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[SOLVED(ish)] Help!! Station keeps crashing the game - how do I replace it, to complete active contracts?


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EDIT: I think I have an idea, but have no clue how to implement it. See below, 4th contribution in this thread.

OS: Windows 10; Version 1909, Build 18363.1016
Game version: 1.10.2939; x64; en-us
Mods: very many, see spoiler below

Spoiler

KSP: 1.10.1 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10  (10.0.0) 64bit
000_AT_Utils - 1.9.6
ClickThroughBlocker - 0.1.10.11
Filter Extensions - 3.2.5
Toolbar - 1.8.0.5
USI Tools - 1.2
ToolbarControl - 0.1.9.4
CommunityPartsTitles - 0.6.4
KSP-Recall - 0.0.4.4
Ablative-Airbrake - 1.0.1
AdvancedTextures - 1.8.1
Airplane Plus - 26.0.3
All Tweak!!! -
Animated Decouplers - 1.4.2
AnyRes - 2.0.4
AoA Tech - 1.4.1
Stock Inline Lights Patches (SILP) - 1.0
Astrogator - 0.10.1
AtmosphereAutopilot - 1.5.16
AugmentedReality - 0.2.2.4
B9 Part Switch - 2.17
Behemoth Aerospace Engineering Large Parts - 1.6.1
CritterCrawlerRetractingVectoringEngines - 1.3.6
Bluedog Design Bureau - 1.6.3
BurstAtomicThrustModule - 0.1.0.1
Camera Focus Changer - 1.1
CommNetAntennasExtension - 2.1.3
Community Category Kit - 5.1
Community Resource Pack - 1.3
CommunityTechTree - 3.4.2
ConfigurableContainers - 2.6.1
Contract Pack: Historical Progression - 0.9.1
CorrectCOL - 1.6.5.3
Crew Light - 1.19
CryoEngines - 1.1.4
CryoTanks - 1.5.2
DecouplerShroud - 0.7.2
DeployableBattery - 0.2.0.7
DeployableEngines - 1.2.2
AGExt - 2.4.0.1
RCSLandAid - 3.4.0.1
VerticalVelocityController - 1.34.0.2
DistantObjectEnhancement - 2.0
StructuralTubingRestructured - 1.0.8.1
DMagic Orbital Science - 1.4.3
CapCom Mission Control On The Go - 1.0.2.11
Contract Parser - 1.0.9
Progress Parser - 1.0.11
DockingCamKURS - 1.3.7.3
Draggable_Navball - 1.0.1.2
DynamicBatteryStorage - 2.1.8
Easy Vessel Switch - 2.1.7366.39779
EditorExtensionsRedux - 3.4.1.1
Eskandare Aerospace - 0.0.5.1
FairingFix - 1.0
Firespitter - 7.14
FShangarExtender - 3.6
Fuel Tanks Plus - 2.0.2
GravityTurn - 1.8.1
HeatControl - 0.5.2
IntegratedStackDecouplers - 0.1.5
Interstellar Fuel Switch - 3.14.2.1
JanitorsCloset - 0.3.7
JetSoundsUpdated - 1.3.0.6
JSIAdvTransparentPods - 0.1.22
RasterPropMonitor - 0.30.6
Kerbal Attachment System - 0.6.4
Camera Mode Persistence - 1.2
KerbalAtomics - 1.1.4
Kerbal Engineer Redux - 1.1.7.2
Kerbal Reusability Expansion - 2.8.6
