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DauntingFlyer

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    Spacecraft Engineer
  1. Odin heatshield's landing leg animation is broken apparently. It's permanently deployed
  2. Well apparently I fixed the issue. It doesn't have anything to do with this mod. I replaced the ModularFlightIntegrator.dll that came with FAR and used the one that came with Deadlyreentry instead and the errors disappeared. Why? I have no idea. Probably one file was less updated than the other?
  3. I'm trying to find a pattern. I successfully made the error happen 2 more times but in completely different occasions and no obvious relations emerged. Apparently this issue is actually a mix of errors between FAR, Deadly reentry and Better Buoyancy and they spam like this: NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.RebuildAllMeshData () [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARPartGeometry.GeometryPartModule.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at DeadlyReentry.ModuleAeroReentry.get_FI () [0x00000] in <filename unknown>:0 at DeadlyReentry.ModuleAeroReentry.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at BetterBuoyancy.BBModule.FixedUpdate () [0x00000] in <filename unknown>:0 My output log is has so much spam it takes 91KB space I'll first try finding the real culprit mod. Since these errors appear to pop without any consistency it might take a while.
  4. I just had the same issue depicted above but on Kerbin shortly after taking off. The rocket broke apart and for a few seconds everything was fine. The command module was safely dropping to the water with parachute but suddenly I had 1-2FPS and error spamming. I repeated my actions but I was unable to recreate the issue. Edit: Yes running, latest version
  5. Sounds good. If you manage to go forward with kethane implementation, I'll test it out.
  6. Given the fact that Karbonite doesn't conflict with Kethane in any way it's already a big plus. Your mod beats by far any other planet mod out there, imo. However I'm too attached to Kethane to play without it. Unless more people want it, don't beat yourself too much for 1 guy's request though
  7. Nope. I really mean Kethane I gave a try to Karbonite back in 0.90 but it never really grew on me. It's easier to collect and it's inexhaustible, which is a major turndown for me
  8. Did this mod lose compatibility with kethane? I can't find any resource file about it in the mod files.
  9. Not sure if mentioned before but the structural wings are also moody with this mod. Left it's how it's supposed to look and right is the welded part Edit: Interestingly, a few hours ago I welded a part with structural wings included and it came out fine but now they come out all weird.
  10. Bloody hell... and I thought my start destroyer was awesome. How did you manage to get it that big? Tweakscale?
  11. The parts I used special function is to keep the integrity of the ship, hence structural parts.
  12. Built a 600+ part ship with the main frame made out IR's structural parts. Proceeded to weld the entire front part. Realize IR is incompatible.
  13. I don't think it's required anymore. I did some progress on the tech tree, then one day I found a nice parts mod and installed it. I was expecting that I needed to unlock them one by one on the tech tree but the new parts were all already researched.
  14. I do have the same issue, observed in Minmus as well. The X is concealed below hilly regions but shows up again in flatter places. There's an easy work around, just activate "Body-fixed mode". Where the white line ends is where the X should be.
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