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JoE Smash

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Posts posted by JoE Smash

  1. It said this towards the end of my KSP log, when I opened the State Funding menu with the button, and clicked on the sub-tabs....

    Spoiler

    [EXC 05:01:58.407] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubCurrentView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadCurrentState ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:01:59.070] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubStationsView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadSpaceStations ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:01:59.603] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubBasesView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadBases ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:02:00.270] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubCoverageView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadSatelliteCoverage ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:02:00.937] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubLabView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadScienceStations ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:02:01.631] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubMiningView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadMiningRigs ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:02:02.324] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubRoversView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadRovers ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:02:02.857] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubKerbalsView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadKerbals ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [EXC 05:02:04.696] NullReferenceException: Object reference not set to an instance of an object
        StateFunding.Review.UpdateFinalPO ()
        StateFunding.Review.touch ()
        StateFunding.StateFundingHubCurrentView.draw (StateFunding.View Vw, StateFunding.ViewWindow Window)
        StateFunding.StateFundingHubView.LoadCurrentState ()
        StateFunding.ViewButton.paint ()
        StateFunding.View.paint ()
        StateFunding.ViewManager.OnGUI ()
    [LOG 05:02:15.253] [UIMasterController]: ShowUI

     

  2. Hey @linuxgurugamer,

    My State Funding broke....

    The button is there, and when I click on it the Sub-tabs are all there for each performance section that you get rated on....but everything is blank....

    When I started a new game, it didn't ask me to pick a group to belong to....

    I thought maybe you got rid of the choices, but I realize now something is wrong....

    I'm going to try deleting and reinstalling it....

    I suppose you want logs....

  3. 14 minutes ago, steve_v said:

    Regression introduced in 1.4.0.
    5 month old bug report, no apparent progress despite 5 patches.
    Primary reason I'm neither playing KSP at the moment nor buying the DLC.

     

    Short answer: Yes. Completely FUBAR.
    Squad and/or Unity completely borked USB HID input on GNU/Linux when switching to SDL2, and the touted "steam controller" support isn't usable either.
    Make of it what you will, but your joystick ain't going to work properly (or at all in most cases) with any 1.4.x release.

     

    Just in case someone at @SQUAD reads this: Thanks, thanks a bunch for this horribly broken update. I'll be sticking with 1.3.x (and no DLC) until you fix the mess you made.

     

    Yeah, AFBW works just fine... and makes squad look somewhat incompetent in the process, by fixing their bugs and generally leaving the stock input system for dead.
    What it does should have been implemented in the game engine a long time ago.

    Careful or you'll get fanboi attacked....

  4. On 8/12/2018 at 12:56 PM, pac0 said:

    Ok, so I found the problem
    A long time ago I've been messing with the Launch Options and it seems that one of them isn't compatible anymore

    
    -forceopengl



    I removed it and the game works now now
     

    You can use -force-opengl or -force-glcore for the correct effect.

    You were missing a hyphen.

    Doing this can chop off the top half of the top row of the parts in the VAB/SPH. It can make the part images not load at all if you -force-d3d11, unless you download some fix for it....I forget where the fix is located off the top of my head.

  5. On 8/7/2018 at 2:04 PM, Skullcrash said:

    My gosh, just remember I had to force dx11 because of eve (visual mod, which I uninstalled after) . I T  WORKS !!!!!! Thank you very much lads

    There is a fix for using DX11....there is a file you can download to fix it somewhere but the top half of the first row is still cut off with the fix.

    Using -force-glcore or -force-opengl will usually have a similar effect to forcing directx 11, but doesn't require you to find the fix I spoke of...

  6. On 8/14/2018 at 1:20 PM, T0mb0theb0mb0 said:

    Hi,

    so i finally bought a Joystick (Logitech Extreme 3d) to play KSP with and everything works fine, besides the throttle.

    when i put the throttle to 0% or 100% it works perfectly fine but everything in between slowly starts to wander either to 100% or to 0%, depending on the setting it was switched to prior, even when the physical throttle on my Joystick stays at 50%, for example.

