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armegeddon

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Everything posted by armegeddon

  1. This update causes all the dialog buttons to disappear from popup Windows; examples: far editor window, quick exit, action groups (with action groups extended, don't know about normally). Deleting the mod brought them back. Log file did not show any errors that I could find related to quick search.
  2. I'm using KSPI-E with a spaceplane and gravity turn in throwing exceptions if the craft uses nuclear turboengines (no fuel other than intake air). The exception is: GravityTurn : Exception in StageStats.RunSimulation(): System.Exception: FuelFlowSimulation.SimulateStage reached max step count of 100 at GravityTurn.FuelFlowSimulation.SimulateStage (Single throttle, Double staticPressure, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 at GravityTurn.FuelFlowSimulation.SimulateAllStages (Single throttle, Double staticPressureKpa, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 at GravityTurn.StageStats.RunSimulation (System.Object o) [0x00000] in <filename unknown>:0 FULL LOG
  3. Need an recompile for the latest FAR v0.15.5.5 "Hugoniot", 2/3/16
  4. That NRE from procedural parts doesn't actually appear to affect anything. It is mentioned in the mod thread and noone has noticed a problem from it. Anyways, I went through and tested from a clean install, installing a few mods at a time trying to see what was causing the problem. (With over a 120 mods that takes a while) Eventually I had everything put back in and still didn't get the error using a simple ship and a pair of the nuclear turbojets. Loaded up the ship that was causing the problem before (now that I had all the parts installed) and launched it with no problem. Thinking over if anything was different from this time to when I did it before, I realized there were two things that I didn't do during launch this time; activate Pilot Assist to keep me straight on the runway (it's a heavy ship and tends to drift a little), and activate PWB Fuel Balancer to keep my CoM close to where I am able to fly. Decided to activate PWB on the next launch and game crashed 30 seconds into launch. Tried it again, but this time I did not activate fuel balancing until in the air and it worked fine until the craft became too unstable at low altitude and too high speed and fell apart. For some reason when the Nuclear Turbojet is on a ship that PWB is balancing it causes something to go haywire while on the ground. Also noticed during my troubleshooting that, from a clean KSP install, putting only Exception Detector and KSPI-E with its dependencies from CKAN results in continuous exceptions when using the Nuclear Turbojet in the SPH. The error is: NullReferenceException: Object reference not set to an instance of an object at FXModuleAnimateThrottle.FixedUpdate () [0x00000] in <filename unknown>:0 These continue to pile up the entire time the engine is in the editor, even when not placed on a ship. Just selecting it causes them. They do not occur when the craft is on the runway though. Did not check if it also occured from other KSPI-E engines since I was just focused on the turbojet. Another thing I noticed. My big spaceplane has an Omega reactor (I'm using the SETI mods, so the names are different from the base) in 3.75m scale powering a 3.75m large electric generator and a 2.5m Vasmir engine. I decided to try adding thermal turbojets to it, so mirrored a pair of 1.25m Omega reactors and placed the thermal turbojets on them. Each engine ended up with different thrust, over 1kN difference between them. Tried placing them on the small reactors without mirroring and still had different thrusts. How are the thrusts being figured for the engines. If I removed the small reactors and stuck the jets on the large reactor they had identical, if huge, thrust (over 10kN each at 1.875m scale) Also, rescaling with large reactor causes the indicated thrust to go way out of wack. Reloading the craft, or just exiting to space center and returning puts them back to where they should be, but they change again if rescaled any more. If this a problem from tweakscale, or just stock not handling resizing very well?
  5. I'm running into a problem with the Nuclear TurboJet engine. I put two of them on a craft, scaled up to 1.875 and launch it. They will spool up fine and start moving me down the runway, then all of a sudden there is a flameout sound and my game instantly crashes out. The craft has 4 air intakes, so that shouldn't be the issue. I'm running 64bit in linux, so shouldn't be running out of RAM as this happens even if I go directly to runway with the craft after starting the game. Here is the player.log where the crash last occured. log
  6. I still haven't figured out what caused the problem, but I managed to work around it as I described HERE Unless someone can figure out what the actual cause was, this question can be closed.
  7. For the past couple of weeks I've been getting crashes on startup when it loads the icons. I've described the issue and posted logs HERE. I suspect the issue is either some sort of mod incompatibility, or something got updated in Ubuntu linux that started breaking things. Because the crash did not happen every time I started KSP (only about 90% of the time eventually) I was unable to properly troubleshoot what, if anything, was causing the problem. This morning I decided to see if converting the icons from PNG to DDS would solve the problem, even though I know it had been mentioned earlier in the thread that KSP would not load the icons as DDS. I used xnconvert to batch convert all the icons, and replaced the PNG files with the DDS ones. Imagine my surprise when the game loaded with no problems, and the icons were showing up nearly perfectly (I forgot to flip vertically the first attempt.) There were only 5 icons that are not displaying correctly; RCS, Hydrogen, Food, Oxygen, and KSPI Radiators. These all look corrupted, but since I do not know enough about images to figure it out, I will leave that to someone else. Here is a zip of the converted icons in case you want to include them.
