zeropositivo
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Posts posted by zeropositivo
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Hi everyone.
The issue is this: when switching from a vessel to another, distant one (not one close enough to be loaded), the game will switch to some "void" scene". All the dials go blank. The screen is just deep space. The map shows empty. The vessel acts as it is no longer existing.
This also happens when reverting, be it revert to launch, or revert to editor (in which case it will happen as soon as the vessel is placed on the launchpad again)
The only way to get out of this state is to force close the game and reopen it
Attached is the output_log
https://dl.dropboxusercontent.com/u/34768286/output_log.txt
Mods installed are, according to the addon version checker:
KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 8.1 (6.3.0) 64bit 000_AT_Utils - 1.0.2 Filter Extensions - 2.6 Toolbar - 1.7.12 USI Tools - 0.7.4 Animated Decouplers - 1.3.2 AtmosphereAutopilot - 1.5.7 AutomatedScreenshots - 0.7.3 B9 Animation Modules - 1.0.3 B9 Part Switch - 1.4.3 B9 Aerospace - 6.1.2 B9 Aerospace - 6.1.2 B9 Aerospace HX Parts - 6.1.2 B9 Aerospace Procedural Parts - 0.40.7 CactEye 2 - 1.1.3.4 Camera Focus Changer - 0.9 Chatterer - 0.9.90.1289 Community Resource Pack - 0.5.4 Contract Configurator - 1.19 Contract Pack: Anomaly Surveyor - 1.7 Contract Pack: Clever Sats - 1.3 Contract Pack: Field Research - 1.2 Contract Pack: Giving Aircraft a Purpose - 1.2.8 Contract Pack: Bases and Stations - 3.4 Contract Pack: RemoteTech - 2.1.3 Contract Pack: Sounding Rockets - 1.2 Rover Missions - 0.1.6 Contract Pack: Tourism Plus - 1.5.1 Contract Reward Modifier - 1.0.2.3 CryoEngines - 0.3.6 DMagic Orbital Science - 1.3.0.2 Contract Parser - 1.0.4 Contracts Window Plus - 1.0.6.4 Progress Parser - 1.0.5 Engine Lighting - 1.4.5 EVA Struts - 1.0.2 EVA Transfer - 1.0.4 Firespitter - 7.3 Flexible Docking - 1.0.2 HeatControl - 0.3.2 HullcamVDSContinued - 0.1.1 Impact - 1.4.2 Interstellar Fuel Switch - 2.1.4 RasterPropMonitor - 0.27.1 Kerbal Attachment System - 0.5.9 KerbalAtomics - 0.2.6 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.2 HyperEdit - 1.5.2.1 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 KWRocketryRedux - 3.0.12 Lithobrake Exploration Technologies - 0.3.6 Infernal Robots - 2.0.5 ModularFlightIntegrator - 1.1.6 Docking Port Alignment Indicator - 6.4 NearFutureConstruction - 0.6.4 NearFutureElectrical - 0.7.8 NearFuturePropulsion - 0.7.4 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 Kerbal Planetary Base Systems - 1.1.4 PlanetShine - 0.2.5 QuizTechAeroPackContinued - 1.3.3 RCS Sounds - 5.0 RealChute - 1.4.1.1 RealPlume - Stock - 0.10.9 ReentryParticleEffect - 1.1 RemoteTech - 1.7.1 AmpYear - 1.3.6 DeepFreeze Continued... - 0.22.3 SCANsat - 1.1.6.6 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.2.4 TarsierSpaceTechnology - 6.4 TextureReplacer - 2.4.13 ThrottleControlledAvionics - 3.2.3 Kerbal Alarm Clock - 3.7.1 Transfer Window Planner - 1.5.1 TweakScale - 2.2.13 USI Core - 0.2.4 Asteroid Recycling Tech - 0.8.4 USI Exploration Pack - 0.5.4 Freight Transport Tech - 0.5.4 Karbonite - 0.7.4 Karbonite Plus - 0.6.4 Karibou - 0.2.4 Kolonization Core - 0.2.4 Konstruction - 0.1 USI-LS - 0.4.4 Malemute Rover - 0.1.4 Sounding Rockets - 0.4.4 USI Survivability Pack - 0.5.4 USI Submarine Pack - 0.1.4 UKS - 0.40.4 VenStockRevamp - 1.9.5 VesselViewerContinued - 0.8.1 WASDEditorCameraContinued - 0.6.7.1 Waypoint Manager - 2.5.3
Thank you everyone for the assistance!
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well... drat
so I'm basically SOL until this is addressed?
Is this common, or is it only for a few people? I haven't even seen any mention of it anywhere
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Nothing?
