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scottadges

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Everything posted by scottadges

  1. I figured that might be my first problem. I love CKAN, but it sure does seem like it causes headaches sometimes. I do have ContractConfigurator as dependency for various mods, but I'm not sure how/where to go for the Discord DLL? (Sorry to be a pain, I've never used Discord / not exactly sure what that is) I'm not running RemoteTech, so that should be good and I've got the latest ToolbarController (0.1.6.15) Appreciate all your help and awesome dedication to the mod. After starting to use it only a few months ago, I just can't play KSP without Kerbalism anymore! Updated after looking at GitHub: Again, sorry to be a pain... I'm only marginally familiar with GitHub... so not exactly sure if I'm pulling the right files for 1.8.1 version? Should I use the latest (from about 20 hours ago) here under GameData/Kerbalism on this page: https://github.com/steamp0rt/Kerbalism? I wasn't clear, since Under Releases (https://github.com/steamp0rt/Kerbalism/releases) I only see 1.8.0 to download. And then downloading the "Kerbalism-master.zip", does that include 1.8.0 or 1.8.1? Thanks for all your help! Updated after figuring out Discord & talking to PiezPiedPy - thanks for the 1.8.1 Dev build and clarifying stuff for me!
  2. Hi, I updated Kerbalism via CKAN (maybe that was my first mistake...) and now loading up my game, I'm getting a chunk-ton of Exception errors when I load into the Space Center. This is before going to any ships, etc. I'm running KSP 1.4.5 for reference. Here's a sample: [EXC 00:00:04.471] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Message.Post (Severity severity, System.String text, System.String subtext) KERBALISM.Supply.Execute (.Vessel v, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources) KERBALISM.Profile.Execute (.Vessel v, KERBALISM.vessel_info vi, KERBALISM.VesselData vd, KERBALISM.vessel_resources resources, Double elapsed_s) KERBALISM.Kerbalism.FixedUpdate () [EXC 00:00:04.472] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Highlighter.update () KERBALISM.Kerbalism.Update () [EXC 00:00:04.507] NullReferenceException: Object reference not set to an instance of an object KERBALISM.Kerbalism.OnGUI () I can't even count how many there are in this log file: KSP Log 082718 I'm guessing this is probably from the newer version of Kerbalism in an older save game? I was reading back on save game compatibility, but I'm not sure if that's still a problem? Anything I can/should do to resolve this? Thanks for your help! EDIT: I've reverted back to the 1.7.1.1 version for KSP 1.4.5 for the moment... but I'd love to update to get all the excellent things I saw noted in the Changelog.
  3. Hi, I was wondering what your experiences were using Kerbalism with the Deep Space Surface Habitat mod? Did you run into any issues? Or did everything run smoothly?
  4. Sorry, have to give a huge fan-boy shout out to you for your KSP videos. Great stuff and I watch every week. Keep building big-ass stuff with KJR! AGAIN!
  5. https://github.com/linuxgurugamer/Kerbal-Joint-Reinforcement/releases/tag/3.3.3.4 The version above from LinuxGuruGamer works perfectly in 1.4.5 but I was also using the previous 3.3.3.1 version from Meiru in my 1.4.5 game without any problems. Definitely let us know your experience with KJR once installed. Of course, if you do see any specific problems that you know are related to KJR, logs are always appreciated!
  6. Ok, thanks - I've posted also in the Scatterer thread, but nothing back from them on it.
  7. Thanks! Sorry if I put this in the wrong thread. Right, the log I posted from 082518 (the link above) was doing just that, since I didn't have logs from before. I loaded KSP, went specifically to the Space Probe from the tracking station, saw the half-shroud on there (same as when I noticed it before), then closed down KSP. I wanted the log to have just info on that ship. So it looks like the shroud is permanently on there, since there's no option to jettison. And from the Log "ModuleJettison", if I'm reading that right, it says the engine already is in a post-jettison state?
  8. A little update from me: So far I'm not seeing massive gameplay issues with Antenna Helper and Kerbalism together. I'm seeing a few errors in my latest log, but I'm not sure if these are "bad"? [EXC 13:39:25.629] KeyNotFoundException: The given key was not present in the dictionary. System.Collections.Generic.Dictionary`2[Vessel,AntennaHelper.LinkPath].get_Item (.Vessel key) AntennaHelper.AHFlight.SetActiveConnect () AntennaHelper.AHFlight+<StartSecond>d__0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [ERR 13:40:01.878] Exception handling event onVesselDestroy in class AHFlight:System.NullReferenceException: Object reference not set to an instance of an object at AntennaHelper.AHFlight.VesselDestroy (.Vessel v) [0x00000] in <filename unknown>:0 at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 [EXC 13:40:01.879] NullReferenceException: Object reference not set to an instance of an object AntennaHelper.AHFlight.VesselDestroy (.Vessel v) EventData`1[Vessel].Fire (.Vessel data) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Vessel) Vessel:OnDestroy() Any insight into what these exceptions mean?
