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Krazy1

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  1. I started troubleshooting this here: Steps to reproduce in stock KSP 1.12.2 on Win10: Start new sandbox game. Time warp to year 1, day 199, 1 hour (approx.) launch a Mk1 command pod Use alt-F12 cheat to set orbit. Copy/ paste these from original save file: SMA = 81052129392.125916 ECC = 0.83260632468582185 INC = 0.038412899555496038 LPE = 353.52092985938856 LAN = 345.21017397841274 MNA = 0.0083908025450638787 Go to map view. Set view to Jool. Set target to any Jool moon. Crash to desktop (typically within seconds but in prior modded testing it sometimes became unresponsive without crashing immediately) Imgur screenshots persistent.sfs with time and orbit already set KSP.log Player.log Someone please confirm this and put in a bug ticket before everyone's gone. I hope they don't leave this game like this! UPDATE: Added bug report There are other similar CTDT bug reports with "CheckEncounter: failed to find any intercepts at all" at the end of the log. Please verify and vote these up in the bug tracker.
  2. OMG! I got it... pure stock crash to desktop. Moving to unmodded forum.
  3. Actually, I think the whole aerodynamics tab was skipped: engine nacelle, engine precooler, Mk1 divertless supersonic intake, big-s delta wing, FAT-455 wing
  4. I just noticed in the KSP 1.11.2 abridged log I missed the very first exception on line 11770: [LOG 15:42:36.477] [HighLogic]: =========================== Scene Change : From EDITOR to SPACECENTER ===================== [LOG 15:42:36.478] 8/21/2021 3:42:36 PM,KerbalAlarmClock,Scene Change from 'EDITOR' to 'SPACECENTER' [EXC 15:42:36.481] NullReferenceException: Object reference not set to an instance of an object. EditorMarker_CoL.UpdatePosition () (at <06f13185617646e5bc801baeab53ab75>:0) EditorMarker.Update () (at <06f13185617646e5bc801baeab53ab75>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Yeah... if it's referencing the center-of-lift marker after it exits the Editor, it will have an NRE. Also in the 1.12.2 modded KSP log it has this at line 13220: [LOG 20:45:02.070] [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR ===================== [LOG 20:45:02.070] QuickGoTo[1.40]: Go to the Vehicle Assembly [LOG 20:45:02.072] 8/21/2021 8:45:02 PM,KerbalAlarmClock,Scene Change from 'FLIGHT' to 'EDITOR' [EXC 20:45:02.074] NullReferenceException: Object reference not set to an instance of an object UIPartActionControllerInventory.UpdateCursorOverPAWs () (at <cd473063d3a2482f8d93d388d0c95035>:0) UIPartActionController.Update () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 20:45:02.202] [Trajectories] Saving settings [LOG 20:45:02.225] KerbalEngineer -> Exception SimManager.StartSimulation() // System.NullReferenceException: Object reference not set to an instance of an object at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00054] in <134deb60e87843589b7ea1a020650b28>:0 This time I apparently used QuickGoTo to jump from flight to editor. Update 8/24: In unmodded install, I deleted the original ship (Citadel 3) in the tracking station and flew the test capsule that was previously cheated to the same orbit at that ship... and it still crashed when I targeted a Jool moon.
  5. I did a clean install by copying 1.12.2 from Steam install with CKAN and just installed TweakScale, KSP Recall, MM and SFS... First test test with a Mk1 capsule and FLT200 was good - no errors. Thanks @Lisias It was first found on 1.11.2. I've been troubleshooting a crash to desktop over here: crash post I just found a prior exception in that log I missed before, so I have more hunting to do there. It could be the prior exception or maybe corrupted savegame somehow? Only other complete guess is TAC Fuel Balancer because it happened to have a log entry just before the error and it has something to do with fuel tanks too: [LOG 17:33:20.708] -INFO- Tac.FuelBalanceController[FFDA91D6][5194.36]: Rebuilding resource lists. [ERR 17:33:20.712] Module ModuleSimpleFuelSwitch threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at SimpleFuelSwitch.ModuleSimpleFuelSwitch.OnStart (PartModule+StartState state) [0x0000d] in <83adba40348745b29af7ae28ff479c61>:0 at Part.ModulesOnStart () [0x00120] in <06f13185617646e5bc801baeab53ab75>:0
  6. Yes sir. I have about 40 mods BUT almost entirely QOL stuff, not part mods. I like to keep it to a minimum; that's why I like this mod so much. I haven't tried to mod any parts myself before. So TweakScale and/ or Recall are the only other mods I could suspect. I know Mr. @Lisias has had to write some TweakScale companions for other mod interactions before so maybe it needs one here? I'll go make a test build with just these mods to see if I can find a good example.