    I tested if it is a problem with the controller or its interaction with my PC but in the properties slide of Logitechs Profiler the problem doesn't occur, which tells me its a problem in KSP.

    i searched the internet but no one seems to have similar problems so i want to ask this community.

    Am i doing something stupidly wrong?

    Is there an in game setting i couldn't find?

    A bug maybe?

    Thanks in advance

    There's a mod that might help...

    https://forum.kerbalspaceprogram.com/index.php?/topic/175359-14-afbw-revived-joystick-controller-mod/

  7. 37 minutes ago, Tonka Crash said:

    I installed Forza 7 on my PC and tried the XBox One controller, no problems. I haven't tried AFBW, but I might try it this weekend when I have time. I did another search of my computer and still don't have any more xinput files installed.

    I'm not complaining, as I'm not having any problems. I just offer this up for comparison to your system. My relatively clean system doesn't have problems and doesn't have numerous versions of the xinput dll. Your dll problem may be that KSP is actually finding a xinput1_3.dll when it should fail and fall over to using XInput9_1_0.dll. If your solution is working for you, great, but it may not be the best solution.

    Yeah I have a ton of xinput files...

    Xinput1_1.dll, xinput1_2.dll, xinput1_3.dll, xinput1_4.dll, xinput1_5.dll  and the xinput9_whatever.dll you mentioned....

    I actually updated my solution to moving the file from Windows to the appropriate KSP Plugins folder.

    Obviously your version of the game is still looking for it, but it isn't present so it is defaulting to a totally  different version of xinput.

    I wonder what would occur if you copied the version you DO have to KSP_x64_Data/plugins and renamed the xinput1_3.dll there to some other name....what your log would then say instead....

    If that broke the game you could always revert the change.

    I'm just curious at this point....as a scientist....

    KSP is looking for xinput1_3.dll by default because that is what the developers included with the installation of the game. The problem is they included a 32bit file in a 64bit installation folder....with several other dlls that are all 64bit

  8. On 8/15/2018 at 9:30 AM, JPGSP said:

    So after fixing the 2 problems I had sometimes when launching a spacecraft/plane the game crashes and it alredy hapend 2 times and like I said in the title it dosent leave ant files.

    I think this happend to me a while ago but I dont remember what I did to fix it.

    Any idea how to fix it?

    Well we need more information to help...like what Operating system are you using? Windows? Linux? MacOS?

    64bit  or 32bit?

    What version number of the game are you running and are you running the game in 32bit or 64bit?

    How much RAM? 

    What graphics card?

    Running the game with directx 9 which is the default, or are you forcing directx 11 or OpenGL with short cut parameters?

    Some logs would be useful like the KSP log and the Output log and the error log.

    You need to zip those and upload them to Dropbox or something like dropbox and share the link to it here....

  9. On 8/14/2018 at 6:17 AM, Zafer Altan said:

    My burn times are randomly way to long for the stuff I use, First I could easily get in a 100km orbit around kerbin. The burn times are randomly like 90 seconds or so, but first this was like 30 seconds or less. I use the exact same ship. Does a mod change these burn times or something?

    Well you are not listing "the stuff you use."

    If the ship in question was using a nuclear engine and you added mods by Nertea like Kerbal Atomics, Nertea totally changes the fuels used by some engines.

    The totally different fuels that are added have different volumes and ISPs for the engines....

    That's actually why I don't use Kerbal Atomics....

    Included with that mod is a Liquid Fuel cfg file somewhere which you can relocate to the "patches" folder for that mod so the engines only use liquid fuel like stock nuclear engines instead of using Liquid Hydrogen or whatever they are switched to....(I forget specifically what exact fuel everything gets switched to by default).

    I would go to the thread for that mod for specifics....

