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charliepryor

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Everything posted by charliepryor

  1. @blowfish Mentioned not knowing how the DRE patch should work in my thread over there. Perhaps you two can talk.
  2. Pretty sure your legacy parts got forgotten about in terms of the Deadly Reentry patch. I've got this going on: This occurs with a craft made almost entirely of the S2 parts and the SH and SW wings. Log is linked in that post there.
  3. Yeah I know. The main NRE I'm trying to diagnose doesn't appear to be related to DRE though, but it comes up EVERY single craft, even new ones, regardless of how many parts or where they are, and regardless of even them being brand new. A single probe core on the launchpad throws hundreds per minute. Deleting parts until I track that down might be all I can do. - I have 4 KSP folders, all pretty much copies, as well as a separate backup of my save folder... so I just gotta take the likely insane amount of time required to do it and track it down. The biggest problem with deleting parts though isn't so much the crafts being deleted, as much as it is the entire career being corrupted entirely because the parts were somehow associated with potential contracts. UGH. KSP... I don't know how you modders do this stuff, but I admire your dedication to solving problems. I'm sure this stuff I have to do is just a small taste of that,
  4. It's very likely the SH Wings and the SW wing tip, or the S2 Spaceplane parts in general. Those parts are in the legacy folder, and they are a part of my latest spaceplane in the series. Pretty much this plane is exclusivly B9 parts. So I'll start there. - I believe this was happening before though, when only my space station was loaded without the plane being there in the scene - and if that is the case.... well this might come down to RCS thrusters or something, IDK. It'll be a chore to track it down... and that still, even when solved, doesn't solve the worse NRE problem I have. Damn.
  5. I've used that before, and it doesn't show any new information. I have the latest version of B9, so long as the latest version is the same as the one up to date in CKAN. That's all I know there. - I do also have the "Legacy" parts active as well, because I wanted them. If those are the problem, I can attempt to remove them, but I don't know if it will break any current crafts, or more seriously, whether it will ruin my save from contracts being generated for those parts (which I assume that a "test" contract may happen for parts from the mods).
  6. I have it fully updated within CKAN, B9 I mean. I suppose I'd have to bring it up to them, but honestly I don't really expect much for results there. Besides, there's a much larger NullReferenceException going on in this game right now anyways that has no label and no apparently mod name attached to it anyways... which is driving me completely insane. Hundreds per minute. Playing KSP for 45 minutes makes my log over 140MB... is it possible this is linked to that at all?
  7. I'm getting this spammed in my log, and it's absolutely killing my frame rates. Any ideas? Here's the Log file
  8. If I'm getting this spammed in my log, even though I don't have any of the parts for Deadly Reentry installed on that craft, what do I do? Here's the log.
  9. Temporary Workaround for those that use tenkeyless keyboards: Software keyboard in Windows. The On-Screen keyboard can be access in the Ease of Use settings in Windows 10, and there is a toggle there to turn on the keypad within this as well.
  10. Yeah a standard tenkeyless PC keyboard doesn't have a Fn key I don't have any idea how using a Fn key is going to help with this mod requires keys specifically on a keypad, nor am I going to buy some bulky accessory to use a single mod in KSP. Honestly, speaking with zero coding experience here however, the ability to rebind a key isn't difficult to do, but an even easier answer would have been to bind it to a key that everyone has in the first place... like F keys, or Mod+number (instead of keypad number). It's just silly... at the VERY minimum, an "X" on the window to close the damn thing. I cannot use this mod while it shows 100% of the time, especially as a YouTuber. No thanks until its usable without a numberpad.
  11. I'm curious as to whether or not RealChute is causing this error I keep seeing. This is an image of what Exception Detector sees, and this number just keep rising, and fast. My log is flooded with the following message every single time I have a craft is loaded. Here is a past log. No real changes from this one exist in new logs either. Because it's trying to "get mass" with this, and I see "DragCubeSystem" in there, I thought that maybe this mod would have something to do with it. It's really lagging out my game, and RAM usage moves up to as much as 15GB sometimes. Granted, I do have a lot of mods installed, but still. I've posted in numerous places on these forums with different context for each place because this is driving me nuts and I'd love to solve it, or to have somebody far more knowledgeable at least give that one clue that sets me in the right direction. Thank you in advance for your time
  12. Wait... you got rid of these NREs in the log? How? What did you do? I'm still plagued by them with no cure in sight.
  13. My space station is getting me about 3fps right now, and I'd really like to weld it all together now and hyperedit (within the rules of the plugin, of course). I just got done applying EVA struts to it to stabilize, adding even more parts... would be nice if this here would improve the situation.
