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Kielm

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Everything posted by Kielm

  1. Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at CommNetManager.ModularCommNetVessel.OnDestroy () [0x00007] in <12a711cea01f44db9398c6df7756949d>:0 UnityEngine.Object:DestroyImmediate(Object, Boolean) UnityEngine.Object:DestroyImmediate(Object) <>c:<CompileModules>b__4_0(Type) LoadedAssembly:TypeOperation(Action`1) LoadedAssembyList:TypeOperation(Action`1) VesselModuleManager:CompileModules() <LoadObjects>d__90:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.MonoBehaviour:StartCoroutineManaged2(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() Using the above build.
  2. Never mind - Unity continues to crash. Must be one of the mods I have, but my only choice now is to try 1.12 unmodded and see if it happens there, too.
  3. Speaking as someone who likes to mix and match mods, I do find it frustrating when mods don't play well with each other, as it forces the player to limit themselves to a specific subset, which greatly reduces options and causes headaches when getting partway through a career and discovering that x mod doesn't mesh with parts from mod z. For example, I can't use USI mods comfortably with Near Future / KSPIE, or have to accept the imbalance and specifically design things that either use parts (e.g. reactors) from one mod or another, and avoid mixing. There's more: I like system heat, but it won't work well with non-stock converters KSPIE & Near Future vs USI reactors are all over the place WBI mods (e.g. pathfinder) doesn't work well with MKS, or requires extensive duplication I'd love to try rational resources, but the thought of spending hours figuring out what works, what has to be tweaked and what I'll need to remove to get it there puts me off. I'd love to have a go at JNSQ or other similar "total conversion" modpacks but again, in the current venn diagram of "mods I want to play with", the centre region of "mods that actually work well together" is difficult to define. Don't get me wrong - I understand that you can't exactly crowbar all the great functionality that KSPIE has into stock, and mods have to work outside the box sometimes to deliver the cool stuff we get to play with, but I would be grateful for any efforts to reduce the number of mods that I (and others) have to exclude when choosing how to play. Not judging anyone or wanting to complain - your efforts in creating & maintaining these mods are 100% appreciated and make KSP so much better, I just wanted to share my experience and voice my support for any efforts to improve interoperability.
  4. https://drive.google.com/file/d/1z68Bh7nC-lYbClS7Bef55FweSBtCLcBc/view?usp=sharing https://imgur.com/a/HOb5AA4
  5. I prefer that name. Thank you - as long as it will not break anything, I do not use any waterfall engines (unless there are any included in KSP:IE) so this is fine for me.
  6. [LOG 00:24:12.335] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: TweakScalerWaterfallFX 0.0.2.0 GameData\TweakScaleCompanion\Visuals\Waterfall\TweakScalerWaterfallFX.dll Version 1.29.0 will not load on KSP 1.11.2. Is it safe to remove the TweakScaleCompanion addon to bypass this?
  7. Dang, I came here to ask if the Daedalus being unlocked in Nuclear Propulsion was intended and it's already been fixed. That's some speedy updates there FreeThinker, thanks!
  8. Persistent thrust is moderately broken in 1.11.2, lots of errors and intermittently working. Better time warp can be used as an alternative.