    I prefer the Lightbulb Atomic engine included in Recycled Parts:

     

  10. On 8/14/2018 at 12:49 PM, Michel Bartolone said:

    I've run into a strange issue, and I have not seen any threads that seem to match this symptom. I build a station using tanker ships I've been using for quite a while. Everything looks fine. Very recently (in the last week?) my stations start shedding parts. I'm not talking about falling apart due to the kraken. Example: two fuel tankers, docked to a central core, one other ship docked with some kerbals inside. One kerbal goes EVA to attach some struts, or something similar. Everything seems fine at that point. I have the kerbal board the ship. Everything seems fine so far. No shaking, vibration etc. Go to transfer some fuel, and I can't. I look carefully, and the tanker I just got done adding struts to, to make it stronger and more kraken-proof, has separated (gently) at a point farther from the core, than the most recent strut attachment, and the back half of that ship is now just drifting away. It isn't at a stack separator, or decoupler, it is at the junction between two tanks, connected in the VAB, with auto-strut, and ridged attachment turned on. I've even tried reinforcing some of those joins in the VAB, with multiple struts, and it still happens. It is as if you used a glue to join them together, and the glue loses it's adhesive properties in the cold of space. 
     

    Has anyone else seen this? Is this something that is a known bug (that I was not able to find) and maybe has been patched in 1.4.5? (I'm running 1.4.4.)

    I don't use rigid attachments, but I do use auto struts....but I have never seen this before.

    Are you using other "strut" mods on top of using autostruts in game? I ask because you are also trying to attach EVA struts too?

    I'm wondering if you are "overdoing" it. Autostruts are usually more than sufficient to keep a ship together....

    You are not also using Kerbal Joint Reinforcement and/or Quantum struts on top of auto struts in game are you?

    I believe those strut mods were developed before in game autostruts were included. I'm not sure they are necessary if you are already autostrutting in the game.

    Also try autostruts WITHOUT also using rigid attachments....

    Rigid attachments can make the joint between two parts brittle and more prone to breakage....

    Again I would try JUST auto strutting....to like the grandparent part for general ship stability...

     

  11. 6 minutes ago, Tonka Crash said:

    Just for a point of comparison, my computer is a 2 month old clean install of Windows 10 Pro 1803 with KSP as the only game ever installed by direct download from Squad, Steam has never been installed. 

    Searching the hard drive the only result for xinput1_3.dll is the one in the KSP_x64\Plugins directory. No other exist on my computer.

    In my output_log.txt there is a line: XInput1_3.dll not found. Trying XInput9_1_0.dll instead...

    Searching for Xinput9_1_0.dll I get :

    
    C:\Windows\System32\XInput9_1_0.dll
    C:\Windows\SysWOW64\XInput9_1_0.dll
    C:\Windows\WinSxS\amd64_microsoft-windows-directx-xinput_31bf3856ad364e35_10.0.17134.1_none_18785281a71ced90\XInput9_1_0.dll
    C:\Windows\WinSxS\x86_microsoft-windows-directx-xinput_31bf3856ad364e35_10.0.17134.1_none_bc59b6fdeebf7c5a\XInput9_1_0.dll


     

    I did research about what this file is actually for, because when I first discovered the issue I had no idea what was going on at all.

    It is a file that is involved in controller support for Xbox game pad controllers, which are now supported for many PC games....

    I often use an Xbox or PS4 controller through Steam to play games with....including flying a plane in KSP.

    For KSP there is an "advanced fly by wire" mod currently being kept alive by Linuxgurugamer:

    I am not sure why you don't have the file in question already on your computer....

    I do know that I play A LOT of PC games and I often use a gamepad, so I probably ended up with the file on my computer as the result of an older Steam game requiring me to install an old Directx 9 redistributable.....which probably installed many old directx files that I was missing for backwards compatibility with old games....or something along those lines....

    I know newer versions of Windows now updates DirectX through the Windows Update feature. 

    Windows hasn't released a distributable copy of DirectX in like a decade. The most recent copy of DirectX that is free to download and install is one from June of 2010 I believe.

    If you Google that you will probably find it....I did....

  12. 13 minutes ago, Lisias said:

    The thing about this OpenGL/DirectX is Unity's lack of support for a lot of fancy features. So people must go around Unity and do things "the dirty way".

    I understand some people avoiding DirectX. A substantial part of KSP players are not on Windows, and using DirectX would alienate these guys - me included.

    Interesting news the leak happening on DirectX and not on OpenGL…

    I'm not a leak expert. I was just watching my RAM in the task manager slowly fill up over time while using EVE (and only EVE....no other mods) for clouds with directx11 and it not happening with OpenGL.

