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After having played for a while, exit out to the game menu, and then quit the game (from the menu)... instead of exiting cleanly, the game crashes... Can't give any better instructions for reproducing this, but hopefully the logs and crash dump will make sense to you guys. Version: Latest from Steam (1.3) Log and crash.dmp: https://1drv.ms/u/s!AmFxMLZJRXxKnckDHh6SlYXAEz4YaQ Mods (manually added): Mark One Laboratory Extensions (M.O.L.E.) 1.7.2 NearFutureSpacecraft 0.7.2 StockalikeStationPartsExpansion 0.5.1 Mods (export from CKAN): AllYAll 0.11.0 AtmosphereAutopilot v1.5.10 AT-Utils v1.4.4 B9PartSwitch v1.8.1 BetterBurnTime 1.5.4 BetterCrewAssignment 1.3.1 CommunityCategoryKit 18.104.22.168 CommunityResourcePack 0.7.1.0 CommunityTechTree 1:3.1.1 ConfigurableContainers-Core 2.4.1 ConnectedLivingSpace 22.214.171.124a ContractConfigurator 1.23.1 ContractConfigurator-CleverSats 1.4 ContractConfigurator-FieldResearch 1.2.1 ContractConfigurator-KerbalAcademy 1.1.7 ContractConfigurator-KerbinSpaceStation 1:3.6.1 ContractConfigurator-Tourism 1.5.2 CorrectCoL 1.6.0 CrewLight v1.6 CustomBarnKit 126.96.36.199 DefaultActionGroups 1.2.3 DMagicOrbitalScience 1.3.10 DockingPortAlignmentIndicator 6.7.0 DockingPortSoundFX v2.1.12 EasyBoard 1.5 EasyVesselSwitch 1.3.0 EditorExtensionsRedux 188.8.131.52 EvaFuelCont 1.5.0 EVAHandrailsPackContinued 0.2.1.5 ExtraPlanetaryLaunchpads 184.108.40.206 ExtraplanetaryLaunchpads-NoMoreProduction 1.0.0 FelineUtilityRovers 0.5.2 FirespitterCore v7.6.0 FirespitterResourcesConfig v7.6.0 FTLDriveContinued 0.1.9 GroundConstruction-Core 1.2.0 HeatControl 0.4.1 HideEmptyTechNodes 0.8.0 IndicatorLights 1.2.10 IndicatorLightsCommunityExtensions 1.3 InfernalRobotics v2.0.11 InterstellarFuelSwitch 2.6.3 InterstellarFuelSwitch-Core 2.6.3 Karbonite 1:0.9.1.0 KAS 0.6.3.0 KerbalAlarmClock v220.127.116.11 KerbalEngineerRedux 18.104.22.168 KIS 1.5.0 Konstruction 0.2.1.0 KSPRescuePodFix 22.214.171.124 KSPSteamCtrlr autodetected dll MalemuteRover 0.3.1.0 MechJeb2 126.96.36.199 MinAmbience 1.2.3 Mk1CabinHatch 0.2.0 ModuleManager 2.8.0 MoleUtils autodetected dll NearFutureConstruction 0.8.2 NearFutureElectrical 0.9.1 NearFutureElectrical-Core 0.9.1 NearFuturePropulsion 0.9.1 NearFutureSolar 0.8.3 NearFutureSolar-Core 0.8.3 PlanetWiki making_CKAN_happy PortraitStats 14.0 ReentryParticleEffect 1.2a SmartParts 1.9.7 SmartStage v2.9.7 SpaceLink 1.0 SpaceXLegs 2.5.1 StageRecovery 1.7.2 StationScienceContinued v2.3.0 Steamworks autodetected dll StockalikeMiningExtension 0.96.1 Strategia 1.6.0 Toolbar 1.7.14 TriggerAu-Flags v188.8.131.52 UKS 1:0.52.1.0 UniversalStorage 184.108.40.206 USI-Core 0.4.1.0 USI-FTT 0.7.1.0 USI-LS 0.6.1.0 USITools 0.9.2.0 WildBlueTools autodetected dll xScience v5.7 ZeroMiniAVC v1.05
Problem: I dock two spacecraft in Munar orbit. Right up to the moment of docking, all works normally, I hit F5, the game freezes for a few seconds, and a savegame is created. I can switch to other vessels, etc., go to Tracking Station, all as normal. Once I've docked, however, I can't. Hitting F5 then does nothing. Trying to save via the pause menu, I click save and the dialog box disappear, the game freezes - for two seconds or two minutes, it remains frozen until I hit escape. It runs again, but no savegame was created. I cannot go anywhere via the GoTo mod. I cannot go to KSC or Tracking station via pause menu. I cannot exit the game - I get the exit confirmation, but clicking exit, no matter how often, does nothing. I cannot switch to another vessel from map view. I can switch to other vessels in visible range through Easy Vessel Switch, but not from map view. Undocking does not bring back normality. Switching between any visible vessels, including switching to one that had not been part of that docking maneuver, does not restore normal function, either. If I fly my craft back to Kerbin and splash down, and even after the craft has settled down in the water (or has come to rest on land), spamming the Recovery Vessel button does nothing. I have tried releasing input locks via the button, but that doesn't change anything, either. I >can< load an earlier savegame, and as it's before the fateful docking maneuver, everything works then. Until I try docking again. Restarting the game changes nothing. I had left the game running overnight, but it worked fine until I docked. I just restarted, loaded the save I made immediately before the docking (the two were so close, once the game loaded, the magnets did all the work), docked. And same issue. This is the third time this has happened. Every time, it's with a different pair of different ships, and different Kerbals on board. The first time, I spent some time testing it with different ships and had come to conclude that one of my Kerbal tourists must be cursed, since the problem kept happening with the same