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Sarxis

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Everything posted by Sarxis

  1. The problem is back. Same thing with it hanging at the Squad part 'Size3EngineCluster'. This is the code at the end of the KSPlog: [LOG 16:55:14.662] PartLoader: Compiling Part 'Squad/Parts/Engine/Size3EngineCluster/part/Size3EngineCluster' [EXC 16:55:14.673] ArgumentException: An empty string is not considered a valid value. System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) System.Enum.Parse (System.Type enumType, System.String value) ModuleEngines.OnLoad (.ConfigNode node) PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 16:55:14.678] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext () Again - I took out the 'StockFixes' folder and it loaded fine.
  2. Heh, well I wouldn't say that But I'm just going to start a new game. If it crops up again I'll post.
  3. I haven't fully tested it but I'm not surprised. This is happening on a new computer with files transferred straight from my old system. Plus a lot of mods I use have been updated lately, so starting a new fresh game (I can imagine) might clear this up. If it seems important enough to you I can test it, but I'm not really wanting to start a new game right now.
  4. Here's a zip with three recent custom quicksaves (2 being the earliest): https://drive.google.com/file/d/0BwS8HpVnXfpJNlJsYVBFMkVqTlU/view?usp=sharing
  5. output log: https://drive.google.com/file/d/0BwS8HpVnXfpJdUQ4aFVoSzF5alk/view?usp=sharing And latest crash log (which is pretty much the same?): https://drive.google.com/file/d/0BwS8HpVnXfpJbkROM0k1ZV9hZnM/view?usp=sharing
  6. I've been having peculiar game crashes and then when I reload, the WPM doesn't seem to be loading once I restart. Let me know if you want a log or something to help sort it out.
  7. I've been having problems with stuck loads lately too. Typically if I just alt-f4 out and restart the load it will push through the second time. Now for some reason it's getting stuck trying to load Squad's "Size 3 Engine Cluster". Seems others have been having trouble with 'stuck' loads lately too. Unloaded all mods and it loads fine; so I am going to see if I can figure out which mod may be causing problems. -edit- Well it looks like it's something to do with the Stock Bug Fix modules folder. Could be anything in there really, but it makes sense since the load hangs tend to happen on Squad stock engines/parts. -double edit- Replaced Stock Bug Fix folder with latest iteration (Sept 15th release) and all seems to be loading fine again.
  8. You better believe I'll reconfigure the keys to ESDF! WASD = Waz Dumb. ESDF = Ez Da Fantastic! I assume this is compatible with 1.0.4? Installing neow! edit: yes, seems to work just fine with 1.0.4.
  9. I've had an asteroid come within 1000km of Kerbin before. Is that a rare thing? I don't even have any mods to alter asteroid orbits. I was looking forward to slowing it down and setting up a base on it in orbit around Kerbin, but then the updates happened and ART went obsolete.
  10. Is there a disadvantage to just shutting off the snack containers and flicking them briefly on every so many days? I've got my starvation rate set to two days (down from 15), and I'm awefully tempted to just shut the containers down and turn them back on briefly to keep the kerbals fed. But of course, that means even the small radial container could theoretically nourish a single kerbal for longer than 100 days.
  11. These are great DM, and timely. I noticed that I really wasn't building stuff in the field, but got concerned that if I uninstalled some of the other great mods that take care of ship connecting that I'd lose the ability to resource transfer. The portraits are useful now! Yes!!
  12. Just a heads up for those of us who don't use 'tech manager': had to delete the reference to it in the CTT.cfg to get the drives to show up in the ultraHighEnergyPhysics tech node. Sorry if it has already been mentioned
  13. Maybe someone can help me get this setup: it's an MM module? I tried making a .cfg with these parameters but I don't think it is working. Can someone give me a quick run through? I might be doing something wrong. And also: I too am wondering how to modify the decent rates when the chutes are deployed/semi-deployed. Is that in the .dll?
  14. Thanks for the heads up on that Roverdude! I haven't been using AMT lately, so I'll remove it and await the repack.
  15. KIS was pretty new and I was concerned about some conflicts with KAS (and having to remap the 'G' key activated my laziness mode).
  16. Hey I had a couple of general questions: Are the drop tanks supposed to work without fuel lines? I could only get the drop tanks and the intake/oxidizer tanks to work if I hooked them up with fuel lines. Also, the FSPropeller engine (the modular one): what makes a difference on how much power it can output? Does changing the engine size or propeller lengths/number change thrust? Also, I can never seem to get anything but 600RPM to stick when I am configuring it. Thanks if you get around to answering these!
  17. I switched to only using KIS, so I 'kinda' miss the struts. Well not really, because I am using the Joint Reinforcement mod. But I might miss the attachable fuel lines in the future. Are there still plans to ultimately merge the two mods?
  18. Were any of the changes from version 7.1.1 to 7.1.3 in the part .cfg files? The reason I ask is because I made some personal changes to some of the part .cfg files and I don't want to have to manually sort all of that out again.
  19. I'm curious what the ECAmount does?
  20. Yes! I was just looking up Science archive stuff and saw the old version of this mod. Thanks for keeping this one up to date!
  21. The Settings.cfg dictates the amount of time the Kerbals can go without supplies? I usually like to adjust these to 'taste'
  22. In the CommunityTechTree.cfg file, under each tech listed, there's a " hideEmpty " parameter - set them to " True " for nodes you want to hide.
  23. It was rather interesting to see the nodes I don't have mods for. Made me jealous I didn't have anything to fill in those nodes :3 I wonder if there's a master list of techs/parts that encompases all of the known mods?
  24. It was the CTT cfg file in the Resources folder! I suspected there was another file somewhere over-riding the changes, but didn't realize there was a CTT config in that folder. I didn't even need to change the individual part cfgs because I am using CTT 2.1 right now. Thank you DMagic for taking the time to help a Layn00b like me My tech tree is super-saweeeeeeet right now!
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