steve_v

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  1. All your problems stem from broken (read incompatible) mods. Interstellar: IndexOutOfRangeException: Index was outside the bounds of the array. at FNPlugin.FNHabitat.AssumeDragCubePosition (System.String name) [0x00011] in <087942052b85401fbd144dda5b37f047>:0 at DragCubeSystem+<RenderDragCubes>d__33.MoveNext () [0x000ed] in <55ba45dc3a43403382024deac8dcd0be>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5aeafee3fea24f37abd1315553f2cfa6>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <RenderDragCubesCoroutine>d__30:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <SetupDragCubeCoroutine>d__45:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) DeepFreeze: Exception loading ScenarioModule DeepFreeze: System.NullReferenceException: Object reference not set to an instance of an object at DF.DFSettings.Load (ConfigNode node) [0x00001] in <73ccc08214f94d89a7b8fcc236736202>:0 at DF.DeepFreeze.OnLoad (ConfigNode gameNode) [0x0003a] in <73ccc08214f94d89a7b8fcc236736202>:0 at ScenarioModule.Load (ConfigNode node) [0x0000e] in <55ba45dc3a43403382024deac8dcd0be>:0 at ScenarioRunner.AddModule (ConfigNode node) [0x0005e] in <55ba45dc3a43403382024deac8dcd0be>:0 And: Exception handling event onGUIRnDComplexDespawn in class RDSceneSpawner:System.NullReferenceException: Object reference not set to an instance of an object at DF.DFSettings.Save (ConfigNode node) [0x00001] in <73ccc08214f94d89a7b8fcc236736202>:0 at DF.DeepFreeze.OnSave (ConfigNode gameNode) [0x00079] in <73ccc08214f94d89a7b8fcc236736202>:0 at ScenarioModule.Save (ConfigNode node) [0x000a6] in <55ba45dc3a43403382024deac8dcd0be>:0 at ProtoScenarioModule..ctor (ScenarioModule module) [0x0003c] in <55ba45dc3a43403382024deac8dcd0be>:0 at ScenarioRunner.UpdateModules () [0x00055] in <55ba45dc3a43403382024deac8dcd0be>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00005] in <55ba45dc3a43403382024deac8dcd0be>:0 at Game.Updated (GameScenes startSceneOverride) [0x000a7] in <55ba45dc3a43403382024deac8dcd0be>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00045] in <55ba45dc3a43403382024deac8dcd0be>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at KSP.UI.Screens.RDSceneSpawner.onRDDespawn () [0x0000a] in <55ba45dc3a43403382024deac8dcd0be>:0 at EventVoid.Fire () [0x00127] in <55ba45dc3a43403382024deac8dcd0be>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at DF.DFSettings.Save (ConfigNode node) [0x00001] in <73ccc08214f94d89a7b8fcc236736202>:0 at DF.DeepFreeze.OnSave (ConfigNode gameNode) [0x00079] in <73ccc08214f94d89a7b8fcc236736202>:0 at ScenarioModule.Save (ConfigNode node) [0x000a6] in <55ba45dc3a43403382024deac8dcd0be>:0 at ProtoScenarioModule..ctor (ScenarioModule module) [0x0003c] in <55ba45dc3a43403382024deac8dcd0be>:0 at ScenarioRunner.UpdateModules () [0x00055] in <55ba45dc3a43403382024deac8dcd0be>:0 at ScenarioRunner.GetUpdatedProtoModules () [0x00005] in <55ba45dc3a43403382024deac8dcd0be>:0 at Game.Updated (GameScenes startSceneOverride) [0x000a7] in <55ba45dc3a43403382024deac8dcd0be>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00045] in <55ba45dc3a43403382024deac8dcd0be>:0 at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 at KSP.UI.Screens.RDSceneSpawner.onRDDespawn () [0x0000a] in <55ba45dc3a43403382024deac8dcd0be>:0 at EventVoid.Fire () [0x00127] in <55ba45dc3a43403382024deac8dcd0be>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() KSP.UI.Screens.RDSceneDespawner:BtnExit() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.UI.Button:Press() UnityEngine.UI.Button:OnPointerClick(PointerEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() That last one may well trap you in buildings. Note the exception happened near 'KSP.UI.Screens.RDSceneDespawner:BtnExit()' If you insist on running outdated or incompatible mods, please learn to read the logs yourself. These obvious problems are not hard to find, if your mods are working properly a quick search for 'NullReferenceException' in your log file should return nothing.
