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Rapid asteroid acceleration


Jarin

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Edit: reposted in the right spot,

 

Is anyone aware of known issues connecting too many claws to an asteroid? I'm building a large station by just continuing to claw more modules onto a captured Class-E, and things got weird.

 

Up to 7 claws attached and all was well (command, mining/processing, dock/shuttle, 4x radially-placed maneuvering units), but when I tried to go to attach my new spacedock, my command module started floating away. When I switched to it, I noticed its claw still had the "release" option on it, even after arm/disarm. I figured if I selected that, it would reset and I could reattach.

So I clicked it.

- and watched in baffled horror as my asteroid accelerated straight towards Kerbin at some 15g. It had a straight-line trajectory clean out of the solar system by the time it impacted the planet's surface... and then the solar system disappeared. An attempted quick-load to before the crash did not restore the missing Kerbol system, or any other objects for that matter. 

Close/relaunch of the game restored me to the point of the quicksave, but the glitch duplicated very similarly to before. This time, the spacedock unit appeared to bounce off instead of attaching, but on examination, it had the out-of-place "release" option just like the command center did before. And sure enough, the instant I clicked it, the asteroid took off again, starbase in tow, straight down to add another crater to Kerbin. I didn't switch to it this time, and it vanished at about a Km away, at which point the game - which had been running at a solid 15-20fps slowed to about 1 frame per 5 seconds. Interface, physics, everything. No memory or CPU spike in task finder either. An attempt to quit the game gave a runtime error and crashed without error log.

KSP.log sits at 107MB and (after crashing notepad trying to open it that way without thinking) is an endless stream of "Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path <part path>" for what appears to be every part on the base, over and over again, for 970766 lines.

Copied out the log from a point where I think things were working fine, up through were things went sideways:

Spoiler

[LOG 21:38:26.163] [MessageSystem] Save Messages
[LOG 21:38:26.438] Game State Saved as persistent
[LOG 21:38:27.225] RCS lock/unlock
[LOG 21:38:27.230] Unpacking Athena
[LOG 21:38:27.238] [KAS] OnPartUnpack(Winch)
[LOG 21:38:27.239] [KAS] OnPartUnpack(Winch)
[LOG 21:38:27.239] [KAS] OnPartUnpack(Winch)
[LOG 21:38:27.240] [KAS] OnPartUnpack(Winch)
[WRN 21:38:27.253] [KAS] OnUpdate(Core) Fixed attach set and both part unpacked, creating fixed joint...
[LOG 21:38:27.254] [KAS] AttachFixed(Core) Create fixed joint on Athena with Rockomax X200-8 Fuel Tank
[WRN 21:38:27.254] [KAS] OnUpdate(Core) Fixed attach set and both part unpacked, creating fixed joint...
[LOG 21:38:27.255] [KAS] AttachFixed(Core) Create fixed joint on Athena with Rockomax X200-8 Fuel Tank
[WRN 21:38:27.256] [KAS] OnUpdate(Core) Fixed attach set and both part unpacked, creating fixed joint...
[LOG 21:38:27.257] [KAS] AttachFixed(Core) Create fixed joint on Athena with Rockomax X200-8 Fuel Tank
[WRN 21:38:27.258] [KAS] OnUpdate(Core) Fixed attach set and both part unpacked, creating fixed joint...
[LOG 21:38:27.258] [KAS] AttachFixed(Core) Create fixed joint on Athena with Rockomax X200-8 Fuel Tank
[LOG 21:38:27.262] [KAS] OnVesselGoOffRails(Winch) From save, Plug (docked) to : HP-01 Harpoon
[LOG 21:38:27.263] [KAS] Deploy(Winch) - Return head to original pos
[LOG 21:38:27.264] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.264] [KAS] SetHeadToPhysic(Winch) - Create physical object
[LOG 21:38:27.265] [KAS] SetHeadToPhysic(Winch) - KASModulePhysicChild do not exist, adding it...
[LOG 21:38:27.267] [KAS] Start(PhysicChild)
[LOG 21:38:27.268] [KAS] Deploy(Winch) - Create spring joint
[LOG 21:38:27.268] [KAS] Deploy(Winch) - Connected port detected, plug head in docked mode...
[WRN 21:38:27.269] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.270] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.270] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.271] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.272] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.272] [KAS] Stop(PhysicChild)
[LOG 21:38:27.273] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.274] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (-0.2, 0.7, 0.7, -0.2)
[LOG 21:38:27.274] [KAS] Deploy(Winch) - Enable tube renderer
[WRN 21:38:27.275] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.276] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.277] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.277] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.278] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.278] [KAS] Stop(PhysicChild)
[WRN 21:38:27.279] [KAS] Stop(PhysicChild) Physic already stopped !
[LOG 21:38:27.280] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.280] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (-0.2, 0.7, 0.7, -0.2)
[LOG 21:38:27.281] [KAS] OnVesselGoOffRails(Winch) From save, Plug (docked) to : HP-01 Harpoon
[LOG 21:38:27.282] [KAS] Deploy(Winch) - Return head to original pos
[LOG 21:38:27.282] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.283] [KAS] SetHeadToPhysic(Winch) - Create physical object
[LOG 21:38:27.284] [KAS] SetHeadToPhysic(Winch) - KASModulePhysicChild do not exist, adding it...
[LOG 21:38:27.285] [KAS] Start(PhysicChild)
[LOG 21:38:27.286] [KAS] Deploy(Winch) - Create spring joint
[LOG 21:38:27.287] [KAS] Deploy(Winch) - Connected port detected, plug head in docked mode...
[WRN 21:38:27.287] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.288] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.288] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.289] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.290] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.291] [KAS] Stop(PhysicChild)
[LOG 21:38:27.291] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.292] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (0.6, -0.4, -0.4, 0.6)
[LOG 21:38:27.293] [KAS] Deploy(Winch) - Enable tube renderer
[WRN 21:38:27.294] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.294] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.295] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.295] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.296] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.297] [KAS] Stop(PhysicChild)
[WRN 21:38:27.297] [KAS] Stop(PhysicChild) Physic already stopped !
[LOG 21:38:27.298] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.298] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (0.6, -0.4, -0.4, 0.6)
[LOG 21:38:27.299] [KAS] OnVesselGoOffRails(Winch) From save, Plug (docked) to : HP-01 Harpoon
[LOG 21:38:27.300] [KAS] Deploy(Winch) - Return head to original pos
[LOG 21:38:27.300] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.301] [KAS] SetHeadToPhysic(Winch) - Create physical object
[LOG 21:38:27.302] [KAS] SetHeadToPhysic(Winch) - KASModulePhysicChild do not exist, adding it...
[LOG 21:38:27.303] [KAS] Start(PhysicChild)
[LOG 21:38:27.304] [KAS] Deploy(Winch) - Create spring joint
[LOG 21:38:27.305] [KAS] Deploy(Winch) - Connected port detected, plug head in docked mode...
[WRN 21:38:27.305] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.306] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.306] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.307] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.308] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.308] [KAS] Stop(PhysicChild)
[LOG 21:38:27.309] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.310] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (0.5, 0.5, 0.5, 0.5)
[LOG 21:38:27.311] [KAS] Deploy(Winch) - Enable tube renderer
[WRN 21:38:27.311] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.312] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.313] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.313] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.314] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.314] [KAS] Stop(PhysicChild)
[WRN 21:38:27.315] [KAS] Stop(PhysicChild) Physic already stopped !
[LOG 21:38:27.316] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.316] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (0.5, 0.5, 0.5, 0.5)
[LOG 21:38:27.317] [KAS] OnVesselGoOffRails(Winch) From save, Plug (docked) to : HP-01 Harpoon
[LOG 21:38:27.318] [KAS] Deploy(Winch) - Return head to original pos
[LOG 21:38:27.318] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.319] [KAS] SetHeadToPhysic(Winch) - Create physical object
[LOG 21:38:27.320] [KAS] SetHeadToPhysic(Winch) - KASModulePhysicChild do not exist, adding it...
[LOG 21:38:27.321] [KAS] Start(PhysicChild)
[LOG 21:38:27.322] [KAS] Deploy(Winch) - Create spring joint
[LOG 21:38:27.322] [KAS] Deploy(Winch) - Connected port detected, plug head in docked mode...