I've tried removing firespitter, but no luck. Still sliding -
KSP: 1.1.3
Problem: Wheels appear to have very little lateral friction. Taking off in a plane is impossible, as the plane will start spinning to the right, transitioning in a full non-stop stationary spin, no matter the imput. This makes rovers, planes and spaceplanes impossible to use
Reproduction: Tested both vanilla and firespitter wheels. Tested with traction control set to auto, minimum and maximum, spring strenght to maximum, default and minimum. No difference
Log: https://dl.dropboxusercontent.com/u/34768286/output_log.txt
Mods installed:
USI Tools - 0.7.4 AtmosphereAutopilot - 1.5.5 AutomatedScreenshots - 0.7.3 B9 Part Switch - 1.4.3 Chatterer - 0.9.90.1289 Community Resource Pack - 0.5.4 Contract Configurator - 1.13 Contract Pack: Anomaly Surveyor - 1.5 CC-CP-SCANSat - 0.6.0.1 Contract Pack: Clever Sats - 1.1.0.1 Contract Pack: Field Research - 1.1.7 Contract Pack: Giving Aircraft a Purpose - 1.2.6 Contract Pack: Bases and Stations - 3.2.2.1 Contract Pack: Sounding Rockets - 1.0.3 Rover Missions - 0.1.4 Contract Pack: Tourism Plus - 1.4.2 Contract Reward Modifier - 1.0.2.3 CryoEngines - 0.3.5 DMagic Orbital Science - 1.3.0.2 Contract Parser - 1.0.4 Contracts Window Plus - 1.0.6.4 Progress Parser - 1.0.5 Engine Lighting - 1.4.5 EVA Transfer - 1.0.4 Firespitter - 7.3 Impact - 1.4.2 Interstellar Fuel Switch - 2.0.9 RasterPropMonitor - 0.27 Kerbal Attachment System - 0.5.9 KerbalAtomics - 0.2.4 Kerbal Engineer Redux - 1.1.1 HyperEdit - 1.5.2.1 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 KWRocketryRedux - 3.0.11 Lithobrake Exploration Technologies - 0.3.5 ModularFlightIntegrator - 1.1.6 Docking Port Alignment Indicator - 6.4 NearFutureConstruction - 0.6.4 NearFutureElectrical - 0.7.5 NearFuturePropulsion - 0.7.3 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 EVAHandrailsPackContinued - 0.2.1.1 PlanetShine - 0.2.5 RCS Sounds - 5.0 RealChute - 1.4.1.1 RealPlume - Stock - 0.10.7 AmpYear - 1.3.4 DeepFreeze Continued... - 0.22.3 SCANsat - 1.1.6.3 Spacetux - 0.3.10.1 Stock Visual Enhancements - 0.7.1 Surface Mounted Stock-Alike Lights for Self-Illumination - 1.2.4 TarsierSpaceTechnology - 6.3 ThrottleControlledAvionics - 3.2 Kerbal Alarm Clock - 3.7.1 Transfer Window Planner - 1.5.1 TweakScale - 2.2.13 USI Core - 0.2.4 USI Exploration Pack - 0.5.4 Karbonite - 0.7.4 Karbonite Plus - 0.6.4 Karibou - 0.2.4 Kolonization Core - 0.2.4 Konstruction - 0.1 USI-LS - 0.4.4 USI Submarine Pack - 0.1.4 UKS - 0.40.4 USI Alcubierre Drive - 0.4.4 VenStockRevamp - 1.9.2 Waypoint Manager - 2.5.3
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Similar issue, although mine is not limited to the VAB
Also, it appears that I can see the insive IVA even from the outside... and they don't correspond either (command chair shows a capsule IVA)
(forgot to add, I removed Interstellar fuel switch, and this still happens) -
As title, I'm experiencing a rather quick-to-happen crash (usually happens after 10-15 minutes). No particular action triggers it, as I've had it happen in editor, flight, scene change. Funnily enough, it looks very similar to an out of error 32bit crash... which is odd, considering I'm running the 64bit exe (tried both the steam link and the direct exe in the KSP folder, both suffer from the same fate)
Output_log : https://dl.dropboxusercontent.com/u/34768286/output_log.txtError.log : https://dl.dropboxusercontent.com/u/34768286/error.log
KSP.log : https://dl.dropboxusercontent.com/u/34768286/KSP.log
Any help would be incredible! Thank you all
Installed mods, all chosen through CKAN as compatible with 1.1 :
QuoteKSP: 1.1 (Win64) - Unity: 5.2.4f1 - OS: Windows 8.1 (6.3.0) 64bit
USI Tools - 0.7.1
Analog Control - 1.6.2
AutomatedScreenshots - 0.7.1.2
Better Science Labs Continued - 0.1.7.1
Camera Focus Changer - 0.9
SCANsat Mission Pack - 1.0.1
Chatterer - 0.9.8.1230
Color Coded Canisters - 1.4.2
Community Resource Pack - 0.5
Contract Configurator - 1.10.4
