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Krazy1

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Everything posted by Krazy1

  1. So I installed 1.11.3.1 on KSP 1.12.2 (ignoring the loading NRE) and it doesn't seem to do anything. I clicked the EVE icon and it says: "No config! Please add a config with the content of "EVE_CLOUDS{}" to populate." The OP doesn't have a "Dependencies" section. I used CKAN and it has several "recommendations" but no required extra mods or config thing. Doesn't it ship with a default config?
  2. I'm working on a 1.3 kT asteroid pusher... got that working after @Lisias helped hack the craft file that crashed KSP due to suspected KSP core bug caused by symmetry building operations. Then I built a recoverable SSTO booster to get it to LKO... 7.6 kT total. A 15 m Mammoth for motivation. Problem is the wimpy 5 m fairing base is getting CRUSHED by 2 kt of force when I try to launch it. I could make it smaller... and admit defeat. Or try to redesign the upper stage with a 7.5m core and eliminate the fairing.
  3. good luck. Maybe someone made a planet mod with 70 km mountain? Yeah OK. Haven't seen it, maybe soon.
  4. Got an EXC when loading on KSP 1.12.2 Win10, before the main menu: I'm cautions with exceptions... not going to use this mod until it's fixed or understood.
  5. I would have suggested Hanger Extender, although you managed OK without it! Also the pointy Advanced nose cone is inferior to the round Aerodynamic Nose Cone in every way (except appearance perhaps). Unfortunately devs made an error with the drag. https://bugs.kerbalspaceprogram.com/issues/28450?next_issue_id=28449&prev_issue_id=28454
  6. Oh no.... Now you have spread this disease. I must build something ginormous. But I hope you recover and can get some sleep.
  7. I do have EEX. I'll try to fix the craft and recreate what I did in stock if I get time - it's bedtime. You can probably see why it's called "E"... to push class E asteroids. And when I do, I'll get more #$%&#@* log errors! Thanks!
  8. Having some NRE issues KSP 1.12.2 on Win10 Using default config and sunflare (installed with CKAN). Settings: very high default except changed to projector mode with 4x FSAA (in stock display settings) and scaled space ambient light not disabled. I first had issues when building a ship in the VAB, got an NRE and couldn't interact with ship anymore. With a new career save, it gave an NRE immediately when going to the KSC overview. [LOG 22:18:47.113] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== [EXC 22:18:47.274] NullReferenceException scatterer.SkySphereContainer.Cleanup () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.SkyNode.Cleanup () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ProlandManager.OnDestroy () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ScattererCelestialBodiesManager.Cleanup () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.Scatterer.OnDestroy () (at <36bf44bca099450cb9f22f4b65b82426>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Then another when trying to open the load menu in the VAB. [EXC 22:20:03.384] NullReferenceException: Object reference not set to an instance of an object scatterer.ShadowMapCopy.get_RenderTexture () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ShadowMapCopier.CreateTextureCopyCB () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ShadowMapCopier+<DelayedRecreateForSceneChange>d__0.MoveNext () (at <36bf44bca099450cb9f22f4b65b82426>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) KSP log
  9. That's just wonderful. That helps rule out my KSP install at least. Maybe it's from sunspots? Kerbol-spots? Well, with a new save, Scatterer's throwing another NRE as soon as it goes from main menu to KSC and still has the NRE in the editor, even with zero craft in the new save. So I'll go report about those issues. I think the last thing I was messing with when it died was the M-beams and attached ISRU drills, or maybe the resource converters.
  10. Ok... not sure what happened with the asteroids. Interesting ideas but I've been seeing those errors for many weeks/ sessions so I doubt it's the culprit. Unless somehow I was lucky all this time. However, I did just start using Scatterer and I put it back in just now, and it seems it has it's pants down and I caught it this time. It's throwing an NRE when I try to open the load menu in the VAB. Maybe because that borked ship is still trying to load, but it's not exactly "loading" when I just open the load menu, I guess. It's a texture issue, so maybe a thumbnail? [EXC 21:06:44.783] NullReferenceException: Object reference not set to an instance of an object scatterer.ShadowMapCopy.get_RenderTexture () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ShadowMapCopier.CreateTextureCopyCB () (at <36bf44bca099450cb9f22f4b65b82426>:0) scatterer.ShadowMapCopier+<DelayedRecreateForSceneChange>d__0.MoveNext () (at <36bf44bca099450cb9f22f4b65b82426>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I can try removing Scatterer and/or deleting that ship. I'll continue over on that thread. Thanks for your help - it seems to have noting to do with your mods.
  11. Okay... SMART is OK. And it's not exclusively a borked install because new or older career saves do not give that [ScienceSubject] error. Something happened between July and Aug in my save file that is causing that error. I was still on KSP 1.11 for both of those saves so it's not the upgrade pipeline. "In Space High" is a situation like In Space Low, Landed, etc. Maybe it's a piece of science data? I never fixed all the Refunding = Visible entries in my save file... looks like I'll be spending some time with Notepad++ and KML. But I'm still not sure what that would have to do with the NRE on that particular ship. Seems unrelated? It's just an ERR not EXC. Update: I just put the 2 files in Diffchecker online tool... July file is 547k lines, August file is 680k lines. Let's see if the sever crashes Update 2: Diffchecker finished LOL... -165991 Removals +298714 Additions Not really helpful. But I figured it out anyway. It's from asteroid science. I got asteroid samples when I was outside Minmus SOI then pushed that asteroid to Minmus... because I had a contract to do that! Is seems Squad didn't handle this case properly. Yeah so that's not a real problem I think. I'll just try rebuilding that ship and hope for the best.