[WRN 21:38:27.323] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.324] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.324] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.325] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.326] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.326] [KAS] Stop(PhysicChild)
[LOG 21:38:27.327] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.327] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (0.2, -0.7, -0.7, 0.2)
[LOG 21:38:27.328] [KAS] Deploy(Winch) - Enable tube renderer
[WRN 21:38:27.329] [KAS] DropHead(Winch) - Nothing to drop !
[LOG 21:38:27.330] [KAS] PlugHead(Winch) - Plug using docked mode
[WRN 21:38:27.330] [KAS] DockTo(Core) Parts already docked, nothing to do at all
[LOG 21:38:27.331] [KS Exp] onPartUndock: KAS.Hook.Harpoon (Part)
[LOG 21:38:27.331] [KAS] PlugHead(Winch) - Moving head...
[LOG 21:38:27.332] [KAS] Stop(PhysicChild)
[WRN 21:38:27.332] [KAS] Stop(PhysicChild) Physic already stopped !
[LOG 21:38:27.333] [KAS] Set head position to : (0.0, -0.2, 0.0) | Rotation : (-0.7, 0.0, 0.0, 0.7)
[LOG 21:38:27.334] [KAS] Set KAS.Hook.Harpoon position to : (0.0, 0.0, 0.0) | Rotation : (0.2, -0.7, -0.7, 0.2)
[LOG 21:38:27.339] Unpacking Athena Spacedock Probe
[LOG 21:38:27.344] [KAS] OnDestroy(PhysicChild)
[LOG 21:38:27.344] [KAS] OnDestroy(PhysicChild)
[LOG 21:38:27.345] [KAS] OnDestroy(PhysicChild)
[LOG 21:38:27.346] [KAS] OnDestroy(PhysicChild)
[LOG 21:38:27.836] RCS lock/unlock
[LOG 21:39:28.919] [Grapple Module] Grabbing on to Athena on Athena
[LOG 21:39:28.926] Camera Mode: AUTO
[LOG 21:39:28.930] [KS Exp] onPartCouple: PotatoRoid (Part) GrapplingDevice (Part)
[WRN 21:39:28.932] [PartJoint]: None of the provided nodes was valid!
[LOG 21:39:28.942] [Grapple Joint]: joint ready
[LOG 21:39:28.978] [F: 22258]: [01:47:28]: Structural failure on linkage between Athena and Advanced Grabbing Unit.
[LOG 21:39:29.009] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.010] [KAS] OnSave(Winch) Winch head deployed, saving info...
[LOG 21:39:29.010] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.011] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.012] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.013] [KAS] OnSave(Winch) Winch head deployed, saving info...
[LOG 21:39:29.013] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.014] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.015] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.015] [KAS] OnSave(Winch) Winch head deployed, saving info...
[LOG 21:39:29.016] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.017] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.018] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.018] [KAS] OnSave(Winch) Winch head deployed, saving info...
[LOG 21:39:29.019] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.020] [KAS] OnSave(Core) Docked joint detected, saving info...
[LOG 21:39:29.032] [KAS] OnSave(Core) Fixed joint detected, saving info...
[LOG 21:39:29.033] [KAS] OnSave(Core) Saving breakforce from joint config : 400
[LOG 21:39:29.033] [KAS] OnSave(Core) Fixed joint detected, saving info...
[LOG 21:39:29.034] [KAS] OnSave(Core) Saving breakforce from joint config : 400
[LOG 21:39:29.035] [KAS] OnSave(Core) Fixed joint detected, saving info...
[LOG 21:39:29.035] [KAS] OnSave(Core) Saving breakforce from joint config : 400
[LOG 21:39:29.036] [KAS] OnSave(Core) Fixed joint detected, saving info...
[LOG 21:39:29.036] [KAS] OnSave(Core) Saving breakforce from joint config : 400
[LOG 21:39:29.080] DragCubeSystem: Rendering procedural drag for PotatoRoid
[LOG 21:39:29.266] [Grapple Joint]: joint lost
[LOG 21:39:29.272] [Grapple Joint]: joint lost
[LOG 21:39:40.589] [KS Exp] onPartUndock: PotatoRoid (Part)
[WRN 21:39:40.592] [PartJoint]: None of the provided nodes was valid!
[WRN 21:39:40.598] [KAS] OnVesselWasModified(strut) Source and target vessel are different, unlinking strut... (allowDock = false)
[LOG 21:39:40.619] [KAS] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:True,StaticJoint:False
[LOG 21:39:40.619] [KAS] Detach(Base) Attach type is : FixedJoint
[LOG 21:39:40.620] [KAS] Detach(Base) Removing fixed joint on Athena
[WRN 21:39:40.620] [KAS] OnVesselWasModified(strut) Source and target vessel are different, unlinking strut... (allowDock = false)
[LOG 21:39:40.639] [KAS] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:True,StaticJoint:False
[LOG 21:39:40.640] [KAS] Detach(Base) Attach type is : FixedJoint
[LOG 21:39:40.641] [KAS] Detach(Base) Removing fixed joint on Athena
[WRN 21:39:40.641] [KAS] OnVesselWasModified(strut) Source and target vessel are different, unlinking strut... (allowDock = false)
[LOG 21:39:40.661] [KAS] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:True,StaticJoint:False
[LOG 21:39:40.662] [KAS] Detach(Base) Attach type is : FixedJoint
[LOG 21:39:40.662] [KAS] Detach(Base) Removing fixed joint on Athena
[WRN 21:39:40.663] [KAS] OnVesselWasModified(strut) Source and target vessel are different, unlinking strut... (allowDock = false)
[LOG 21:39:40.682] [KAS] Detach(Base) Attach mode is Docked:False,Coupled:False,FixedJoint:True,StaticJoint:False
[LOG 21:39:40.682] [KAS] Detach(Base) Attach type is : FixedJoint
[LOG 21:39:40.683] [KAS] Detach(Base) Removing fixed joint on Athena
[ERR 21:39:40.689] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:39:40.695] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:39:40.701] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:39:40.707] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:39:40.713] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:39:40.719] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:39:40.726] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 21:39:40.734] Input is null
   at System.Environment.get_StackTrace()
   at ConfigNode.CleanupInput(System.String value)
   at ConfigNode.AddValue(System.String name, System.String value)
   at BaseFieldList.Save(.ConfigNode node)
   at PartModule.Save(.ConfigNode node)
   at ProtoPartModuleSnapshot..ctor(.PartModule module)
   at ProtoPartSnapshot..ctor(.Part PartRef, .ProtoVessel protoVessel)
   at ProtoVessel..ctor(.Vessel VesselRef)
   at Vessel.Initialize(Boolean fromShipAssembly)
   at Part.Undock(.DockedVesselInfo newVesselInfo)
   at ModuleGrappleNode.Release()
   at BaseEvent.Invoke()
   at UIPartActionButton.OnClick()
   at UnityEngine.Events.InvokableCall.Invoke(System.Object[] args)
   at UnityEngine.Events.InvokableCallList.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEventBase.Invoke(System.Object[] parameters)
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[LOG 21:39:41.292] [Grapple Joint]: joint ready
[LOG 21:40:05.704] Packing Athena for orbit
[ERR 21:40:05.848] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PotatoRoid/model/Asteroid/Collider/solid0"