Contract Pack: Clever Sats - 1.0.0.1
Contract Pack: Field Research - 1.1.7
Contract Pack: Giving Aircraft a Purpose - 1.2.3
Contract Pack: Bases and Stations - 3.2.1
Contract Pack: RemoteTech - 2.0.2
Rover Missions - 0.1.3
Contract Pack: Unmanned Contracts - 0.3.19.1
Contract Pack: Tourism Plus - 1.4.2
DMagic Orbital Science - 1.2.3
EditorExtensionsRedux - 3.2.1.9
EVA Transfer - 1.0.4
Firespitter - 7.2.1
Docking Sounds - 2.1
HeatControl - 0.3
Impact - 1.4.1
Interstellar Fuel Switch - 1.24
RasterPropMonitor - 0.25.1
KAS - 0.5.6.7
Kerbal Engineer Redux - 1.1.0.2
Kerbal Joint Reinforcement - 3.1.5
KIS - 1.2.7.6
KSP-AVC Plugin - 1.1.6.1
KWRocketryRedux - 3.0.1
Lithobrake Exploration Technologies - 0.3.5
Firespitter - 7.1.5
RasterPropMonitor - 0.24.2
ORIGAMI Antennas - 0.9.2
Docking Port Alignment Indicator - 6.3
EVAHandrailsPackContinued - 0.2.1.1
Pilot Assistant - 1.12.5
PlanetShine - 0.2.5
RCS Sounds - 5.0
RealChute - 1.4
RealPlume - Stock - 0.10.6
RemoteTech - 1.6.11
SCANsat - 1.1.6
Science Funding - 1.2.1
Spacetux - 0.3.9
SpaceY Lifters - 1.12.1
TarsierSpaceTechnology - 6.0
ThrottleControlledAvionics - 3.0.1
TweakScale - 2.2.7.1
USI Core - 0.2.1
Asteroid Recycling Tech - 0.8.1
USI Exploration Pack - 0.5.1
Freight Transport Tech - 0.5.1
Karbonite - 0.7.1
Karbonite Plus - 0.6.1
Karibou - 0.2.1
Kolonization Core - 0.2.1
USI-LS - 0.4.2
Sounding Rockets - 0.4.1
USI Survivability Pack - 0.5.1
USI Submarine Pack - 0.1.1
UKS - 0.40.1.1
USI Alcubierre Drive - 0.4.1
Universal Storage - 1.1.0.11
WASDEditorCameraContinued - 0.6.6.2
Waypoint Manager - 2.5
Wider Contracts App - 1.3.2
WildBlueTools - 1.1.1
Buffalo - 0.2.9 -
If this eventually gets updated, it will be the best thing
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You can always create your own experiments if you don't think there are enough to make it worthwhile. There was a mod with a series of fuel-based experiments abandoned a while ago. Or make some that require other resources...uranium, RocketParts, water, civilians, whatever.
Oh? this intrigues me. How would you go ahead to create more experiments? and can they use any resource? I'd love to make one that uses ore, for example
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Hey there
I noticed these lines repeating a lot in my player.log file lately
Error: Empty part config file(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
NullReferenceException: Object reference not set to an instance of an object
at WhitecatIndustries.VesselData.LoadData (.Vessel vessel) [0x00000] in <filename unknown>:0
at WhitecatIndustries.VesselData.Start () [0x00000] in <filename unknown>:0
at WhitecatIndustries.VesselData.FixedUpdate () [0x00000] in <filename unknown>:0
(Filename: Line: 4294967295)
Any idea what's up?
Thanks!
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Hello there
First, thank you for all of this!
I've got a little hiccup: I noticed CKAN doing a KWrocketry community fix update today, and when I logged into the game, three of the KW engines (the maverick, vesta and another one) have gone invisible in the VAB. If I try to attach them, I still see their attachment nodes on the top. but after placing them, it's impossible to select them again. In addition, any craft with those engines attached will not have any working engine, and the camera behaves very weirdly, remaining focused on the spot where the craft was first loaded into view while the craft itselfs moves on (if it has any other engine to move on with)
So, luckily, I make a daily backup of my gamedata folder. I went and deleted the KWRocketry folder and replaced it with the one from the backup that worked yesterday... except that, weirdly, the bug is still present (do I have to infer that the community fix is in fact hosted in another folder than KWRocketry' one? If so, what's the folder I need to restore?) EDIT: Duh, silly me, of course it was a different folder, it was literally next to it
If you need any log or anything else, I'm avaliable for it!