  9. I submit for your viewing pleasure: And I'm not Scott Manley No self promotion here. Per the OP - I'm a rational player, I guess. Although I started playing KSP in Sandbox trying to make spaceships like BSG and Expanse, using massive part clipping and designing cool shapes rather than really function spacecraft. But I quickly got more interested in using the parts in realistic ways (albeit with a lot of part clipping) and planning missions, etc. I would also submit another Category: "MechJeb-Friendly" meaning, I know HOW to do a lot of the orbital maneuvers and stuff, along with transfers and rendezvous/docking and smooth gravity turns, but honestly I like MJ to do most of the work. We use computers in real life to handle this stuff, so I use "computers" too.
  10. Here's what looks like Nuclear Engine part from the craft file (see spoiler): Is this module what controls the jettisoning of a shroud? MODULE { name = ModuleJettison isEnabled = True activejettisonName = Size2A isJettisoned = True shroudHideOverride = False stagingEnabled = True EVENTS { } ACTIONS { JettisonAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } } So then from the log, there's this warning around where the craft is loaded: [WRN 13:39:18.761] [Part]: PartModule indexing mismatch at nuclearEngine, index 9. Node 'ModuleJettison' found in loaded data, but 'TweakScale' is defined in prefab. Looking for ModuleJettison in other indices... [WRN 13:39:18.869] ...ModuleJettison module found at index 1. Are these things related? What it refers to as "indexing mismatch"? I'm not sure if anyone has answers to these, but I would love if I could at least find out what went wrong, and maybe how to prevent this problem in the future? Thanks to anybody who can help!
  11. When I created the craft in the VAB I disabled the shroud and launched it without a shroud. Then after loading the craft again (many in-game days later) later, now there's a partial shroud attached to the engine, which is actually clipped into the other part. So I'm not sure how to read the logs. Where do you see the instance when you say "no instance...loading a vessel that should not have a shroud"? How can you tell if something is supposed to have a shroud, but you've turned it off during build? Thanks for your help!
  12. Unfortunately, I don't have logs for when it happened (I'm not actually sure at what point it happened). Here's my latest log where I booted up KSP and only loaded the Science Probe craft from the Tracking Station: KSP Log 082518 The vessel itself is called "KSCD-006B Niedon Explorer". Also note, there are a number of "ERR" messages in there for various mods, but most of them are harmless according to mod authors and people on the forums. I do see there's a lot of Unity EXC and ERR messages, but they don't seem to negatively impact my gameplay. Thanks for anyone who can help me diagnose!
  13. D'oh! I just read all the way down noticed it says not compatible with Kerbalism... @Li0n Could you comment on what exactly isn't compatible? Is it like, a hard conflict (won't work at all)? or like some things might not calculate, but everything else works? Kerbalism is my go-to LS mod. I'm not sure I could play without it at this point... Hmm, I'll report back if I encounter any issues.
  14. Wow, I can't believe I haven't found this mod before now! I'm in progress on expanding my relay network and was hoping to do it a little more "intelligently" than just spamming the biggest antennas out as far as the eye could see... So then I was staring at the KSP Wiki page and the math for antenna power and signal strength was melting my brain. A few google searches for a way around mathematics... and I found this mod. Who needs maths anyway?!? I'm literally shutting down KSP right now so I can go ahead and install this mod. Be back later with thoughts or questions!
