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direstatus

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Everything posted by direstatus

  1. Thanks everyone for your great answers so far! Not to change the subject but I didn't feel this was worth creating my own thread over, in addition to what I've learnt here so far, what steps are we expected to take in order to ensure mod compatibility? Or rather, what causes mods to be incompatible in the first place? Any answer is appreciated!
  2. Just chiming in that I'm having the same issue. It hasn't affected gameplay so far either but it is ticking me off. Seems to happen even in KSC view and occasionally even in space.
  3. So I've been having a similar, but not identical, problem lately. My problem isn't that ships being docked together tear themselves apart but that ships tear themselves apart after being undocked. For me, this problem usually occurred after fixing the unrelated stuck docking port bug but could also happen under normal circumstances as well. It would manifest itself like this: select docking port, click undock, momentary lag spike, the vessels move apart about an inch or two and then bam one of the ships blows into pieces (it looks like one part detaches from the rest and 'drifts' into other pieces starting a chain reaction). Usually it would be the dockee that blows up and the docker would come out unscathed. Also a particular bug that (typically) happens rarely but has occurred 10 times (I know how many because I made a backup quicksave for each before fixing it) since I started a Mun base mission: when two ships docked together refuse to physically detach after being undocked (and the game recognizes they are separate vessels). I figured the two were related but hadn't been able to track down the responsible mod (this never happened in vanilla) until I came to this forum thread... ...Removing KJR from the game has solved this problem for me and also made it so ships undock normally. It also seems as though NullReferenceException (aka null orbit/dead orbit glitch) doesn't happen as often anymore, but I'll have to play longer to know for sure. I suspect KJR was actually conflicting with some other mod (TweakScale perhaps? I'll have to try it, since everyone else in this thread is having problems with it) because I had KJR installed shortly after buying the game and had already made multiple stations without issue. But at some point I installed a new mod and then the problems started. I'll try to figure out which one that was.
  4. Hello all! First I'd like to say that I can't get the log file as I had logging disabled but I've turned it back on and will post the log if this happens again. Haven't been able to reproduce the problem so I don't have a log file to post. Please bare with me as this is my first post here. KSP: 0.90, x32, Windows 8 Problem: While docking two ships I accidentally turned on TimeWarp. They were about 1.5km apart. I disabled it before they collided but the NRE glitch had already set in. (I never intentionally use timewarp while docking because it seems to make the NRE glitch more likely.) The game got extremely laggy, the target speed was increasing rapidly and I couldn't return to KSC. Changing ships from the one I was in when the bug started simply resulted in empty space. I tried zooming in but the camera wasn't working. Could switch back to and control the original ship without issue though. Both ships were in about a 300km orbit above Kerbin when this happened. The debugger was showing the same thing as in BoilingCold's screenshot - lots of NullReferenceExceptions. Mods Installed: B9 Aerospace R5 CollisionFx 2.1 Dmagic Orbital Science 0.9.1 FAR 0.14.6 Fusebox 1.2 HullCam VDS 0.33 KAS 0.4.10 KAX 2.3.3 Kerbal Joint Reinforcement 3.0.1 SDHI Service Modules 2.4 KSPAlternate Resource Panel 2.6.3 KW Rocketry 2.6d Magic Smoke IR 0.19.3 MechJeb2 2.4.2.0 MKS 0.22.3 ModularRocketSystem 1.4.4 NF Construction 0.4.0 NF Electrical 0.3.1 NF Propulsion 0.4.0 NF Spacecraft 0.3.1 NF Solar 0.4.0 Nothke_SerCom Service Compartments 1.3 RCSBuildAid 0.5.4 Romfarer LazorSystem 35 Romfarer RoboticArms 35 StageRecovery 1.5.3 StationScience 1.4 TAC Life Support 0.10.1.13 TweakScale 1.5 Firespitter (The .DLL) HayStackContinued 0.3.3.0 IntakeBuildAid 0.4 VerneTech Science Backpack 1.2.1 FlyByWire 1.4.5 NovaPunch 2.08 ProceduralWings 0.9.1 ShipManifest 90.0.3.3.3 ShowAllFuels 1 Trajectories 1.1.2 Kethane 0.9.2 KSPInterstellar 0.13 SmartStage 2.5.0 ModuleManager 2.5.6 Note: I realize that some of these mods haven't yet been updated to 0.90 and I took the time to find and remove them from my game so I could rule them out from this bug. I have ATR installed as well and the game only uses about 2~2.5Gb of RAM at peak (2.225Gb specifically when I opened Task Manager shortly after the bug started). Reproduction Steps: Build two ships, launch them separately, move one within the other's physics bubble and timewarp while moving at different speeds. I haven't been able to reproduce it myself following these steps but I will continue trying. What I Tried: Alt-tab, back up save folder. Copy the data from the persistence file into the quicksave file. Back to the game and hold F9. This brought me back to KSC shortly before the point where the game bugged out. From there I tried going to the main menu and also back to the ships, inside various buildings, etc. All seemed to work fine. Edit: After trying for a couple hours to recreate the exact circumstances that caused this bug originally, I'd decided to stop trying to reproduce this bug using the quicksave file I had. It seems like it may have been a one time thing and so I continued playing my save until I encountered a different bug that made me decide to restart my career. Sorry for this unfruitful post but just so it's known, here's yet another person who's had to deal with this problem.
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