  8. Actually, I think this was caused by the recent updates to RealFuels and SolverEngines. The latest RealFuels that ended up on CKAN has a misconfigured file that the author fixed, but as far as I was able to tell it didn't propegate to CKAN. I ended up reinstalling both files from ckan (to satisfy RealismOverhaul dependencies), then overwriting them with the downloads from the respective mod pages.
  9. Sorry for the long delay in responding, been busy and the problem went away for a short while, or would fully load after 2-3 attempts. Here are 5 player.logs, one after another where the problem occured. The third one crashed almost immediately, the other 4 loaded for about 10 seconds then crashed out. I have 16G of Ram, so it is highly unlikely that I'm am running out within 10 seconds of starting the game. My system specs are AMD FX-9590 8 core CPU 4.7Ghz, 16G DDR3 1866 RAM, ATI 7900-HD 3Gig Video Card. https://www.dropbox.com/s/vui3a6rmswq0uy1/Player%20%28copy%29.log?dl=0 https://www.dropbox.com/s/kwa3vshys5cuy5m/Player%20%28another%20copy%29.log?dl=0 https://www.dropbox.com/s/5bxalm19mh9wmny/Player%20%283rd%20copy%29.log?dl=0 https://www.dropbox.com/s/30reejr2iab4kgw/Player%20%284th%20copy%29.log?dl=0 https://www.dropbox.com/s/cnxq1815w4lvlul/Player%20%285th%20copy%29.log?dl=0 Here's a log where it finally (after about 15 attempts) made it past the FilterExtensions icons https://www.dropbox.com/s/cazdk6v2ioocu1g/Player%20%286th%20copy%29.log?dl=0 Installed Mods https://www.dropbox.com/s/b2ry9qd1w9u71mz/installedmods.ckan?dl=0
  10. For the past week I have been getting an annoying crash when starting up the game. It does not do it all the time, sometimes it will crash right away, sometimes a few seconds in, sometimes it loads with no problem. The only common thing with the crashes seems to be the icons in from the Filter Extensions mod. When it crashes it is always when loading the icons, but it seems to be random on which one causes the crash. Because the game does not crash every time, or on the same file, I have been unable to see if there is another mod causing a conflict somehow. I am running on Ubuntu with gnome shell desktop if that makes any difference.
  11. Kplus reloaded works fine with the version of eve from CKAN. It's only with the version included with SVE that things break. I didn't try any other versions since I normally try not to use dev versions of mods unless they make significant improvements and fixes over release versions (etc mechjeb).
  12. KillAshley, not sure if you are still maintaining this one but it causes a newer version of EVE, included in Nhawks17 Stock Visual Enhancements, to break. Here is the KSP.log This is running a clean install with only Kerbal Plus Remade, Exception Detector, Graphic Memory Monitor, Kopernicus Planetary System Modifier, Module Manager, and QuickExit.
  13. In case you are interested, I figured out what was breaking EVEManager. Installing Kerbal Plus Remade by KillAshley causes the version of EVE included with SVE to break. Just thought you might want to know. I'll post the error in that thread also.
  14. An update to the issue I mentioned: I used some info I found in the forums to make KSP run in 64bit mode in windows (I am aware that no one will provide support for this). I get the same exceptions in the log under the ksp64 run. This makes me think it could possibly be caused by the eve manager not being able to run in a 64 bit environment. While I don't expect any win64 help, if it could work under 64 bit Linux, that would be great.
  15. I am using the dev version that Nhawks17 bundles with SVE and am not getting any clouds. I'm pretty sure it's related to the version of EVE included in the download as I get this in the KSP.log towards the beginning of load. [LOG 19:17:06.958] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager' [EXC 19:17:06.966] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext () EVEManager.EVEManagerBase.GetManagers () EVEManager.GlobalEVEManager.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() Towards the end of the log I also get this: [LOG 19:29:06.932] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager' [EXC 19:29:06.935] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext () EVEManager.EVEManagerBase.GetManagers () EVEManager.GlobalEVEManager.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) Here's the full log if you need it: https://www.dropbox.com/s/yfqriykptfvd06k/KSP.log?dl=0
  16. Yes. I also had it with the previous version, but I just kept using the CKAN one instead of reporting it. The version on CKAN that does not bundle EVE works fine though, which is why I think it is the version you include. I am guessing that is the dev version since it has additional files from the release, but I have not seen a dev forum for EVE to check if anyone else has mentioned it.