  15. I'm hoping someone can help with my issue of shrouds appearing where I turned them off in the VAB! Two craft in particular are having this issue right now. I don't have anything else currently active that uses an engine like these do. Again, both of these were launched without shrouds. They weren't staged to deploy, etc. There weren't shrouds on them at any point previously, but now there are shrouds that won't jettison or stage away. Plus they're decently clipped into the bodies (my prefered design style with smaller craft) so I'm concerned about editing a Save file for these craft. Lander with Poodle Engine - Shroud appeared after reloading at some point (no idea when, no way go back to a previous save) Note, the other engine attached to the main craft was launched with a shroud that was then jettisoned. The lander itself (from a different launch) never had a shroud. Science Probe with Embedded NERV Engine - Partial shroud showed up after it was reloaded at some point (same story as above with previous saves) The only thing I can think might cause this issue problem might be the mod Decoupler Shroud (version 0.6.0)? @navot I'm not sure you've ever seen this behaviour with the DS mod? I've included links to Dropbox for the craft files if that helps? Mun Lander Deep Space Probe Finally, here's my current mod list:
  16. Hi, I've run into an issue twice now and was hoping someone could help me diagnose an Exception that's getting spammed to my log and then hangs the game? Here's the error: [EXC 14:00:36.717] NullReferenceException scatterer.DisableEffectsForTextureReplacer.OnPostRender () UnityEngine.Camera:RenderToCubemap(RenderTexture, Int32) TextureReplacer.Script:Update(Boolean) TextureReplacer.Script:UpdateScripts() TextureReplacer.TRReflectionUpdater:Update() I'm not sure if this is a Scatterer issue since it also references Texture Replacer (which I've posted in that thread as well). It doesn't CTD, but Windows then errors out saying KSP isn't responding, etc. Can anyone shine a light on this issue? It's happened when I crossed into a new biome driving a rover on Minmus, then using [x] Science! it provides buttons to click on experiments. Then it hangs. For support, here's my most recent log: KSP Log 082218 Also, here's my current modlist (see below):
  17. Hi, I've run into a problem twice now. I was on Minmus driving my rover when suddenly I see a massive amount of log spam for this Exception and then the game hangs. [EXC 13:45:07.123] NullReferenceException scatterer.DisableEffectsForTextureReplacer.OnPostRender () UnityEngine.Camera:RenderToCubemap(RenderTexture, Int32) TextureReplacer.Script:Update(Boolean) TextureReplacer.Script:UpdateScripts() TextureReplacer.TRReflectionUpdater:Update() I'm not sure if this is a Scatterer issue, or if it's Texture Replacer causing this problem. It doesn't CTD, but Windows then errors out saying KSP isn't responding, etc. Can anyone shine a light on this issue? It's happened twice now when I crossed into a new biome, then using [x] Science!, I can click on experiments. Then it hangs. For support, here's my most recent log: KSP Log 082218 Also, here's my current modlist (see below)
  18. Thanks for your response and I appreciate the help! Just to confirm for my own understanding, putting the CFG file in "GameData/_MyConfigs/US2_CTT.cfg" then KSP will load that even though it's in a subfolder of GameData. It doesn't need to be in the main folder "GameData/US2_CTT.cfg" correct? (Sorry if this is obvious to everyone else!
  19. Thanks, that makes sense. How does KSP know to incorporate that when it loads? How does it read the file, or I should ask, where does it look to load it?
  20. Hi there, I'm using CTT and think I'd like to use this patch, but I don't know that much about configs, where they go, etc. Does this go into the "GameData/UniversalStorage2" folder?
  21. Thanks, I figured this wasn't a normal exception. I haven't run into that before. It was so surprising, 'cause I never kill off my main Kerbals. I immediately reverted back so I didn't lose Jeb.
  22. Hi there, I ran into an interesting situation where Jebediah exploded on the SPH runway after EVA'ing about. I'm not sure if/whether Kerbalism had anything to do with it, but I did get this Exception spamming quite a few times when/after it happened. [LOG 00:01:43.443] [F: 403062]: kerbalEVA (Jebediah Kerman) collided into End09_Mesh - relative velocity: 149.546 - no impact momentum (no RB) [EXC 00:01:43.451] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ProtoCrewMember].get_Item (Int32 index) KERBALISM.EVA.IsDead (.Vessel v) KERBALISM.HardDrive.Update () [LOG 00:01:43.459] 1 explosions created. [EXC 00:01:43.482] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[ProtoCrewMember].get_Item (Int32 index) KERBALISM.EVA.IsDead (.Vessel v) KERBALISM.Misc.SetLocks (.Vessel v, KERBALISM.Vessel_info vi) KERBALISM.Kerbalism.FixedUpdate () Can anyone shed some light on what the Kerbalism part of the Exception is doing? Updated: After a little research, I can see that "End09_Mesh" appears to be the SPH Runway itself. Not sure how exactly Jeb got up to 149.546 m/s by walking around... but apparently he hit it pretty hard and exploded...
  23. Hi team, I wanted to let you know I'm consistently seeing an error in my log files when using the Elektron recycler. When hitting the "Start Electrolysis" button, I immediately see log spam with specific errors. I've included the large log snippet in the spoiler below (it's pretty long). But it looks like it's this error over and over again: [ERR 00:23:43.627] [RESOURCES] - Error in - BaseConverter_GetDeltaTime - System.NullReferenceException: Object reference not set to an instance of an object at BaseConverter.GetBestDeltaTime (Double deltaTime) [0x00000] in <filename unknown>:0 at BaseConverter.GetDeltaTime () [0x00000] in <filename unknown>:0 Not sure what this means, or if this is a problem or anything? Perhaps this isn't fully functional yet? (apologies, if this was already noted/answered) Thanks for looking at this! I can provide more info, including my full log or list of other installed mods if necessary.
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