  12. GAAAA! hold on. It's NOT happening on vanilla. I just verified my Steam install - had 28 errors... played, no science errors... exited... verified files in Steam again: 31 errors. What's going on?! Well, I did some beta testing of [x] Science on it a while back. Looks like it's time to start nuking my installs Edit: I played sandbox... no science there. I'll try career. Edit 2: Career is still clean. I'm playing with English (USA)
  13. Thanks for looking! This error started with KSP 1.12. It happens in stock install with every scene change. I'll double check on my Steam install, but I've been ignoring this one.
  14. Well, I've got a fine mess in the VAB. I've seen a few craft that have indexing warnings in the logs but now I have one that won't load without NRE and then I can't exit the VAB until I load a new blank craft. This log below is just loading a craft that has a bunch of indexing errors but no NRE or other apparent problem, then I loaded another ship "E" that also has indexing errors and then the NRE. KSP log E craft I can't tell what the EXC is on exactly- maybe Craft manager or the KatLib dependency (not updated in a long time) Originally, I was placing/ replacing parts on "E" that I had in 2-symetry attached to parts in 6-symetry. I attached 6 parts in symmetry and then individually removed and deleted 4 of the parts, leaving 2 in symmetry. Then I was fiddling with it a little more and got NRE - I didn't save that log but I had a Scatterer NRE- shadow map? And a warning that there was a duplicate Scattered file and should check the GameData folder... I did check and didn't see anything. I removed Scatterer and manually deleted the folder left in GameData before relaunching and getting results and log above. I will pull out Craft Manager next. But why do I keep getting these indexing errors? What is prefab? EDIT: removed CraftManager... same behavior. KSP log
  15. I liked what this was doing for shadows but I was also seeing some conflicts with Scatterer. There was some "tree ring" texture effect on some parts and a large dark spot appeared on Mun and Minmus (at least) on map view unless zoomed far out. KSP 1.12.2, TUFX 1.0.2.3, Scatterer 0.0772 Edit - It's doing this without Scatterer. The dark circle on the planet is from ambient occlusion- turning it off will fix that.
  16. OK guys... I didn't see anybody mention these so I have to ask basic stuff. What KSP version are you all talking about? They introduced comets in KSP 1.10. The OP explains it's both comets and asteroids but the title only mentions comets. What level of tracking station do you have? {edit: OK you did say Sandbox but please confirm} If you're playing Career, you can't track asteroids or comets without a Level 3 tracking station.
  17. Ah driving mod - OK. Snarkiverse looks good. I was think about something like that. I must have launched for Minmus 100 times, and sometimes I still forget the 6 deg inclination! I get a nice 0.1 deg launch and then it hits me.
  18. You mean asteroid redirect mission part 2. Yes devs did a bad thing... they used the slang term "The Klaw" and on the next page call it "The Grappling Device". confusing. The part is actually called Advanced Grabbing Unit. Right click it and select "arm", then you can go to the next step. For more tutorial questions there's a better place for this here
  19. Testing a TweakScale parachute (granted it wasn't Jeb but he would have enjoyed it)
  20. Sounds like a chaotic solar system. How long did it take to drive the rover to a baobab tree? I put an arm on the nose of a plane and flew to one. I'm working on an ore return probe. I'll use an existing ISRU lander to get it from LKO, fill it up on the Mun and push it back to Kerbin. I quite like how it folds up into the fairing.
  21. I just installed this and it looks great but it has an issue... the ambient light boost in the maps view (and tracking station) does not work. It's completely black on the night side of every planet, so I can't plan a night landing. Light boost does work for the normal flight view.
  22. I just installed this in CKAN and it automatically installed the Real Plume dependency but not "SmokeScreen -extended FX Plugin". Fortunately I read the OP so I knew that. I'm not using RO. KSP 1.12.2. Several ships I loaded in orbit make a loud bang when they finish loading which is quite startling. Also shows this orange text error: [ERR 20:55:40.202] FloatCurve: Invalid line. Requires two values, 'time' and 'value' The 1 time it did not make the noise (ship only used Ant engines, if that matters) it also did not give the error message. player log
  23. Check out Kerbal Markup Lister... there's now a way to remove asteroids.
  24. Just a request for a "stealth feature" sort of. If a part does not have fuel switched, it would be nice if it didn't push modules onto the part in the craft file. It would just help keep the file smaller and may help avoid issues like craft sharing on stock or differently modded installs. I am NOT having any explicit issue. Sharing craft on KerbalX through CraftManager with no switched tanks is showing up correctly as "pure stock" on KerbalX. (Lisias did this for the last version of TweakScale and there's more discussion over there.) BTW I haven't found what mod was instigating the NRE I reported before.
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