  17. I'm also not getting any clouds. I'm pretty sure it's related to the version of EVE included in the download as I get this in the KSP.log towards the beginning of load. [LOG 19:17:06.958] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager' [EXC 19:17:06.966] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext () EVEManager.EVEManagerBase.GetManagers () EVEManager.GlobalEVEManager.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() :MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() Towards the end of the log I also get this: [LOG 19:29:06.932] AddonLoader: Instantiating addon 'GlobalEVEManager' from assembly 'EVEManager' [EXC 19:29:06.935] ReflectionTypeLoadException: The classes in the module cannot be loaded. System.Reflection.Assembly.GetTypes () EVEManager.EVEManagerBase+<>c.<GetManagers>b__0_0 (System.Reflection.Assembly a) System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[System.Reflection.Assembly,System.Type].MoveNext () System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[System.Type].MoveNext () EVEManager.EVEManagerBase.GetManagers () EVEManager.GlobalEVEManager.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) Here's the full log if you need it: https://www.dropbox.com/s/yfqriykptfvd06k/KSP.log?dl=0
  18. Not sure if this intentional, but the Scatterer folder in the last two updates has been named "Scatterer" while the CKAN version of Scatter is named "scatterer". Under Windows the case of file/folder names doesn't matter, but under Linux they indicate two distinct folders. Is your version supposed to go in its own folder or with the main Scatterer folder?
  19. CKAN is saying this conflicts with DRE and wont allow it to be installed. It allows the "Heat Control Core" to install, but not the "Heat Control"
  20. Or even easier, just type the required degree, with decimal numbers, into the degree field. It ends up close enough that it always works for me.
  21. Here you go: https://www.dropbox.com/s/1c7hx2s5as8r5m5/output_log.txt?dl=0
  22. Having a problem. The KSP Memory stays at zero and never changes. Here's the snip from the output.log Load(Assembly): GCMonitor/GCMonitor (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) AssemblyLoader: Loading assembly at F:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\GCMonitor\GCMonitor.dll (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Load(Assembly): GCMonitor/getRSS_x86 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) AssemblyLoader: Loading assembly at F:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\GCMonitor\getRSS_x86.dll (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Failed to load assembly F:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\GCMonitor\getRSS_x86.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0
  23. Getting a bunch of NullReferenceException when entering the tracking station. According to exception Detector they are continuously being generated the entire time in the tracking station. When I finally exits back to the space center it had detected over 1100 NREs. The log shows several pages of the following: [EXC 17:43:57.753] NullReferenceException: Object reference not set to an instance of an object WaypointManager.Util.GetDistanceToWaypoint (WaypointManager.WaypointData wpd) WaypointManager.WaypointData.CacheWaypointData () WaypointManager.WaypointManager.OnGUI ()
  24. I'm getting a NRE error in the log that is either caused by MJ or RT, not sure if it is causing additional some instability with the game or not. It appears to be related to RT allowing the AR202 to be used as an antennae. [LOG 02:23:32.793] RemoteTech: ModuleSPU: OnDestroy [LOG 02:23:32.794] RemoteTech: ModuleRTAntenna: OnDestroy [LOG 02:23:32.795] RemoteTech: ModuleSPUPassive: OnDestroy [ERR 02:23:32.796] MechJeb module MechJebModuleDebugArrows threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleDebugArrows.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 This will sometimes repeat a couple of times. Mostly seems to occur when going from the VAB to launch. The ship it appears to be causing problems with does have two AR202 modules so I can make different stages controllable.
  25. Encountered a couple of problems. 1) I made a orbital refuel station using 6 Kerbodyne large fuel tanks in a multi-point configuration. There are 2 tanks along the main body, and the other 4 tanks are connected around the main structure with Infernal Robotics powered hinges so they can be folded down during launch to keep center of mass lower. They would unfold once in orbit. Only problem is they would not unfold. The hinges would show the position indicator moving, but the tanks would stay glued along the main body. Removing KJR allowed them to unfold normally. 2) Refueling the same station from above; all 4 spoke tanks are empty, so send up a 5 tank refueling ship. Everything is going along fine, filling each spoke tank up then moving to the next, until I get the final tank almost full. It would suddenly start shaking, which would cause the rest of the ship to begin shaking until it fell apart and exploded. Was able to fill it without removing KJR by filling each tank half way, then filling the rest of the way. 3) When undocking the two ships from above, the docking ports would immediately try to redock, but since they were not aligned anymore, they began oscillating both ships until one or both fell apart. Removing KJR to undock worked fine.
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