Sign in to follow this  
Naten

My part make KSP go boom boom. Please help.

Recommended Posts

[EXC 09:45:33.056] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.058] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.059] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.061] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.062] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.064] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.065] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.067] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.068] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.070] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.071] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.073] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.074] NullReferenceException: Object reference not set to an instance of an object

[EXC 09:45:33.076] NullReferenceException: Object reference not set to an instance of an object

ಠ_ಠ

(It goes on like this for a long time. My mod is Naten Projects. Anyone know what this madness is?

I tried to launch a craft with a part I'm working on.

Part.cfg:

PART
{
// Kerbal Space Program - Part Config
// v1booster
//

// --- general parameters ---
name = v1booster
module = Part
author = Naten

// --- asset parameters ---
mesh = model.mu
scale = 0.1


// --- node definitions ---
node_stack_top = 0.0, 50.2547, 0.0, 0.0, 1.0, 0.0, 1
node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1

// --- FX definitions ---

fx_exhaustFlame_yellow = 0.0, -50.2673, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_yellow = 0.0, -50.2673, 0.0, 0.0, 1.0, 0.0, running
// fx_exhaustLight_yellow = 0.0, -50.2673, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_medium = 0.0, -50.2673, 0.0, 0.0, 1.0, 0.0, running

// --- Sound FX definition ---


sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

// --- editor parameters ---
TechRequired = generalRocketry
entryCost = 0
cost = 1450
category = Propulsion
subcategory = 0
title = V-B7 Stack Booster
manufacturer = Naten Projects
description = We discovered a space probe with a strange, gold disc on it. Also, it had a note taped on it with a picture of a cool-looking rocket captioned as the 'Ares I', and "U JELLY?" written in pen next to it. Oh, yes we are.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 1.2
dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 4200

// --- solid booster parameters --- 3.75

stagingIcon = SOLID_BOOSTER

MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 390
heatProduction = 570
useEngineResponseTime = True
engineAccelerationSpeed = 10.0
allowShutdown = False
fxOffset = 0, 0, 0.12
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 220
key = 1 210
}

}

RESOURCE
{
name = SolidFuel
amount = 890
maxAmount = 890
}


}

Thanks. -Naten :)

Share this post


Link to post
Share on other sites

Does the error disappear once you remove the Module? Not having a vaild thrustVectorTransform in the model (your should atm have the name "thrustTransform") is a common mistake, for example. Its also possible to get the stack trace in the ingame F12 log when you have turned on VERBOSE_DEBUG_LOG in your settings.cfg.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this