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Funky Dare Devil

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Everything posted by Funky Dare Devil

  1. I know, the file is quite large. I'll try it out tonight and see if that helps. Thanks much for the suggestion. :-)
  2. 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)
  3. 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?
  4. 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.
  5. Anybody having an issue with your outer planets looking like this? I think the Kopernicus mod may have something to do with it, but it seem the terrestrial body surfaces look fine: https://www.dropbox.com/s/cn2w1kyj93vj0lx/screenshot771.png?dl=0
  6. 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.
  7. That is a lot of spherical hydrogen tanks. Whatever are those for?
  8. 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
  9. 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.
  10. 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.
  11. 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
  12. 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. :-)
  13. 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).
  14. 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.
  15. Originally Posted by _Augustus_ I'm not moving at all when I throttle up. I am experiencing this same exact issue. I checked to see if I installed USI Tools in the gamedata directory, and I do. I also made sure to install the USI Core 0.5.1 update, but I am still not able to throttle up the pulse rocket. I would greatly appreciate it if you could show me the exact file install path for each of these mods (Orion, USI Core and/or Tools) so I know where to put them in the gamedata folder to make them work properly, if it is not too much trouble. Addendum: All the other USI mods seem to work fine...Perhaps it is a specific compatibility issue with these particular mods.
  16. The warp bubble guide for the 2.5 Alcubierre drive part doesn't show up when I try to toggle it in the VAB. Is this normal?
  17. Thanks for responding. I did go to roverdude's github page to download the 1.0.4 updates for the exploration and survival mods, but I still got the same incompatibility messages. Could it be that I installed them incorrectly, or could it be something else?
  18. I recently downloaded the most recent CKAN utility and used it to install all my current mods for the current version of KSP. Almost all of them work properly save for the following exceptions, which give me these error messages: + USI Exploration ("This currently installed version was built to run on KSP 1.0.2") + USI Survival Pack ("This currently installed version was built to run on KSP 1.0.") + USI Alcubierre ("This currently installed version was built to run on KSP 1.0.2") + aaa_Toolbar ("This mod is incompatible with KSP 1.0.4") What I find most peculiar is that I still get the version incompatibility messages when I download the most up to date versions of these particular USI mods straight from the developer, making doubly sure they say they are compatible with KSP 1.0.4. Furthermore, all the other USI mods I installed, specifically Karbonite, Karbonite Plus, Life Support, and Sounding Rockets all work fine, and the game itself loads no problem, and the parts for the non-current mods seem to attach as well, save for the 2.5m Alcubierre drive bubble not being visible in the VAB. Has anyone experienced this problem and/or fixed it? Your input on the matter is greatly appreciated.
  19. Recently, I've been experiencing attachment issues with my B9 and stock air intakes while in both the SPH and VAB. They will not attach to any body or fuselage I try to attach them to (symmetry setting: mirror bilateral; angle snap: on), and even worse, all the other part selections become unresponsive, including the parts I've already attached to the main body; sometimes it will select the entire ship, forcing me to delete it and mess up my work. Every time this happens I am forced to click on the "New" or "Load" options to reset it, which still doesn't help. I've even tweaked with the load settings (ATM and DDS mods installed; removed and replaced "-opengl" addition to KSP shortcut) as well as uninstalled and re-installed the most recent version of the B9 mod, and yet it still doesn't fix the problem. Any suggestions?
  20. I downloaded the most recent iteration of the Interstellar mod for the 0.90 beta from this forum but the game does not recognize the files and I do not see any of the tech tree options nor any of the related parts. I think it may be that I have the Near Future series of mods in the Gamedata directory already. Does this matter, or should I be able to have both series of mods in that directory with no problem? Anyone else facing a similar issue here? How did you guys get it to work with the new beta?
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