Thank you very much!
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saved this thread for the future. Really interested to see how it evolves
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does this mean it's compatible with realchutes already, or is it in the works, or...?
Sorry for being a noob and not understanding right away!
Thanks
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Can't wait! Looking really good!
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I find it really funny that somehow every time my tug decouples from my orbital station, it catches on fire
I chalk it up to Bill forgetting to disconnect the fuel pipes before separation and engine ignition. He sounds like he'd forget something like that
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Awesome stuff. Once it has realchute support, this will be (yet) another must have mod
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and if you would bother to use the mouse on the plot (which is a single color), you would have seen that the values are there...
furthermore the ideal solution is displayed on default as always....
No? all I get from mousing over is NaN error
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veeeery interesting. Makes me want to work on a cloud addition to it
Say, how do you envision this planet with clouds? It has a thick atmosphere, but it's also desertic... I can't really think if thick or sparse clouds would be better, or if maybe it would be even better with just storms storm storms and more storms
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Interesting, I'm curious what the Transfer Window Planner has to say about a Kerbin => Aptur transfer plot? Anyone tried it out?
first thing I tried: it returns a solid-blue result, which I guess it means it cannot parse it somehow
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oh my god I DID IT with about 850m/s! It's still a long damn transfer, but I'm so happy now
On the other hand, since I have no idea how I did it, I'm sure I will not be able to replicate it in any way
Also, have you tried telling mechjeb to get to aptur? It spews out comical results (like a 3414309 m/s manouver)
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I asked for something similar a little while back http://forum.kerbalspaceprogram.com/threads/132599-floating-crafts
It's either in the works, forgotten or impossible
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Hello Randazzo, awesome work!
A couple questions. I really love the engines! But the emitters are a bit bland, compared to the awesomeness that is the rest of the mod..
Second one, I can't seem to get the stock multicoupler to have attachment nodes anywhere... is it because I use tweakscale? Even at the default size, they just don't have any of the nifty additional attachment nodes
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Also, don't fear going for atmospheric science at Sonnah - KillAshley has tuned it very well and you can skim it without death by fire. Unlike Jool, it can be admired from up close as well as afar
I loved doing my outer-atmosphere dip in Sonnah! Putting a plane on the atmosphere of that big boy is most definitively on my to-do list. Now, if only there was a way to leave a plane on "auto" in atmosphere and leave it there for future missions...
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zeropositivo: Unfortunately, until level 2 (or 3 in general), or quite a chunk of workshop experience (if KerbalStats is installed), Bill is a pretty useless engineer for EL: his stats give him 0 productivity (or really, -1e-8 thanks to floating point math). Also, engineers with no experience cannot work in anything less that the workshop (big blue thing) or the workbench (four-seater tower in pods). Taking everything into consideration, kerbal productivity can range from -2 to 3.08 (2.11 without KerbalStats).
There is a bit of a mini-game of finding good engineers, giving experience to bad engineers, and keeping other crew out of the way if they're too stupid.
Ohhh I see. Well this might put a little bit of a snag in my orbital dock plan. I guess I'll have to prioritize interplanetary missions now, to get that sweet sweet XP that I need (is solar orbit all you need for level 2?)
An additional question: how would I go on to add productivity factor to other capsules from mods that currently don't have any? I assume it's a matter of config editing, but could you please direct me to what I would have to add/change?
Thanks!
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hello there!
Awesome stuff! I just can't imagine KSP without EPL anymore, it's such an integral part
That being said, I have run into a snag. On my new save, I've noticed my orbital station was not advancing the construction of anything... and upon further inquiry, I found out why: rightclicking the workshop while in orbit (simulating via KCT), the productivity was showing as negative
Is it a known problem? Maybe some incompatibility? If requested, I can provide player.log and everything else
Thanks!
Edit: to specify, I've tried with both a fully crewed blue workshop, 1 crew only (Bill), or the construction drone from Civilian population with 1 crew (Bill)
"Void" after switching vessels
in KSP1 Technical Support (PC, modded installs)
Posted
Hi, and thanks! The list of mods was from the Version checker that pops up during loading while starting KSP. I thought that would have a complete list, sorry I was wrong!
I installed everything through CKAN, using the "compatible" filter. I am now going through and checking every one of them, however some don't specify what version they're from! (especially the ones that link to a github page)