Jump to content

visivante

Members
  • Posts

    47
  • Joined

  • Last visited

Everything posted by visivante

  1. I just spent the day trying to narrow down this exact issue and found it to be (for me) a combination of FAR, Tweakscale, FuelWings and ModularFuelTanks. If I remove ModularFuelTanks from the mix this issue disappears but I obviously then lose the ability to use FuelWings. I've elected to stop using FuelWings and its dependency ModularFuelTanks so that I can play with FAR for the time being. Hope that helps you!
  2. I'm still getting the weird seemingly no-mass levitation bug when using FAR and Tweakscale together. This had appeared to be fixed a version back but has since cropped up again. I made sure to test the issue in a clean install with only FAR, Tweakscale and Engineer installed. Downscaling parts to 50% in VAB generates this NRE: And then when launching the vehicle the Launch Clamps will detach, the engines will fire, yet the craft will just float there as if nothing is happening. If I reset the downscaled parts to their original size the craft will fly normally. If I remove FAR and try to fly the craft with the downscaled parts it will fly normally. So only when using FAR in conjunction with downscaled parts does this happen. Any ideas as to why or how to fix this? Apologies if this is a known issue with the latest version, but I'd browsed back quite a few pages and people seem to have this issue fixed already. Thanks in advance!
  3. I did. Didn't see anyone mentioning my specific issue so I posted. Mind pointing out what I apparently missed?
  4. Hey guys, I've been having an issue with the last two updates; my rockets will slowly 'float' upwards on the launchpad. Well, parts of it will and other parts wont. For example the tank attached to the launch clamps will appear to detach and slowly float upwards relative to the rest of the craft. I can stage and ignite the engines yet the rocket goes nowhere. All the engine effects are visible but the rocket just floats there. Then about 10s into the flight scene everything but the sky and ocean disappear and the log is then spammed with NullRefs and NaN errors until I force quit the game. If I remove FAR the issue completely disappears. I'm not at home at the moment but when I get home tonight I'll happily repro the issue and provide the logs if necessary. Additionally, I'll try and capture a short video of the issue. Until then does anyone have any idea what might be happening? Thanks a ton in advance! I absolutely love this mod and almost cant convince myself to play without it (almost)!
  5. In KSP 1.1 64bit using Ven's 1.9.x I seem to be missing one of the nodes on the docking port as you can see in the spoiler below. If I comment out/remove Ven's docking ports from the config files to get the stock ports back I see both nodes again. Anyone have any idea what's causing this?
  6. Hey there, I'd love to try this out but now that KerbalStuff is down there isn't a way to download it Any hopes of re-uploading to the new SpaceDock? Thanks in advance! https://www.reddit.com/r/KerbalSpaceProgram/comments/46hc0y/spacedock_is_now_fully_live_with_ckan_integration/
  7. Hey guys, First of all let me start by saying I really enjoy this mod! I have a completely separate "Kombat" install just for this and BD Armory and I have a blast with both! However, I'm a bit concerned about logspam every time I accept one of the KoF missions. As soon as I press accept on any KoF mission I immediately start receiving several Null Ref Exceptions per second. They all look like this: [EXC 08:53:16.725] NullReferenceException: Object reference not set to an instance of an object Part.requestResource (.Part origin, Int32 resourceID, ResourceFlowMode flowMode, Double demand, Int32 requestID) Part.RequestResource (Int32 resourceID, Double demand) ModuleGenerator.FixedUpdate () If I quicksave and quickload the logspam goes away, but it's obviously still concerning, anyone have any idea whats going on? Thanks in advance!
  8. Everything appears to be working correctly except for the fact that the results will never transmit. Example: 250km orbit, looking at Eve, take a picture, GUI comes up saying I've collected ~40 science, press transmit, nothing happens. No exceptions are being thrown. Any idea whats going on? Edit: RemoteTech connection was dropping as I was sending signals. My fault!
  9. Sorry, I've read through the past few pages but I'm still a bit confused as to what I need to specifically do to get Kerbal Konstructs working in 1.0.5. I've downloaded this interim release and replaced the old Kerbal Konstructs with it, now I need to create a ModuleManager patch... for.. what? I'm sorry but this is where I'm confused. Some of you guys are referring to a patch, specifically Joshwoo69's, but I don't see a link to it anywhere... What am I missing? Thanks in advance! Edit: Is this the patch? https://copy.com/qWBTwzk3e3dniDaD Edit 2: Yes that is the patch. Now I'm curious how to get the Oceania aircraft carrier to work with the latest version of KK. The Oceania v1p3 zip seems to be structured differently to how KK is currently structured. Edit 3: Got it working by dumping the contents of the zip and then updating the author so that the MM patch will reconfigure them. Sweet!
  10. I'm seeing the same issue, tons and tons of asteroids and FPS dropping considerably. Workaround? Edit: That being said everything is absolutely gorgeous Thanks for all your hard work Proot!
  11. I tried what you suggested and replaced both instances of the argument in each of the files you mentioned but the problem still persists, unfortunately.
  12. Not sure if EVE or Scatterer is causing this, but I'll post these images to the EVE thread as well. In the last couple versions of Scatterer/EVE I've started seeing this:
  13. I'm seeing the same issue. I'll post these shots to the scatterer thread as well.
  14. [quote name='Alshain']Getting this repeated a LOT in my logs when using KAX props. [code]NullReferenceException: Object reference not set to an instance of an object at Firespitter.engine.FSplanePropellerSpinner.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 at Part.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)[/code][/QUOTE] I'm seeing the exact same in my logs while using KAX parts. The parts appear to be functioning mostly normally though. The only issue I've run into is that the engines will occasionally cut out very briefly for no apparent reason. Full airflow, full fuel yet the engines will stop-start a few times in a matter of a second. You can hear it more than you see it.
  15. Hey guys, Upgraded to Ubuntu 15.04 recently. Made sure I had the latest nVidia drivers. Installed KSP, and it runs fine absolutely stock. Yay! Then I got crazy. Installed CKAN and downloaded some mods. But now KSP crashes after finishing loading all assets and switching between the loading and main menu screens. Player.log is indicating a SIGSEGV, and at the end of the log is indicating that more than 16GB of memory is being used. However, the System Monitor doesn't indicate any usage above 6GB while KSP is running. Logs on DropBox: https://www.dropbox.com/sh/q9c0mu16ieta8ix/AAAiecOmqDLOF9IoEcA0hfspa?dl=0 I'm at a loss as to how to fix it from here... Thanks in advance for any help you guys can offer! -Visi
  16. The Player.log actually lists two addon plugins, KAS and SCANsat, which it had trouble with. Got a SIGSEGV while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= The following assembly referenced from /home/aleks/Desktop/KSP104LITE/GameData/Fusebox/Plugins/Fusebox.dll could not be loaded: Assembly: KAS (assemblyref_index=8) Version: 0.5.2.0 Public Key: (none) The assembly was not found in the Global Assembly Cache, a path listed in the MONO_PATH environment variable, or in the location of the executing assembly (/home/aleks/Desktop/KSP104LITE/GameData/Fusebox/Plugins/). Could not load file or assembly 'KAS, Version=0.5.2.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The following assembly referenced from /home/aleks/Desktop/KSP104LITE/GameData/Fusebox/Plugins/Fusebox.dll could not be loaded: Assembly: SCANsat (assemblyref_index=10) Version: 1.2.1.0 Public Key: (none) The assembly was not found in the Global Assembly Cache, a path listed in the MONO_PATH environment variable, or in the location of the executing assembly (/home/aleks/Desktop/KSP104LITE/GameData/Fusebox/Plugins/). Could not load file or assembly 'SCANsat, Version=1.2.1.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture The last two lines are where KSP starts loading graphics stuff. Then near the bottom there's to null reference exceptions both saying it's SCANsat. NullReferenceException: Object reference not set to an instance of an object at UIListItemContainer.ScanChildren (Boolean includeInactive) [0x00000] in <filename unknown>:0 at UIListItemContainer.Start () [0x00000] in <filename unknown>:0 at UIListItemContainer.FindOuterEdges () [0x00000] in <filename unknown>:0 at UIScrollList.PositionNewItems () [0x00000] in <filename unknown>:0 at UIScrollList.InsertItem (IUIListObject item, Int32 position, System.String text, Boolean doEasing) [0x00000] in <filename unknown>:0 at UIScrollList.AddItem (IUIListObject item, System.String text) [0x00000] in <filename unknown>:0 at UIScrollList.AddItem (IUIListObject item) [0x00000] in <filename unknown>:0 at ApplicationLauncher.AddModApplication (.ApplicationLauncherButton button) [0x00000] in <filename unknown>:0 at ApplicationLauncher.AddModApplication (.OnTrue onTrue, .OnFalse onFalse, .OnHover onHover, .OnHoverOut onHoverOut, .OnEnable onEnable, .OnDisable onDisable, AppScenes visibleInScenes, UnityEngine.Texture texture) [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.CLSAddon.OnGUIAppLauncherReady () [0x00000] in <filename unknown>:0 at ConnectedLivingSpace.CLSAddon.Start () [0x00000] in <filename unknown>:0 Then of course we have this. "Using memoryadresses from more that 16GB of memory" So I think from all that, you need to check for updates for SCANsat, and test KSP without SCANsat installed, maybe KAS as well, and if KSP doesn't crash with that "memoryadresses" error let the SCANsat modder know that something's going on. In addition to this, the KSP.log is showing issues with the fuelswitch. [WRN 11:31:10.556] Cannot create config from file '/home/aleks/Desktop/KSP104LITE/GameData/InterstellarFuelSwitch/Plugins/FuelSwitchConfig.cfg'. [ERR 11:31:10.556] Error: Empty part config file And clouds. [EXC 11:55:52.743] NullReferenceException: Object reference not set to an instance of an object Clouds.Clouds.Update () Thanks a ton for the diagnosis. It's strange because the mods in question appear to be functioning perfectly despite these errors. Obviously if they're crashing the game they're not functioning perfectly, but they appear to be up until that point. I know that the Clouds error is a harmless and known issue with those VFX mods, so probably don't have to worry about that one. But will certainly dig into the rest! ​I'll try what you suggested and get back with results asap. Edit: It appears that Fusebox was having issues too, no?
  17. Thanks for the prompt reply and helpful information! As requested, here is a link to a copy of my KSP.log and Player.log from immediately after reproducing the crash issue: https://www.dropbox.com/sh/vd3hx6wm4y9ggy0/AADqIWjlw0S98o4FsH1-AZ2da?dl=0 In this instance I had just started KSP > opened my career save > selected a ship from the launchpad and pressed launch > KSP loaded for a few seconds and then CTD'd. Edit: Spelling.
×
×
  • Create New...