Funky Dare Devil
Members-
Posts
22 -
Joined
-
Last visited
Reputation
5 NeutralContact Methods
-
Skype
ante.funk
Profile Information
-
About me
Bottle Rocketeer
-
Game pings "NullReference Exception: Object reference not set to an instance of an object" after about 2-3 loadups between game and VAB/SPH. Sometimes it does it when I prepare to launch a ship, which upon attempting to do so shows a screen of just space with no planets and no ship, and all I can do is exit back to the space center. In the VAB & SPH I see this https://www.dropbox.com/s/ysj9yem50chb9ts/screenshot83.png?dl=0, and this https://www.dropbox.com/s/ni6gik4rgprvybv/screenshot314.png?dl=0. I think it may be an issue with the Deepfreeze mod I have installed. but I am not sure. The problem occurs on every ship I load and try to fly. Any information or help you can provide would be great. Here are the necessary bits, any of which I forget to include or fail to upload please let me know. Thanks again for the help. Output log:https://www.dropbox.com/s/twqd96doejojjj6/output_log.txt?dl=0 System specs: https://www.dropbox.com/s/2euqxavmebn3sva/DxDiag.txt?dl=0 Save File: https://www.dropbox.com/s/vmyryb7gb4dr9xf/quicksave%20%231.sfs?dl=0 List of Installed Mods: https://www.dropbox.com/s/02y2mcwuq20q5m3/Modlist.csv?dl=0 KSP Version: 1.05.1028 Windows 7 32-Bit (Steam Download, with game files installed on hard drive and not via Steam)
-
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Funky Dare Devil replied to TriggerAu's topic in KSP1 Mod Releases
Mod works great for me, except when I try to use it to calculate transfer windows to any of the planets contained in the outer planets mod (Sarnus, Urlum, Neidon, and Plock). All I get for each of them is a "no future model data" message under the "time to transfer" column. Anyone else experience this issue? -
This may seem like a noob question, but I recently researched all the available technologies for the KSPI Extended 1.5.16, but I can't find its version of the Alcubierre Drive anywhere in the VAB or SPH, even though said drive is visible in the research lab. Does having Roverdude's version of the same somehow override the other, or am I doing something wrong so as to render it unusable? Any info on the matter would be most helpful.
-
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Funky Dare Devil replied to JPLRepo's topic in KSP1 Mod Releases
That might explain why my seatidxs and IDs keep switching to -1 for all my kerbals. I experienced a similar issue where I thawed three kerbals, landed them, but didn't show up in the astronaut complex. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Funky Dare Devil replied to JPLRepo's topic in KSP1 Mod Releases
That is a lot of spherical hydrogen tanks. Whatever are those for? -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Funky Dare Devil replied to JPLRepo's topic in KSP1 Mod Releases
Answer to question #1: Yes, they were frozen prior to docking, in this particular configuration: https://www.dropbox.com/s/xu9bl1r242o4wi9/screenshot748.png?dl=0 Answer to question #2: I downloaded version 0.19 prior to building this ship -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Funky Dare Devil replied to JPLRepo's topic in KSP1 Mod Releases
Each KerbalInfo Entry is a frozen kerbal, each VesselInfo Entry is a vessel that has a DeepFreeze part attached, each PartInfo Entry is for each DeepFreeze freezer part that are part of active vessels. When the vessel is one vessel (docked) the VesselID in each KerbalInfo entry and PartInfo entry should match the Guid entry in the VesselInfo Entry (for their vessel). The partID for each KerbalInfo should match the flightID entry in their respective PartInfo Part's that they are in. And no two kerbals in the same part should have the same seatIdx or SeatName. From the error you have supplied it looks like a frozen Kerbal (KerbalInfo entry) is pointing to a part/seat that is already taken by either another frozen kerbal, or a thawed one. 2) To 'hack' your save file, you can remove the KerbalInfo for all the frozen kerbals, you then need to Remove the entries for each PartInfo (DeepFreeze will re-add them on next startup). 3) You then would have to put your kerbals back in the part, to do that you have to find the "VESSEL" entry for the vessel they are meant to be in, then the "PART" entry and add the crew= parms with the crew members names back in like this: VESSEL { pid = 6715860e036c43538e63ef8872e83e99 name = cry1300testDocking type = Ship...... .... PART { name = CRY-1300Freezer cid = 4294321408 uid = 4107896637 mid = 2531086846 launchID = 87 parent = 0 position = 0,-1.466139793396,0 rotation = 0,0,0,1 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 0 srfN = , -1 attN = top, 0 attN = bottom, 2 mass = 2.5 temp = 287.513214111328 tempExt = 283.089101509767 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/default rTrf = CRY-1300Freezer modCost = 0 crew = Jebediah Kerman 4) Then you have to go down to the "ROSTER" and find the "KERBAL" entry for each frozen kerbal you changed and change type to Crew "type=Crew" and state to assigned "state = Assigned". ROSTER { KERBAL { name = Jebediah Kerman gender = Male type = Crew brave = 0.5 dumb = 0.5 badS = True tour = False state = Assigned ToD = 310267.603309575 idx = 0 If that is all overwhelming and you want to save your savegame, post it on dropbox or suchlike and send me the link via PM message. I will fix it for you. Just so you know, I fixed the problem. You were right about the Kerbals not having different Seat Indexs and numbers, so I changed them in the respective cryo-1300 parts in the persistent.sfs. Booted up the game and it worked like a charm. A thousand thanks in your honor. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Funky Dare Devil replied to RoverDude's topic in KSP1 Mod Releases
