855] ScaleModList: listSize 574 maxListSize 383 [LOG 12:29:29.857] ScaleModList: listSize 574 maxListSize 383 [LOG 12:29:29.858] ScaleModList: listSize 574 maxListSize 383 [LOG 12:29:29.858] ScaleModList: listSize 574 maxListSize 383 [LOG 12:29:29.866] [UIMasterController]: HideUI [LOG 12:29:29.896] [HighLogic]: =========================== Scene Change : From FLIGHT to SPACECENTER (Async) =====================
  5. Update... WorldStabilizer seems to be another possibility.
  6. "Veteran" determines if they appear in an orange suit or not. The one I wonder about is "Hero"...
  7. Similar problem here. 1.8.1, Mk 1 pod on the runway (level 2), "in flight." I could EVA (because I'd already upgraded the facilities to allow EVAs)-- what I was doing was planting a flag at both ends of the runway as markers-- and could not recover the spacecraft; status "in flight"/"moving"/"in atmosphere." I did a temp save, exited the game, removed World Stabilizer, and restarted-- and then the capsule fell through the runway to the "surface" of Kerbin and exploded. (!) Any part of the log I could provide that would be of assistance?
  8. I'm far from an expert in reading logs, but I'm seeing a lot of these in the log when I was looking at said rover: [ERR 17:36:00.062] Module SafeBrakes threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at SafeBrakes.SafeBrakes.OnUpdate () [0x001b4] in <e8f4061f37b542f9b11eea8271dcef40>:0 at Part.ModulesOnUpdate () [0x0004a] in <9d71e4043e394d78a6cf9193ad011698>:0 ... so I'm thinking SafeBrakes might be my target to remove and test without it...
  9. I'm testing into the 1.8.1 update, and last night I twinned my 1.7.3 campaign game and updated it. I'm puzzled by two things at this point: 1. I have a rover landed at Minmus's Lesser Flats. It is parked with "Parking Brake" set, and additionally by extending landing legs to hold the wheels off the ground. It is simply not going anywhere. However, when I attempt to go back to the space center, nothing happens; and when I try to switch focus to another vessel, I am informed that I can't switch focus while my vessel is "moving over the surface." Since Minmus's Flats areas are exactly that, there's no possibility that I'm sliding downhill, and I think I have everything else covered... any ideas on where to start hunting for the problem? 2. With a new campaign start-- when I'm sitting on the Level 1 launch pad or runway, my state is "flying low." This would be only slightly annoying if it weren't for the fact that I cannot complete the contract "Launch our first vessel!" because I'm already "flying" at launch. Same question... any ideas where to start looking? In both cases, is there a specific log file I should be looking at and a specific place in it or key phrase(s) I should be looking for?
  10. Clear skies, Alexei. Unquestionably one of the legendaries. Need to put an Alexei in my current Kerbal campaign in his honor.
  11. Some time ago, I noticed in persistent.sfs that one of the characteristics or properties for a Kerbal is "hero", with the apparent values of True or False, much like the "BadS" and "veteran" characteristics. I haven't been able to observe that changing this has any visible effect on KSP, though. Anyone know what it's for?
  12. Apologies for wrongly fingering KURS on this issue-- I think what misled me was that the icon appeared directly over the docking ports joining my Apollo-analogue and my LM-analogue, so my attention was directed to the docking port.
  13. hmm... Might still be something 'off'... installed the newest version and experienced weirdness with right-click part detail screens not going away. Uninstalled TWP and problem disappeared. Can provide logs or whatever if you can tell me what to look for.
  14. I believe those were the only two I installed and removed together, though a couple of others I installed close to that time (but have not removed) were Spacetux Library 0.0.1.3 and Comfortable_Landing-1.7.0. About to reinstall KURS without Transfer Window Planner and see how it goes. ETA: I am not seeing the unusual behavior, which would seem to point the finger at Transfer Window Planner.
  15. Interesting.... yes, I had installed it right alongside. And removed it alongside. Will try re-updating KURS without it.
  16. I experienced some other graphical weirdnesses that I have *tentatively* pinned on the latest KURS update, since they disappeared when I rolled back to the next-most-recent update. (Tentative because it wasn't the only mod I was fiddling with at the time and I haven't had a chance to do anything approaching a rigorous test, but it is on my "short list.") There appeared to me to be some sort of unexpected interaction with Scatterer (my ocean and blue sky went away), and (bizarrely) a "waypoint" symbol was appearing in the center of the screen for my active vessel. It doesn't make any sense to me that KURS would have anything to do with either one, though. Odd. I won't really have time to do any digging till this weekend, but I thought I'd mention it in case the symptoms make any sense to anyone else.
  17. Playing through a campaign after upgrading to 1.7.3... things were going swimmingly (pun intended) until my Kerbals splashed down from their first trip to Minmus in their nifty Mk 1-3 command module... which promptly plummeted below the surface, open parachutes and all, until the pressure limit was reached and the capsule exploded. (Really should be imploded, of course, but then it shouldn't have sunk in the first place...) I reverted to a quicksave and brought it down on land. Tried it again on a different mission, including jettisoning the heat shield; no joy. Reverted and landed on land. Doing a search of the forums fingered Kerbalism as possible culprit, but I do not have Kerbalism. Are there any other mods that might cause this behavior? I have successfully splashed down Mk 1 pods in the meantime, so it seems to be something with the Mk 1-3, or at least with pods heavier than the Mk 1? I'm looking suspiciously at the suite of mods with the GEA (Graphics Enhancement Array), as those all went in in a bunch... thinking of removing them all and just going with Scatterer and EVE, which seem to be the major parts of GEA anyway. But on the face of them, none of them would seem to me to be doing anything to buoyancy. Any thoughts?
  18. I was seeing this... In the log, I saw lots of messages from KRASH (the simulation mod) and I deleted it... so far so good. Do you have KRASH installed?
  19. I was unable to solve the problem directly, so I made an end run-- I copied my GameData folder except for the Squad and SquadExpansion folders, my saves folder, and my config file to a folder on my desktop, did a complete new install of 1.7.3 and the expansions, then copied said folders back in. It appears to have worked, but it seemed a bit drastic-- the download patch really ought to be fixed.
  20. Tried downloading patch again, same result. Mystified. Have also tried renaming the folder "Kerbal Space Program", with blanks. No joy.
  21. The patcher [KSPx64-Patch-1.7.X-To-1.7.3] doesn't want to recognize the folder I've got KSP in.... I have it as C:\Games\KerbalSpaceProgram (within which is the folder KSP_win64) and all I get is "Please select a valid Kerbal Space Program folder." It gives me that when I browse to the paths C:\Games, C:\Games\KerbalSpaceProgram, and C:\Games\KerbalSpaceProgram\KSP_win64. Apologies for the cross-post, but not certain it was noticed in the 1.7.3 announcement thread.