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WillWam

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Everything posted by WillWam

  1. Whenever I launch KSP with realism overhaul (and all of its dependencies) I always get this crash log. Any help? Here's the end of the log when it starts the stack trace. ========== OUTPUTING STACK TRACE ================== 0x00007FFA29800E6A (mono) mono_reflection_type_from_name 0x00007FFA29801723 (mono) mono_custom_attrs_construct 0x00007FFA2980538A (mono) mono_reflection_get_custom_attrs_by_type 0x00007FFA297B3ECA (mono) mono_domain_finalize 0x0000000005990971 (Mono JIT Code) (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x0000000005990821 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider,System.Type) 0x000000000598FEF1 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributes (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x0000000003E962EE (Mono JIT Code) System.Reflection.MonoMethod:GetCustomAttributes (System.Type,bool) 0x0000000003E9606D (Mono JIT Code) BaseEventList/ReflectedData:.ctor (System.Type) 0x0000000003E95E83 (Mono JIT Code) BaseEventList:GetReflectedAttributes (System.Type) 0x0000000003E95B1A (Mono JIT Code) BaseEventList:CreateDelegates (object) 0x0000000003E959FD (Mono JIT Code) BaseEventList:.ctor (Part,PartModule) 0x0000000003EA2B7D (Mono JIT Code) PartModule:ModularSetup () 0x0000000003EA26E2 (Mono JIT Code) PartModule:Awake () 0x00000000058E725B (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FFA29894FFB (mono) mono_set_defaults 0x00007FFA297E8341 (mono) mono_runtime_invoke 0x00007FF7F240517D (KSP_x64) ScriptingArguments::AddString 0x00007FF7F2405481 (KSP_x64) ScriptingArguments::AddString 0x00007FF7F2359AE1 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF7F235C7D8 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF7F235CB97 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF7F23B8CCB (KSP_x64) DestroyObjectHighLevel 0x00007FF7F23B8F15 (KSP_x64) DestroyObjectHighLevel 0x00007FF7F22C50CD (KSP_x64) CollisionMeshData::~CollisionMeshData 0x00007FF7F24E5FAA (KSP_x64) Mesh::GetRuntimeMemorySize 0x000000000598E6CB (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (System.Type) 0x000000000598E615 (Mono JIT Code) UnityEngine.GameObject:AddComponent (System.Type) 0x0000000003EA1CA9 (Mono JIT Code) Part:AddModule (string,bool) 0x0000000003EA1B56 (Mono JIT Code) Part:AddModule (ConfigNode,bool) 0x0000000003E9200B (Mono JIT Code) PartLoader:ParsePart (UrlDir/UrlConfig,ConfigNode) 0x0000000003E8F69B (Mono JIT Code) PartLoader/<CompileParts>c__Iterator62:MoveNext () 0x0000000005992CE9 (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr) 0x0000000005992E01 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr) 0x00007FFA29894FFB (mono) mono_set_defaults 0x00007FFA297E8341 (mono) mono_runtime_invoke 0x00007FF7F240517D (KSP_x64) ScriptingArguments::AddString 0x00007FF7F2356FCA (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F2357258 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F23572B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F23572B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F23572B5 (KSP_x64) mono_array_length_safe_wrapper 0x00007FF7F221F199 (KSP_x64) Behaviour::InitializeClass 0x00007FF7F23D673B (KSP_x64) CallbackArray1<bool>::Invoke 0x00007FF7F2493050 (KSP_x64) Object::GetInstanceID 0x00007FF7F249384A (KSP_x64) PlayerMainWndProc 0x00007FF7F2496BEE (KSP_x64) PlayerWinMain 0x00007FF7F294C344 (KSP_x64) RectT<int>::GetYMax 0x00007FFA55AD7974 (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! ****
  2. Extremely helpful. Please consider reposting that on the current forum software! I didn't know about the fine-control mode! I am currently trying this right now in KSP.
  3. Okay, so what I've been doing is using 'target' on the navball. Do I just freehand it? Do I keep SAS on?
  4. How can I quickly align 'target' with 'prograde' on the navball (I'm learning how to dock)? I keep flying past my target because my prograde isn't lined up all the way with my target.
  5. I haven't docked before, and I've been doing the docking tutorial. There's (apparently) a magnetic phase that kicks in close to contact, but when my ports contact (yes, they TOUCH each other on point, no angled contact), they just bounce off each other (yes, the ports are unshielded). Is there anything I can do to fix this?
  6. I've been trying to launch my rocket to my space station, only to have my rocket to start spinning uncontrollably in Kerbin's lower atmosphere. I know it does this because my center of mass is to close to my center of thrust, but what can I add to my rocket to make it more... top heavy. Are there weights? I'd prefer to avoid mods at this moment. Thanks for your help in advance.
  7. No seriously what can I do? I've been doing this for hours.
  8. What if the closest I can get is 400km (docking tutorial)?
  9. Where can I find Ion engines and how do I put them to use? They don't make much sense to me.
  10. You seem to know a little about it. Do you think there are any plans? TBH I think it would be a good idea if you like, completed the research tree you would get a special pack or something (obviously wouldn't work in sandbox).
  11. I was getting a satellite into orbit, and I was warping to my apoapsis so I could start burning prograde, but mid-warp my SAS menu disappeared, and the SAS & RCS buttons are disabled. What happened?
  12. I'm sorry if the title wasn't too clear, but in case you have never used Steam, you have an inventory full of cards that you can sell for money or "gems". Is there any way to earn these in the game? Feel free to yell at me if I'm unclear. Thanks.
  13. As far as KSP modding goes, I'm pretty confused. I'd like to make a booster for a mod. How would I go about this, and what steps do I need to take? Thanks.
  14. Ah! Worked like a charm. Thanks friend.
  15. If I warp the first stage of my rocket (which takes a while), my outer solid fuel engines (thumpers) start violently wobbling, and they eventually become detached. Is warping supposed to change the outcome of a mission like that? Because if I don't warp it, it runs smoothly. You can view my rocket uploaded to Steam here. Thanks in advance for your responses.
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