HyperEdit - 1.5.8
KerbalTubes - 1.3.3.3
InlineBallutes - 1.2.11.2
KGEx - 1.0.0.2
Kerbal Inventory System - 1.26.7504.42051
KRASH - 0.5.33.2
KSP-AVC Plugin - 1.4.1.5
KSPRescuePodFix - 1.6.4.14
KSPWheel - 0.15.13.32
KWRocketryRebalanced - 3.2.7.1
Landing Height - 2.3
Lithobrake Exploration Technologies - 0.4
Maeneuver Node Evolved - 1.0.5
MarkIVSystem - 3.1.2
MechJebForAll - 1.3.0.6
MoarFilterExtensionConfigs - 1.0.5.2
Modular Rocket Systems - 1.13.2
ModularFlightIntegrator - 1.2.7
Module Manager Watch Dog - 0.0.1
MunarIndustries Fuel Tank Expansion - 0.9.7
ZZZRadioTelescope - 1.0.5
NavBallDockingAlignmentIndicatorCE - 1.1
Docking Port Alignment Indicator - 6.9.1
NearFutureAeronautics - 2.0
NearFutureConstruction - 1.2.3
NearFutureElectrical - 1.1.3
NearFutureExploration - 1.0.10
NearFutureLaunchVehicles - 2.0.3
NearFutureProps - 0.6.3
NearFuturePropulsion - 1.2.2
NearFutureSolar - 1.2.3
NearFutureSpacecraft - 1.3.3
EVAHandrailsPackContinued - 0.3.0.3
NovaPunch Rebalanced - 0.1.7.1
One Window - 1.0.4
Orbital Colony - 1.1
Parking Brake - 0.3
PartWizardContinued - 1.3.8.2
PatchManager - 0.0.17.2
PEBKAC Launch Escape - 1.4.2
Airline Kuisine - 0.5
Precise Editor - 1.4
Precise Maneuver - 2.4.4
Procedural Fairings - 1.4.3.4
QuickGoTo - 1.4.0.8
QuickRevert - 3.2.0.7
QuickSearch - 3.3.0.9
QuickStart - 2.2.0.10
RCS Build Aid - 0.10
RealPlume - Stock - 4.0.1
Real Scale Boosters - 0.16
RemoteTechRedevAntennas - 0.1.1
AmpYear - 1.5.7
DeepFreeze Continued... - 0.28
ReStock - 1.2.1
ReStockPlus - 1.2.1
RetractableLiftingSurface - 0.2.1.1
Real Scale Sea Dragon - 0.3.4
SCANsat - 1.20.2
Shangsheng Orbital - 0.3
Ship Manifest - 6.0.1
SmartParts - 1.9.16
SolverEngines - 3.7.5
SpaceY Expanded - 1.4
SpaceY Lifters - 1.17.2
StationPartsExpansionRedux - 1.3.6
StreamlineEnginesTanks - 1.2
Surface Mounted Lights - 1.16.7437.40107
SXTContinued - 0.3.29.5
TAC Fuel Balancer - 2.21.5.1
TankLock - 0.2.6
TarsierSpaceTechnology - 7.10
TAC Life Support - 0.15
ToadicusToolsContinued - 0.22.4.3
TokamakIndustries - 0.2.0.2
Tracking Station Evolved - 1.0.6
Trajectories - 2.3.4
Kerbal Alarm Clock - 3.13
Alternate Resource Panel - 2.10
Tundra Exploration - 2.1
Tundra Technologies - 2.0
TweakableEverything - 0.2.0.1
TweakScale - 2.4.3.21
TweakScale Companion for ReStockPlus - 1.1
WASDEditorCameraContinued - 0.7.0.1
WildBlueTools - 1.81.1
Kerbal Actuators - 1.8.3.1
Deep Space Exploration Vessels - 3.5
Kerbal KIS Items - 2.1.7
Mark One Laboratory Extensions - 1.22.1