bunch of tourists aboard entirely different ships (used Kourageous Kerbals to transfer them from one lander to another without docking). I had to resort to Hyperedit two or three times at this point just to bring my tourists back to the surface of Kerbin. I do a lot of transferring crew, tourists, and fuel, in Munar orbit, a lot of docking, so this recurring problem makes the game somewhat unplayable for me. Recreation in Vanilla is not feasible, as all my ships involve parts from mods, or parts modified by mods, or parts I modified with the aid of mods (TweakScale, etc.). I have logs: https://drive.google.com/drive/folders/1mTmh7pXlKgq3xxBKBz_7bMKLk-MuMONB?usp=sharing Previous log is a bit bloated, I had the game running for at least a day or so. When I just went to my google drive, I found two older logs, from when the problem had manifested and refused any fixes I could come up with the first time. I had prepared to ask a question before I decided to try and make a Hyperedit workaround, hoping it was a one-off. Well, it wasn't. I've left those old logs in, prefixed "old". Please, anyone who has any suggestions as to what the problem might be, or how I can fix it once it manifests, I would greatly appreciate it. Any experimentation required to narrow the problem down I will do, any further information required I will provide. Versions and addons:
After flying a mission, I am unable to save my game. When I click the button to confirm a quicksave, the UI gets stuck in a wierd state where I can't do anything, until I hit ESC again. If I click Exit to Desktop, nothing happens. (I also tried returning to space center or tracking station - nothing happens when I click those, either.) When I click save, I see a NullReferenceException. The output log was also getting spammed continuously with that "root part drag cube" error message: OS, game version and other details listed at the bottom, after the stack trace. [FlightIntegrator]: Root part's drag cube is still zeroed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) The Miner Thing Mk I Relay Debris Unloaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at CompoundPart.GetReferenceTransform () [0x00000] in <filename unknown>:0 at ProtoPartSnapshot..ctor (.Part PartRef, .ProtoVessel protoVessel) [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at Vessel.Unload () [0x00000] in <filename unknown>:0 at Vessel.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at CompoundPart.GetReferenceTransform () [0x00000] in <filename unknown>:0 at ProtoPartSnapshot..ctor (.Part PartRef, .ProtoVessel protoVessel) [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at Vessel.BackupVessel () [0x00000] in <filename unknown>:0 at FlightState..ctor () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at QuickSaveLoad.doSave (System.String filename) [0x00000] in <filename unknown>:0 at QuickSaveLoad.OnSaveAsClose (System.String saveName, Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn) [0x00000] in <filename unknown>:0 at QuickSaveLoad.ConfirmDialog (Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn) [0x00000] in <filename unknown>:0 at QuickSaveLoad+<SpawnSaveAsDialog>c__AnonStorey15F.<>m__1FC () [0x00000] in <filename unknown>:0 at DialogGUIButton.OptionSelected () [0x00000] in <filename unknown>:0 at DialogGUIButton.<Create>m__6FD () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ------------------------------- System/game specs: Windows 10 x64 (launched with 64-bit version option) on Steam. Updated 05/27/2017. No game mods installed. [config] build id = 01804 2017.05.25 at 19:56:39 CEST Branch: master language = en-us Related files: https://www.dropbox.com/sh/kw9bhc2idmlfmtb/AADPOFJcDKU4dyEn7vGsEihga?dl=0 Since I am prevented from saving the game, I don't have a save that demonstrates the issue. I will include the latest save game file that I have. Details of the game session: 1) Chatted on Steam in-game overlay 2) Went to tracking station 3) Launched using auto-saved ship 4) Grabbed the asteroid that is already in orbit around Kerbin (and has another ship attached to it) 5) Mined with both drills until storage tank is full 6) Separated and returned to Kerbin 7) Ran atmospheric experiments in upper atmosphere over polar ice cap 7) Successful landing on polar ice cap Note: In some ship stages, manual activation of the engine is required, due to weird behavior during stage separation. Sometimes I have to cycle through debris using square bracket keys to get control of the next stage. I was not able to quickly reproduce the issue with a fresh launch. Save game files are from an older version (maybe a originally started maybe 6 months ago; last save is maybe a month or two old - not sure how to check which version). After force-closing and restarting the game, I was able to start a mission with the auto-saved ship and exit the game normally.