    It slowly filled up even with the game "paused" with the ESC menu open.

    For visual mods that use EVE for clouds (which appears to be all of them) the more complex the cloud layer configs, the faster the RAM gets eaten while in directx11 mode.

    So basically if you want a visual mod with clouds and you don't want to excessively leak RAM, I recommend openGL.

  13. 23 hours ago, JPGSP said:

    What file?

    @JPGSP, did you come to this thread because you play KSP in 64bit mode and you are having regular crashes?

    If so, what solved it for me was copying a copy of xinput1_3.dll from my Windows/system32 folder to the KerbalSpaceProgram/KSP_x64_Data/Plugins folder and deleting or renaming or relocating the copy of xinput1_3.dll that was already in that folder.....because it is a 32bit copy of the dll.

    The one you are borrowing from your Windows folder is 64bit and the propper dll if you are playing the 64bit version of the game by using the KSP_x64.exe to launch KSP into 64bit mode....

    The regular installation of the game seems to install itself with the wrong version of that file for the 64bit version of the game....

  14. 9 hours ago, Lisias said:

    There's a thing on 32 bits code: it can handle only 4GB of RAM, and that's it.

    So, by using a 64 bit DLL you probably solved the crash as KSP would be trying to give the 32 bit DLL a pointer above his addressing capabilities, and then everything goes kaput. With a 64 bits DLL, you could reproduce on KSP-Win64 an issue that we from MacOS and Linux are complaining for a long time: huge memory leak.

    I will give this Tree Scatterer thing a try to see what happens. I'm pretty used to my KSP process growing up to 10 to 12 Gigabytes of RAM as time goes by (I'm running it on a 16Gb RAM MacMini).

    In time, would not be 'Terrain Scatter'? There're no "Tree Scatter" on my KSP, only "Terrain Scatter"

    Hey man, long time no talkie.

    Well that makes sense (the part above about memory addresses).

    Yeah I think I probably meant terrain scatter. That's what controls the amount of trees or whatever appears on the ground in each biome....

    I never came back to the thread after that lol. 

    I believe I pinpointed the leak to using EVE with forcing dx11.

    I don't have it with EVE when using openGL though....

    The problem now is different modders only supporting DirectX or OpenGL with their mods all willie nilly.

    Galileo is aware of DirectX causing weird lines and issues with his mods and he refuses to fix it. He says he won't support DirectX with his mods unless the game in general moves to only support DirectX 11.

    I made Waz aware of the EVE leak and that so far has resulted in a blurb about it in his OP for EVE. Don't know if he's going to fix it or anything.

    The BDArmory mod, which I don't use because I don't play this to shoot at kerbal ships with guns, has a problem with OpenGL.

    JLRepo who is a modder AND a dev says to use DX11 with his telescope mods....Tarsier Space Technologies or whatever. I do use that one, so I guess I don't get to have cool reflective mirrors on the James Webb because I ALSO would like clouds in my game and Galileo will only support openGL thus far....

    I guess until everyone can get on the same page and support both types of graphics even if doing that is more work, then you have to pick and choose what you can have in your game....

  15. 1 hour ago, Drew Kerman said:

    They don't do that. Galileo already said it's not supported yet (I doubt the skybox reflection ever will be but planetshine is a thing that could be coming eventually)

    It only reflects the sky color. So if you don't want black water then you definitely don't want it reflecting a black sky

    oh ok, thanks...

  16. 28 minutes ago, Drew Kerman said:

    Sure if you like navigating through menus and having to hit Apply to see the results of every tweak

    Turn off "real sky reflections" in the main menu options and then Mod+F11 to open the settings window in the flight scene and mess around with all the water settings. Try changing the colors.

    I've looked at the water settings via the scatterer menu by hitting alt-F11 but unfortunately I have no idea which value changes the water color.....or what to change it to... 

    Why would you change real reflections off if I want the moon and stars to reflect light onto the water?

  17. 1 hour ago, Drew Kerman said:

    Except for the moonshine, yea it should be black as night. But if you really don't care for it then try Ambient Light Adjustment

    That won't fix the water....that makes everything brighter. You can do that in the settings now...

    I just want the water to be dark blue at night like it is stock....

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