Just FYI, I finally got the thing to work. I flew a mission to Dres and it worked pretty well. I had to use special tricks to get it to work with MechJeb but I pulled it off more or less. Even the lowest bombs pack a propulsive wallop. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Funky Dare Devil replied to JPLRepo's topic in KSP1 Mod Releases
Each KerbalInfo Entry is a frozen kerbal, each VesselInfo Entry is a vessel that has a DeepFreeze part attached, each PartInfo Entry is for each DeepFreeze freezer part that are part of active vessels. When the vessel is one vessel (docked) the VesselID in each KerbalInfo entry and PartInfo entry should match the Guid entry in the VesselInfo Entry (for their vessel). The partID for each KerbalInfo should match the flightID entry in their respective PartInfo Part's that they are in. And no two kerbals in the same part should have the same seatIdx or SeatName. From the error you have supplied it looks like a frozen Kerbal (KerbalInfo entry) is pointing to a part/seat that is already taken by either another frozen kerbal, or a thawed one. 2) To 'hack' your save file, you can remove the KerbalInfo for all the frozen kerbals, you then need to Remove the entries for each PartInfo (DeepFreeze will re-add them on next startup). 3) You then would have to put your kerbals back in the part, to do that you have to find the "VESSEL" entry for the vessel they are meant to be in, then the "PART" entry and add the crew= parms with the crew members names back in like this: VESSEL { pid = 6715860e036c43538e63ef8872e83e99 name = cry1300testDocking type = Ship...... .... PART { name = CRY-1300Freezer cid = 4294321408 uid = 4107896637 mid = 2531086846 launchID = 87 parent = 0 position = 0,-1.466139793396,0 rotation = 0,0,0,1 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 0 sidx = -1 attm = 0 srfN = , -1 attN = top, 0 attN = bottom, 2 mass = 2.5 temp = 287.513214111328 tempExt = 283.089101509767 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/default rTrf = CRY-1300Freezer modCost = 0 crew = Jebediah Kerman 4) Then you have to go down to the "ROSTER" and find the "KERBAL" entry for each frozen kerbal you changed and change type to Crew "type=Crew" and state to assigned "state = Assigned". ROSTER { KERBAL { name = Jebediah Kerman gender = Male type = Crew brave = 0.5 dumb = 0.5 badS = True tour = False state = Assigned ToD = 310267.603309575 idx = 0 If that is all overwhelming and you want to save your savegame, post it on dropbox or suchlike and send me the link via PM message. I will fix it for you. My apologies for not being more clear. I am not familiar with coding and a lot of the output data file looked like gibberish, much like programming data for me in general, and plus it was late, so my error reproduction report was flawed. Yes I meant two CRY-1300s with three onboard Kerbals each. As for the version, I am pretty sure I had V0.19.0.0 when I experienced the error, but I will try and repeat your troubleshooting steps and download the most recent update to see if they fix the problem. Truth is I have 40+ mods on my current install and I've experienced other glitches besides the one with the cryopods (i.e. can't right-click on ship parts to access their functions, cannot set up maneuver nodes, parts of planetary bodies disappearing in map mode, etc.). Thanks for your help in this, as I deeply enjoy this mod. Keep up your excellent work. Here are the relevant bits you need, and feel free to edit the persistent.sfs if you so desire. My output log file: https://www.dropbox.com/s/twqd96doejojjj6/output_log.txt?dl=0 My persistent.sfs: https://www.dropbox.com/s/qm1xr4skg4ds3lf/persistent.sfs?dl=0 -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Funky Dare Devil replied to JPLRepo's topic in KSP1 Mod Releases
How exactly do you restore the Kerbals to "live" with save file hacking? I believe I'm experiencing this same exact error (unable to thaw Kerbals after a ship is docked) and need a way to work through this error so I can get the docked ship home. I'm including the error log if it will help. Let me know if I need more. Greatly appreciate it. :-) -
Rover wheels brake doesn't work.
Funky Dare Devil replied to TYRT's topic in KSP1 Technical Support (PC, unmodded installs)
I just downloaded this mod in attempt to fix this issue in my game but nothing doing. What else do I need to do make sure it works? (I followed the instructions as best as possible). -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Funky Dare Devil replied to RoverDude's topic in KSP1 Mod Releases
Done. Let's see if it works...Thanks again for the help. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
Funky Dare Devil replied to RoverDude's topic in KSP1 Mod Releases
My Gamedata Folder: http://i464.photobucket.com/albums/rr1/funkphotoposter/KSP%20Gamedata%20Folder%20Screenshot_zpsnueikvkv.png The USI Filter Folder List under the Gamedata Folder: http://i464.photobucket.com/albums/rr1/funkphotoposter/KSP%20Gamedata%20Folder%20Screenshot%202_zps8vswukmm.png~original Are all the USI mods supposed to be installed in this way? I use CKAN so maybe there's an issue with the way it installs these, or perhaps something else. I'll try it the way you say to and go from there.