  2. 1) MiniAVC is borking. Kill it with fire. MiniAVC -> System.NullReferenceException: Object reference not set to an instance of an object at MiniAVC.AddonInfo.get_IsKspExcludedVersion () [0x00000] in <946c68c810554a77bc35cab54adcb678>:0 at MiniAVC.IssueGui.DrawNotCompatible () [0x00030] in <946c68c810554a77bc35cab54adcb678>:0 at MiniAVC.IssueGui.Window (System.Int32 id) [0x00006] in <946c68c810554a77bc35cab54adcb678>:0 2) Any mods which are up to date for KSP >=1.8.0 should have removed or fixed this already, which indicates rather strongly that you are running outdated/incompatible mods. 3) This is also why your log is ~65MB and so full of errors it's difficult to see what else might be going on.
  3. How much RAM you have is far less relevant than how much RAM is free. If there's something else running that uses much memory, that would explain it. I have on many occasions found zombie KSP processes running long after closing the game, this may be a Unity on GNU/Linux thing, or it may not. Check your task manager for anything eating lots of memory. Not from where I'm sitting, but then I run GNU/Linux so I'm using the OpenGL renderer. It doesn't use anywhere near 4GB VRAM at any rate. At this point I'd try a clean reinstall of the game without any -force-whatever command line options, just in case something screwey (like duplicated textures) is going on with your install. I don't know a lot about DirectX, but I don't think it should be using that much VRAM... Or that much system RAM either for that matter, not if you have no part or graphical mods installed.
  4. I use 0.6-0.8 for kerbin-only stuff (which I like to throw around a bit), and 0.2-0.3 for spaceplanes where dry mass is a big deal. As for stability, the latest FARc seems fine in 1.9.1, I have no major issues with it. Yeah, true. This is KSP though, so assuming depleted-uranium parts, no ground-effect, and an intent to go to space.
  5. No, but it did rattle loose a recollection of something I heard about recently. Are you using TweakScale? MakingHistory parts? Does this sound at all like what you're seeing? From what I gather it's not actually a bug in TweakScale, just something in KSP 1.9.x that TweakScale uncovered... Not sure what exactly is required to trigger it, but if it sounds familiar you might ask Lisias for details...
  6. Could not allocate memory: System out of memory! Trying to allocate: 673616B with 32 alignment. MemoryLabel: VertexData Allocation happened at: Line:171 in C:\buildslave\unity\build\Runtime/Graphics/Mesh/VertexData.cpp Memory overview [ ALLOC_DEFAULT ] used: 788950121B | peak: 0B | reserved: 905653305B [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_4_FRAMES ] used: 0B | peak: 0B | reserved: 33554432B [ ALLOC_TEMP_JOB_ASYNC ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_GFX ] used: 712650660B | peak: 0B | reserved: 772866508B [ ALLOC_CACHEOBJECTS ] used: 770661720B | peak: 0B | reserved: 1061496968B [ ALLOC_TYPETREE ] used: 2271736B | peak: 0B | reserved: 5242880B [ ALLOC_TEMP_THREAD ] used: 32768B | peak: 0B | reserved: 5144576B (Filename: C:\buildslave\unity\build\Runtime/Allocator/MemoryManager.cpp Line: 1175) Crash!!! Could not allocate memory: System out of memory! Cause of problem looks pretty obvious to me.
  7. Images are properly useless for debugging 99.9% of the time. What would be useful is the game log covering the time this occurred, as well as all the other stuff mentioned over here. You didn't provide any useful information, so there's no way to tell what caused it, let alone fix it. If you want the developers to see it, you'll need to reproduce it in an unmodded game and file a report on the bugtracker. Ain't nobody here but us chickens. Did you search the bugtracker? Break a solar panel? What? Meh, destroy the ship from the tracking station, then edit your save to revive the crew back at the astronaut complex (state = dead -> state = available). Much easier than starting a new game.