CKAN: No.
Steam: I have Steam on this machine, but I don't use it for anything Kerbal related (been playing Kerbal longer than I've been using Steam).

Game mode: Career, custom difficulty

Problem:
I try and switch to a space station I have orbiting Minmus. That station has about a dozen high paying tourists on board, a rescued Kerbal or two, and one of my pilots. There are five other ships docked to the station (three crew carrying, and with crew on board while docked, a reusable Minmus lander that may have someone on board, and an unkerballed resupply ship).
While loading that station, the game crashes. Never before today, but every time today.
Switching between other craft works as usual, only when I try going to this particular station (mentioned by name in Player.log as "Rockomax Minmus Station") do these crashes occur.

This happens when I switch to it from another ship via map view, when I select "Jump to Ship" from alarm details in Kerbal Alarm Clock, and it happens if I go to the tracking station, select the station, and hit the "Fly" button.
I have been playing this save for a few weeks, the station is many real-world days old and has already hosted a number of ships docked, a number of visiting kerbals, rescued kerbals, tourists, etc. I switched to and from that station dozens of times.
The problem first manifested earlier today. Game had been running at least since yesterday, might have been running for not quite three days, which would be the last time the game crashed. The crash logs are still present, but I don't recall what had happened then, whatever the problem was, it had not persisted/reoccurred after restart..

The first few times the game crashed today, I got the little box with the exclamation mark, and something about Unity, but I failed to grab a screenshot, and it has not reappeared the last few times.
I have the crash logs of these occurrences.

After four crashes and restarts, I tried loading my most recent quicksave (six in-game days old, same population on the station in question) and switched to the station from map view. It appeared on my screen, the thumbnails for the crew faces and with the static appeared. But while it was still loading, the game crashed again.
Logfiles: https://drive.google.com/drive/folders/1w_g-e8QY3-biFYadcwbjQsQDEqlbJr0l?usp=sharing

During Startup, AVC had reported a few available updates. I installed the first, WildBlueTools, restarted. Tried going to the station via the Tracking Station. Game crashed. Game window disappeared before I could grab a screenshot. Why only WildBlueTools: I got distracted and forgot the others.
Logfiles: https://drive.google.com/drive/folders/1_Au5bFdSqUKGk6VAV74cXixIFon0WynW?usp=sharing

Lastly, I've updated all the mods AVC was telling me I should (and that weren't a bug, like the same DSEV version I've installed at least three times in recent months, even though the last release was released in April). The massive list of mods under the above spoiler tag represents this startup.
I started the game, put Jeb on a ship, and Hyperedited him to a rendezvous with the station in question, 1 second away. That worked. But I couldn't spot the station, nor could I find it in map view. I checked, stations were switched on, and another station, on a different orbit, did appear.
So I hyperedited Jeb to within 0.2 seconds of the problematic station. Somehow, upon materializing, all parts on the ship instantly overheated and explosions. Weird. See screenshot of damage report: https://drive.google.com/file/d/1nUpc-oyqQnjJmyEPD1-jC8KaaFQc9uzx/view?usp=sharing
Revert to launch, hyperedit again, to within 0.2 seconds again. This time, the ship materialized, with the station in the background. Until it was done loading the scene.
Once that loading was done, no station. Inky blackness. It didn't crash, explode, or anything like that. It just disappeared.
Yes, I did look around. Couldn't find it. Reverted back to vehicle assembly, and copied the logfiles. See hence: https://drive.google.com/drive/folders/1cmyFSXvQIAmoU_ymWGbsBPdxdDjABz7c?usp=sharing

Proceeded to the tracking station. The station was shown in orbit around Minmus, in the list and in the map. I clicked to fly it.
The scene started loading, the station appeared, with the message "Focus: Rockomax Minmus Station", thumbnails of kerbals with static. Then, the view of the station changed, message "Camera: Free", and nothing happened. The screen seemed to freeze. I did nothing (except grabbing this here screenshot: https://drive.google.com/file/d/13-HArTDbkeLN0Jb1zmFwW4wO92pFphGU/view?usp=sharing).
Moments later, the KSP window disappeared.
Logfiles: https://drive.google.com/drive/folders/16KlppGjJhozIaFZQcfgoJ4nSjjrJ-JR3?usp=sharing

Note: I have redacted my windows username from the logfiles. I have not otherwise changed anything about them.

Why did I not try reproducing this in vanilla:
Because the station is full of parts from mods, as are most of my 29 other flights.

Why do I use such an incredible number of mods:
I enjoy the "kid in a candy store" approach, and there are a few features I like that the vanilla game is as yet not providing, or not providing how I prefer.

Please, I've just launched some ridiculously overbuilt probes to Eve and Duna, I would really like to continue playing this save, withouot loosing all those high-paying tourists etc.