  14. I see your listed key configuration for displaying the windows and stuff.... mind telling me how a person using a tenkeyless keyboard, which doesn't have that numberpad, is supposed to use this? I don't want it displaying all the time. Either tell me how to modify the key bindings, or make the default something that everyone has.
  15. I started running with Exception Detector on, thinking it would tell me new information. This is an image of what I see when I run any vessel. These exceptions ONLY exist when a vessel is loaded, but it seems to happen regardless of what the vessel is. Does this give any more clues?
  16. When you say "remove the USI-LS modules" - exactly what does that entail? I have no idea what I'm doing in there, but I'm familiar enough with editing documents I couldn't write myself (I edit Wordpress themes regularly with direction, without knowing PHP). What would I be looking for? All instances of Supplies, and Mulch? I never brought any of them with me ever, becuase I didn't know the mod was installed. What am I looking for to edit? -- When I add USI LS back into the game (reinstall), the NREs persist. This might suggest that this mod isn't causing it... in which case I'm really stumped. The message gives no clue to what is causing the problem.
  17. So I've been using USI Kolonization along with pretty much every other Mod Roverdude has put out, except USI Life Support. For that, I've been using TAC Life Support, because it goes along better with how I view what the system should be like. However, there's something that might be a problem and I'm wondering if anyone knowledgeable on the subject could chime in here. Recently, I noticed that USI Life Support had managed to make it's way into my install. Might have been a CKAN slip-up or something. Anyways, I noticed things were a problem when my Kerbals became tourists inside my space station. I found that super strange, because I didn't expect to have USILS installed... but sure enough, one of my viewers on YouTube chimed in and told me, and he was right. I had it in there. So I promptly removed USI LS, and everything appears to be back to normal, after moving my Kerbals back to Kerbin and bringing them back up almost in one piece (RIP Bartmund Kerman). However, my Debug is showing lots of NREs now, and I get regular skips in frame no matter what craft I'm controlling, even unmanned vessels. The NREs are not very helpful in their description, but they started popping up right after this event happened. I've asked in a few other areas of the forum because of ideas that it could be another of those mods, but if you think you could take a look at this log file and see what the issue might be, I'd appreciate anyone's time wholeheartedly. I also see this in my Debug window now as well, in addition to all the NREs. Thank you for your valuable time.
  18. I'm seeing this in my debug toolbar: I don't think I've uninstalled anything. I installed the normal way in CKAN. I have a few contract packs installed as well, including tourism, scansat, unmanned, remote tech, K-files, and anomaly.
  19. Did any of the recent changes do something that would cause NullReferenceExceptions to be thrown constantly? Any sort of reference changed on existing crafts that the game would be looking for that isn't there? I'm getting a ton of them now (and my non-retractable solar panels are all screwed up and I cannot fix them). Edit: Log file isn't very helpful.
  20. Only mod I deleted was RCS Build Aid, because I thought that might have caused it. I did, however, update several mods, including Ven's stock revamp, which messed up the solar panels. I think they changed something in there... perhaps the resources comes from that. It's managed by Sqaud Staff though, so it makes me doubt it's that. I suppose I'll need to look into crafts and stuff, and see if I can't find out which one it is.... and then crash it into the mun or something.
  21. I have no idea how to track down what mod is causing the issue... I have the latest version of every mod on this list (I admit, it's a huge list). It looks like this is looking for a part or something that doesn't exist anymore. This stuff starts happening as soon as the tracking station or any craft at all has anything to do with the game. The KSC screen is about the only place this isn't a problem. How do I track down what's doing it and fix it? My LOG FILE HERE. Thank you 100X in advance to anyone that is able to assist. I don't know anywhere near enough about this stuff to track it down, and this error over and over again tells next to no information.
  22. This is probably unrelated to this mod, as there's a chance it's one of a few causing it. I have a heavily modded game though, and tracking down these Nulls are near impossible for a guy like me (who's completely stupid on this stuff). This is my log file. The message I'm getting now, after installing this mod and 4 others (CKAN), is this: No idea what's causing it. Nothing obvious standing out to me. I realize your time is valuable, and understand if you haven't time to consider this one, especially since it may not even be your mod (as far as I know, 1/5 chance). The tracking station also has a problem where I can click on any craft in the list, but the three buttons at the bottom (i.e. fly) will not work. My mod list is pretty big... this mod list isn't updated with the latest version of everything, but I have the latest versions of everything on this list.
  23. Looks like this may have been posted a few times already, but in case it wasn't, I'm getting this.... all mods updated to latest public release as of this post. Unmanned Missions is 0.3.24.
  24. Is there any way to get back the way things used to work, having the RNG offer contracts? The latest version of this mod made the accessibility of every contract possible sound like a feature, but I rather liked how the game's contract system operated before with the RNG. Is there a way to revert that part of this mod back? Thanks.
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