Jump to content

Pudzilla

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by Pudzilla

  1. I always create a save backup, usually after every session. I've lost entire colonies before by reverting a save, I know the pain :'( Just create a folder somewhere and copy your save file over when you finish playing, it's a small, but vital action!
  2. I suspect people will need your output log, and a full list of mods and their versions, it will likely be an outdated or missing dll file
  3. I'll try and recreate the bug and get the log uploaded after a force close, to keep the error at the end of the log. If Horseman gets the bug without Mechjeb, you might be right. Given that the stock command pods are suffering the brunt of the bug, I don't think it will be a part adding mod that's doing this, unless they also run plugins. I've found that it doesn't start to appear until you're a couple hundred days into a save, with quite a bit going on. I haven't had it bug out on .25 until I had a large MKS base on Minmus (which i can timewarp with fine, probably because it's not in an orbit and has no pod), and two craft in transit. Once it starts happening, it bugs out across all my saves, and won't stop until I restart KSP. I'm off to bed now as it's early morning here, but when I'm playing next, I'll try and bug the game out and provide the log. Hopefully someone can find out whats causing it, beyond the temporary measure of deleting Mechjebs cfg files.
  4. Unfortunately, most iterations of this bug for me result in the command module making a break for it on its own, as if the bug only affects the module, leaving the rest of my rocket behind It's possible Kerbal Engineer is responsible, do you not use Mechjeb at all?
  5. Think it's worth me posting a bug report on the main thread for Mechjeb? Still can't be positive it's the culprit, but it's looking that way.
  6. Well, i've done some digging and think i've found the root of the issue. The Mechjeb2 plugindata folder contains all the cfg files for the crafts which have used mechjeb along with the global file. I removed those configs from the folder and tried again, and boom, it's working fine FOR NOW. I managed to find a way to replicate the issue, and if it comes up again, i'll do as you suggest. The in game debug was showing a crap ton of null exceptions, which I suppose must have been Mechjeb spazzing right out.
  7. Seems to be happening with increasing frequency, and ideas what may be causing the above? It's pretty much game breaking at the moment for me.
  8. Okay, just had it bug out on me. Output log here - https://www.dropbox.com/sh/zgg29zfo37rvxqi/AADpsEClZ066nC_kDDWmpbpfa?dl=0 Mod list - 000_Toolbar000_USITools Active Texture Management BoulderCo Active Texture ManagerConfigs, CityLights, Clouds Community Resource Pack Deadly Reentry Distant Object DMagic Orbital Science Engineer Firespitter KAS KWRocketry Kerbal Alarm Clock Mechjeb2 ORSX ProcedurealFairings RealChute RemoteTech SCANsat OKS/ORS Screenshot of the command module doing it's own thing - image search windows 7 print screen In a nutshell, launch was fine, staging was fine, physical timewarp to the top of the atmosphere was fine. When I tried standard time acceleration, the command module seemed to freeze, its velocity remained exactly the same, and the apoapsis began to climb. WASD did nothing, couldn't move it at all.
  9. I'm getting the same issues, on x64 and x32 versions. When I enter timewarp, the ship breaks apart at the command module, and the controls lock up completely while the craft accelerates. Restarting can fix the issues, but only as a temporary measure. Next time I get the issue, I'll provide an output log and full mod list.
×
×
  • Create New...