Edited by DerGolgo
added plea for help, corrected one sentence
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12 hours ago, linuxgurugamer said:

While  I doubt this is the problem, but install ZeroMiniAVC to be sure all of the MiniAVC.dll files have been removed

Did it, tested it. Didn't help, indeed, but thank you regardless!
When it crashed this time, I got the little white message box with the exclamation mark again, see screenshot: https://drive.google.com/file/d/1ZA6abAEYm1iMPcYbRzVLncGr5dSTJR71/view?usp=sharing

I have the impression there is some kind of memory dump going on there, by unity, but I cannot locate it. Is this something relevant? If so, where and how could I find it?
Logs of the most recent attempt: https://drive.google.com/drive/folders/1n5WiGUiKWO7jQGBLiSUt7TRP6_2-NF1I?usp=sharing

What confuses me is that I think I switched to and from the station in question, and the first crash happened without restarting the game in between. I think, I'm not certain. Just in case anyone who actually understands how those logs work wants to take a look, here are all the previous crash-logs I had not posted before: https://drive.google.com/drive/folders/13-wxHr_F_xha8TTFoLOwhpf110BFmG45?usp=sharing

I really, really appreciate any help anyone might offer.

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I think I have (a) very hazy idea(s) about fixing this mess. But I really need someone who has some knowledge about the game's nuts and bolts to point me in the right direction.

I've just started an attempt to Hyperedit the problematic station from Tracking Station. Ship Lander didn't work, obviously. I Hyperedited the station into low Kerbin Orbit and, just to see what would happen, hit "Fly".
And lo and behold: the station, now orbiting Kebrin, appeared on my screen, as did the usual messages re Camera mode, and the thumbnails of the Kerbals on board.
AND THE GAME DIDN'T CRASH! :)
"Yipee!" I thought. After waiting a bit to see if a crash was coming, and none came, I decided to try and put it in Minmus Orbit once more.
As soon as the station materialized around Minmus, the game crashed. Whatever is up, it seems to be Minmus related.
Logs: https://drive.google.com/drive/folders/1LyMhz4ATaM23zT_EOvZco250PAQbnzFI?usp=sharing

So option 1 appears to be just hyperediting the station into orbit around Kerbin, recovering my Kerbals from there, and possibly trying to finish the contracts with the station in Kerbin orbit, instead of Minmus.

I would like to finish the contracts properly, in Minmus orbit.

So, I want to try recreating the station in VAB. For simplicity, I'd Hyperedit into the vicinity of the station that is now in orbit of Kerbin, using the various ships docked to the former to transfer the various Kerbals to the "new" station, putting it into Minmus orbit using Hyperedit.
Hoping that the cause of the crashes is the station itself, not one of the various vessels docked to it. But if it should be the latter, that, too, is a relatively easy fix. I've got something north of $50 million lying around my budget, so I'm not worried about launching a lot of fresh vessels to return my Kerbals to Kerbin.

BUT! HOW CAN IT COMPLETE THE CONTRACTS (without further cheating)?
How do I convince the game that, rather than being on a new station, those tourists are on the same station as they should be by contract?
I doubt just giving it the same name would do the trick, or would it?

I have no compunction of messing around in
Hyperedit
Debug Window
or of
Editing Savefiles

 

Edited by DerGolgo
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Okay, completing contracts seems to work with the station now in MKO.
I'll try and complete the relevant contracts, and then will get rid of this cursed station.

One weird thing has popped up. Not for the first time, this weird thing had also manifested on another station. There, it had affected an inflatable habitat, while here it affects the big thing I have because I like having too many torques.
Electric charge on the part isn't any real value, but NaN. See screenshot:

thing.png

As you can see, I've stopped the Electric Charge resource. This was necessary, because if it wasn't, the part seemed to have consumed all Electric Charge on the entire craft. Life support on other parts kept working, but I couldn't activate SAS, for instance. I stop it on the affected part, and the others work like they should.

The other station where this had happened had not crashed the game, so I don't think the two are related.

 

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