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xDGDZEx

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    Bottle Rocketeer
  1. I seem to have encountered this for the first time tonight. Similar to OP I have: KSP: Win 8.1 x64 - KSP 2.5 32-bit Mods: Mechjeb2 EVE Flight Engineer Many Others... Problem: Same as OP. Ship accelerates with no propulsion until it spontaneously combusts, throwing MechJeb module out into space (the focus stays on it). Here is a link to the output.txt https://www.dropbox.com/s/2vhjx4jiz8nzvfr/output_log.txt?dl=0 And here is the .craft file for the ship https://www.dropbox.com/s/bmfztoz7bmaat1x/Asteroid%20Kerbonite%20Tanker%20I.craft?dl=0 I'm noticing quite a few NullReferenceExceptions for the ship I'm trying to launch. This repeats for a few thousand lines...: Packing Asteroid Kerbonite Tanker I for orbit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_CALL_TransformDirection (UnityEngine.Transform,UnityEngine.Vector3&) at UnityEngine.Transform.TransformDirection (Vector3 direction) [0x00000] in <filename unknown>:0 at ActiveJoint.getControlOrt (Vector3 refAxis, PartSpaceMode mode) [0x00000] in <filename unknown>:0 at ActiveJoint.applyCoordsUpdate () [0x00000] in <filename unknown>:0 at ActiveJoint.onPartPack (.Part p) [0x00000] in <filename unknown>:0 at EventData`1[Part].Fire (.Part data) [0x00000] in <filename unknown>:0 at Part.Pack () [0x00000] in <filename unknown>:0 at Vessel.GoOnRails () [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.LateUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  2. Hey thanks for this mod, it's proved quite fun so far. I did have a question though, it looks like the jaw does not stay active when you switch to another ship or back to the space center, is this by design? Silly me brought my periapsis down low and so now i cant just light speed warp until the asteroid is empty. I was hoping I could leave the jaw running and check back on it later, but as it is now, it looks like I'm going to be spamming the warp key for a little while
  3. I had this exact problem as well. I wish that I had searched in this thread before I went through my mods one by one I'm just confirming that this works for me as well. Not having launch stability enhancers was making rocket design rather challenging
  4. Yep, I have this exact problem as well, I ended up having to force close despite the fact that the game wasn't frozen because I couldn't exit the SPH.
  5. Ok, I will keep an eye out for another crash and upload the error log. However, things have been strangely stable the last few days. I keep trying to think back about anything that I changed right before the crashing stopped. The only thing that I can think of is that I noticed somehow I had gotten two versions of Module Manager in my GameData folder, one of which was the older 2.5.0. I deleted that one, and haven't noticed nearly as much instability since then. I have no clue if that would explain any of the problems that I was experiencing, but in any case, I'll let you know if I see any more issues.
  6. Ok thanks for the clarification. And now of course that I try to reproduce it again, it's suddenly decided to be less crashy. Here is a link to the output_log.txt file https://www.dropbox.com/s/2vhjx4jiz8nzvfr/output_log.txt?dl=0
  7. I'm on 64-bit Windows, running the game in 32-bit mode. I tried loading various KACBackup files to see it reverting to an earlier state would fix the problem, but it didn't. In the end I was able load an earlier quicksave and got lucky and the ships didn't explode. Now the chances of explosive decoupling seem to be lower, maybe 1 in 4, but the danger exists whether I switch from the space center or from the orbit view of another ship. And what log are you referring to? It doesn't crash the game so I don't get a crash log in my KSP folder...
  8. Hi, sorry if I missed this, I couldn't find it searching the thread. I just installed the latest IR 0.19.2 and I think that I'm missing some parts. I don't have a list of parts to compare it to, but I'm at least missing servos, as well as all parts that fall under the "Structural" category in VAB. Is there another parts pack that needs to be installed, or am I just being dense?
  9. This post was from over a year ago, but sure enough I encountered this bug yesterday. I was not at warp speed, but after using an alarm pop up to switch to one of my probes, 4 of my ships exploded and were flung out into space at FTL speeds. Then my screen went black and the only way to fix it was to restart. Now, seemingly at random switching to any ship, whether from an alarm or just from the space center, will destroy the ship and make the screen black (though toolbars and sounds are still present). Am I the only one that has encountered this?
  10. Made an account just to say how much I'm enjoying this mod. Very complicated at first, but tons of fun. Also, I'm seeing some strange behavior with tritium and cryostat prices. According to the .cfg files they should cost ~5M, however the large D/T Cryostat costs upwards of 40M when attached, while the small one costs virtually nothing. Additionally none of the D/T cryostats have Tritium, which I didn't think was supposed to be the case. It seems like some people may have encountered this before, is there a fix out there now, or should I wait until the next update?
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