  7. @Snark I'm troubleshooting a crash to desktop and I want to rule this out... I'm getting this error when a ship loads that does not have any fuel switched. [ERR 17:33:20.712] Module ModuleSimpleFuelSwitch threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at SimpleFuelSwitch.ModuleSimpleFuelSwitch.OnStart (PartModule+StartState state) [0x0000d] in <83adba40348745b29af7ae28ff479c61>:0 at Part.ModulesOnStart () [0x00120] in <06f13185617646e5bc801baeab53ab75>:0 Is this normal? I could reproduce it on a different ship. It doesn't seem to do it when launching a new ship but it does when switching back to an existing ship.
  8. Well, long story short... I loaded a savegame copy in unmodded Steam install (checked file integrity). There are mod parts in other ships but not the one in question. It does show some warnings in the log for entries in the save file with no associated mod, but no new errors/ exceptions. It behaves the same in game. It still crashes to desktop when I view Jool and set the target to Pol. End of Player log: Unpacking Citadel 3 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [UIMasterController]: ShowUI (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PlanetariumCamera]: Focus: Citadel 3 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Maneuver Mode enabled (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [ApplicationLauncher] SetHidden: (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [ApplicationLauncher] SetHidden: (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PlanetariumCamera]: Focus: Jool (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) This is bad. Even a corrupted save file should not crash like this. It looks like a core KSP problem. The end of the KSP log got cut off but this is all there was. There's no error detail in either file. KSP log unmodded Player log unmodded Update: In stock KSP and new sandbox game, I tried cheating a ship into sun orbit and set lots of maneuver nodes and targeted Pol and it worked fine. Guess it's the save file somehow. I'm playing career and I've done probably 20 contracts since I launched that ship. I'll see if I can reproduce it with other ships/ planets. I'll probably end up trying to edit my save file Update 2: I cheated a Mk1 capsule to set orbit/ rendezvous with the original ship (Citadel 3). The capsule still produces the same crash: focus on Jool and target any Jool moon... game over. It does this unmodded or modded. This is very bad. If it's something in the save file, it's not the ship. I have to figure out how to set the orbit and time exactly the same in a new save. It still could be the core game.
  9. Uh, KSC, we have a problem. In KSP 1.11.2 and 1.12.2, while flying a particular ship (Citadel 3) in solar orbit with a Jool intercept and maneuver nodes ahead, I'm getting a stack overflow, log spam and in 1.12.2 it also crashed to desktop. I used Planning Node previously for this ship so that's my first suspicion. Only difference between the installs was [x]Science beta from LGG was only on 1.11.2. Have 38 other mods installed with CKAN. I'm seeing this on both versions... but again [x] Science wasn't on 1.12.2 so I don't know where this is coming from. It does this at the start of every scene change, not just flight. Anybody see this in stock? [LOG 15:03:21.904] ------------------- initializing flight mode... ------------------ [LOG 15:03:21.905] Loading Depletion Nodes [LOG 15:03:21.905] DepNodeCount: 0 [LOG 15:03:21.905] Loading Biome Nodes [LOG 15:03:21.905] BiomeNodeCount: 26 [LOG 15:03:21.906] Loading Planet Nodes [LOG 15:03:21.906] PlanetNodeCount: 3 [ERR 15:03:22.019] [ScienceSubject] - Error in converting Situation InSpaceHigh_System.ArgumentException: Requested value 'InSpaceHigh_' was not found. at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id, System.Boolean skipAsteroidsComets) [0x0019e] in <06f13185617646e5bc801baeab53ab75>:0 [ERR 15:03:22.019] [ScienceSubject] - Error in converting Situation InSpaceHigh_System.ArgumentException: Requested value 'InSpaceHigh_' was not