[ERR 21:40:05.849] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PotatoRoid/model/Asteroid/Collider/solid1"

[ERR 21:40:05.849] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PotatoRoid/model/Asteroid/Collider/solid2"

[ERR 21:40:05.850] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PotatoRoid/model/Asteroid/Collider/solid3"

[ERR 21:40:05.851] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PotatoRoid/model/Asteroid/Collider/solid4"

[ERR 21:40:05.851] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PotatoRoid/model/Asteroid/Collider/solid5"

And mod list here:

Spoiler

KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit
Toolbar - 1.7.12
Chatterer - 0.9.8.1230
Community Resource Pack - 0.5.2
Contract Configurator - 1.11.5
Contract Parser - 1.0.3
Contracts Window Plus - 1.0.6.3
Progress Parser - 1.0.4
Kerbal Attachment System - 0.5.7
Kerbal Engineer Redux - 1.1.1
Kerbal Inventory System - 1.2.10
KSP-AVC Plugin - 1.1.6.1
Docking Port Alignment Indicator - 6.3
Precise Node - 1.2.3
SCANsat - 1.1.6.1
StageRecovery - 1.6.4
TakeCommand - 1.4.1
Trajectories - 1.6.2
Kerbal Alarm Clock - 3.6.3
Transfer Window Planner - 1.5.1
Waypoint Manager - 2.5.2

Any idea where I should even start looking for a problem?

 

EDIT: I swear to god I posted this in Technical Support (modded installs). I never even open this forum.

Edited by Jarin
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