  9. I'm going to put this here for my own sanity, and in case anybody has a similar problem. UnityPlayer.dll caused an Access Violation (0xc0000005) This problem has plagued me for months, probably close to a year. It seemed most prevalent in KSP, but I started to wonder when I encountered similar issues in other unity-based games. Sometimes the error would be in Unity itself, and sometimes in a dll that was in use at the time. The only common factor, it seems, was that Unity was at some point involved. Threads elsewhere for reference: I ran through everything trying to hunt this down. BIOS flashing, windows updates, graphics drivers, everything. Eventually a thread on the Unity forums and a list of common factors seemed to point to one thing - almost everyone having this problem was using XMP overclocked RAM at 3200Mhz. I didn't initially see overclocked RAM as an issue; it's sold to be overclocked to 3200Mhz, and many motherboards provide built-in features to effortlessly overclock it. More importantly, every other game works absolutely fine, zero crashes or unusual issues. No other problems in Windows, everything all rosy. Just not Unity. It's such an infrequent issue (randomly popping up every 15mins to 4 hours) that I never bothered to look into it any further, and just kind of accepted it as an odd incompatibility somewhere. I finally bit the bullet earlier this week, and after extensive googling decided to manually enter the RAM timings in the BIOS, not expecting it to help. I have to say, I've been surprised. I can't say 100% that the problem's fixed due to the intermittent/random nature of the issue, but I've had about 10+ hours so far with no Unity crashes. For anyone having a similar issue, if you are using XMP in the BIOS to overclock your RAM to 3200Mhz, either manually enter the timings or choose another setting (e.g. 3000Mhz / 3400Mhz). You can use ryzen dram calculator (there's a good guide here) to do it yourself if you're feeling confident, but exercise extreme caution - incorrect settings can cause your hardware to fail. I don't know why Unity fails under such specific conditions, nor do I intend to find out, but I hope this proves useful to anyone who's been having the exact same issue.
  10. astronomers visual pack, scatterer, real plume, engine lighting and 3.5 rescale. Most likely lighting / shadow / reflection related. Try taking out scatterer first, then real plume and then engine lighting (individually) to see which one makes the most impact. Then try a couple of them. Then all three. Could be that one isn't interacting well with the other, or they're competing for shininess and layering their effect on each other.
  11. I know a picture speaks a thousand words but in this case, five words in the title is not sufficient to identify a root cause or diagnose the problem Post a link to your log file (or KSP.log from your root KSP folder) List your installed mods (take a screenshot of your gamedata folder if it's easier) Tell us what KSP version you're using Alternatively, I will provide the best diagnosis I can based on the evidence available: It's broke, yo.
  12. Er, Steam has 1.6.1 listed as a beta option. If it's not available on the KSP website then I don't see any other legitimate options to refer you to. As for what you should do... depends on what your choice of mods supports better, I suppose.
  13. No individual mod support here I'm afraid, this is more for general issues related to mods. I couldn't find a 1.11 version of Andromeda to refer you to that thread - is it possible it's not updated to work on your KSP version?
  14. Lots of these in the logs: System.IO.FileNotFoundException: Could not load file or assembly 'BARISBridge, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. File name: 'BARISBridge, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' and this [ERR 17:08:56.749] AssemblyLoader: Exception loading 'WildBlueTools': System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader.LoadAssemblies () [0x000e6] in <2afc64dea36946459d4707808bdac511>:0 It looks like one or more mods aren't installed correctly (or perhaps aren't working for your KSP version?). At a guess, BARIS - I don't know if WBITools is a dependency but that's having issues, too.
  15. Hi, This is a very common problem and 99% of the time it's down to b9 part switch not being installed correctly. I suggest you carefully reinstall it, or post a picture of your gamedata folder along with a link to your KSP.log file.
  16. Hi, I believe Scatterer impacts water graphics but there may be a setting to lower/disable it. You may want to check in with the scatterer mod, I think there's a config tool (and probably config files) you can check to see if there's an option for that (or try searching their thread):
  17. Those aren't the logs, but if you're using 100% stock you don't need to post in the modded forum. Either way, logs will be needed to find the cause - not a picture of your gamedata folder. Look for a KSP.log in your root KSP folder (the folder with gamedata, saves etc in it) - that usually contains enough information to start troubleshooting.
  18. Non-steam eh? You want to copy craft from one save to another, but you can't find the save file in explorer? The wiki says The manual installation is distributed in a zip archive. Depending on the operating system there is either KSP-win, KSP_linux or KSP-osx which contains the root directory of KSP. When this directory is extracted it can be placed anywhere, so this tutorial can't tell where to exactly find it. So that means "the root directory will be wherever you installed it". The saves folder should be inside that directory (saves). Your save games will be inside that folder, and your .craft files will be in SPH/VAB folders inside there. Which part of that is missing?
  19. Something with shadows? For this thread's problem, though - Turn "celestial bodies generate self-shadows" off in settings. That usually does the trick.
  20. Hi, Please read below and then link to your logs. https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
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