  8. Dynamic Pressure Control Reduction. One of the flight assist toggles in the FAR window. Specifically put there to help in keeping your wings attached. That or turn more gently. Analogue control helps here, either by using a joystick or the time-honoured PWM fingers method (tapping controls rather than holding keys). DPCR helps a lot. Most things that help IRL will work in FAR too. Look at real aircraft, copy, adapt. Use one chute, centrally attached and on the lower half of the craft to force the nose down. Lock steering and stay off the brakes. Pray to the gods of Unity physics. The usual stuff. You and everyone else, ever since the new and "improved" wheel physics landed. We've been collectively whining at Squad about it for years. KSPWheel (+ the stock patches from KerbalFoundries) makes all this rubbish behaviour go away (in stock as well), but it has a performance tax in it's current incarnation. If you can live with that' it's a fix. If you can't handle performance with KSPWheel, you might calm the wheels demonic pogo-sticks down a little by twiddling the advanced tweakables (spring, damper). I've had limited success with this, but it's too much of a black-art to go into detail here even if I could articulate it, which I probably can not. TL;DR: KSPs wheels suck. Others have claimed it's just because we're doing it wrong, but I'll be blowed if I know how to explain that. You'll have to ask them.
  9. Experience. KSP has suffered significantly over the years from Unity's limitations (particularly the garbage collector), and while there isn't really anything inherently wrong with the engine, it does have something of an image problem... There are a huge number of really really bad games made with unity, it's low-cost and ease of use lends it to minimum-effort products and the asset store is a goldmine for cheap asset-flips and even wholesale selling store assets as a complete game. Add to this that it's only games using the free version which get a big "made with unity" on the startup screens, and you see where it gets it's bad rep.
  10. I'll add that this is often a good idea anyway. KSPs wheel physics get mighty janky (particularly under braking) at >80m/s, and for anything resembling an SSTO spaceplane you'll probably be landing faster than that if you want it to have a respectable payload fraction. Use drag chutes, ideally RealChute drag chutes.
  11. Use the strength/mass sliders to make the wings stronger. Fly more carefully. Use DPCR. Install KJR if you haven't already. Beyond that, it's a tradeoff just like IRL - things that fly well at low speed don't fly so well at supersonic speeds and vice-versa. Flaps, slats, and variable wing geometry can help with this to a point. I've made many an aircraft that can land at <80m/s and still do mach 4+ at altitude, but you do need to watch how you handle the controls if you want the wings to stay attached. Real-life aircraft can't pull 15G in a turn without coming apart, and the same is true in FAR. Good question, I've always just relied on common-sense, test-flights, and experience. For the rest, see 1. Stop using SAS. Trim for level flight with trim. Reduce control authority at high velocity. Mechjeb can be used at a pinch, but you will have to muck with the attitude control window and even then it's usually far too aggressive for anything but attitude hold. Kramax Autopilot is considerably better as it's controllers can be tuned to work properly with just about anything. For most aircraft in FAR, you'd start by doubling the scalar on the pitch control and work from there. 'tis what I use, and with much success. It can even land for you.
  12. I got tired of the constant whining about "unsafe site" a while back and dumped a letsencrypt cert + acme.sh on my server box. Doesn't make anyone any safer mind, but it shuts them up and it's pretty much zero maintenance. Ed. Oh doG, tell me it ain't so... Microsoft-IIS/10.0 *shudder* No nifty auto-renewing shell script for you then... Likewise. Since it was Nutscrape Navigator. *shudder*
  13. You'll have to ask @alberro+ that one I'm afraid, I don't touch the stuff myself. It sounds like chrome's download protection whatchamacallit to me, I did hear something about a "strict" setting that prompts for any archive or executable not on some kind of google whitelist... But then I don't use that particular piece of spyware either, so ¯\_(ツ)_/¯