found. at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at ScienceUtil.GenerateLocalizedTitle (System.String id, System.Boolean skipAsteroidsComets) [0x0019e] in <06f13185617646e5bc801baeab53ab75>:0 [LOG 15:03:22.031] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 15:03:22.032] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [LOG 15:03:22.038] 8/21/2021 3:03:22 PM,KerbalAlarmClock,BaseLoadDone. Alarms Count (Should be 0):0 [LOG 15:03:22.043] 8/21/2021 3:03:22 PM,KerbalAlarmClock,Found 0 Maneuver Nodes to deserialize Also seeing this error on Simple Fuel Switch when loading Citadel 3 but this ship is stock. [ERR 17:33:20.712] Module ModuleSimpleFuelSwitch threw during OnStart: System.NullReferenceException: Object reference not set to an instance of an object at SimpleFuelSwitch.ModuleSimpleFuelSwitch.OnStart (PartModule+StartState state) [0x0000d] in <83adba40348745b29af7ae28ff479c61>:0 at Part.ModulesOnStart () [0x00120] in <06f13185617646e5bc801baeab53ab75>:0 And the real fun one.... [LOG 17:33:25.376] Unpacking Citadel 3 [LOG 17:33:25.494] [UIMasterController]: ShowUI [LOG 17:33:25.756] CheckEncounter: failed to find any intercepts at all [LOG 17:33:25.873] CheckEncounter: failed to find any intercepts at all [LOG 17:33:25.916] CheckEncounter: failed to find any intercepts at all [LOG 17:33:25.962] CheckEncounter: failed to find any intercepts at all [LOG 17:33:26.037] CheckEncounter: failed to find any intercepts at all [LOG 17:33:26.520] CheckEncounter: failed to find any intercepts at all [LOG 17:33:26.601] CheckEncounter: failed to find any intercepts at all [EXC 17:33:26.984] StackOverflowException: The requested operation caused a stack overflow. Targeting+Interval.Create () (at <06f13185617646e5bc801baeab53ab75>:0) Smooth.Pools.Pool`1[T].Borrow () (at <06f13185617646e5bc801baeab53ab75>:0) Targeting+Interval.Borrow (Targeting+Sample s1, Targeting+Sample s2, System.Int32 tgt_index) (at <06f13185617646e5bc801baeab53ab75>:0) Targeting+Interval.Subdivide () (at <06f13185617646e5bc801baeab53ab75>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <06f13185617646e5bc801baeab53ab75>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <06f13185617646e5bc801baeab53ab75>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <06f13185617646e5bc801baeab53ab75>:0) Targeting.add_crossing_subdivisions (System.Collections.Generic.List`1[T] intervals, Targeting+Interval ival, System.Boolean reversed) (at <06f13185617646e5bc801baeab53ab75>:0) It continues to spam after this. I noticed on the map view, the orbit patch is rapidly flickering, sometimes intercepting Jool, sometimes not. I've seen this before without any problem though. I'll pull out Planning Node and see what happens. Files: KSP 1.11.2 abridged log Player 1.11.2 abridged KSP 1.12.2 log Player 1.12.2 abridged log UPDATE: I tried removing Planning Node on 1.12.2 and it initially seemed OK flying Citadel 3 but when I zoomed to Jool and edited a man node, it started spamming the log and CTDT when I pressed ESC.
  10. It was throwing exceptions in 1.11 and it wasn't updated, but it's fine in 1.12? Are there any errors in your log?
  11. Starting a Jool 5.6 which is just a Jool 5 plus 6 survey scans (including Jool). I'm using an SSTO rocket-lander Citadel 3 with crew of 11. I'll use this single vehicle throughout - no docking/ undocking, but certainly needs ISRU. I'm about to do the Kerbin outbound burn after Minmus refueling and Kerbin slingshot. I started an album Are those mod wheels or you built them up?
  12. It doesn't show because I'm on KSP 1.11.2 and it's no longer compatible with AFBW >=1.8.3.5. However, 1.8.3.4 is log spamming like someone else described before. So I rolled back to 1.8.3.3 and it's working. \o/
  13. This is actually old but I successfully rescued a Mk2 cockpit from the Mun with this ungainly rover-ship. PS I brought 4 tourists with me to combine contracts. Got a nice photo of an eclipse reentering.
  14. It's still has 1.8.3.4 on CKAN. Thanks for all the 1.12 updates!
  15. I have several Sentinels and now close to 100 asteroids shown in the tracking station. At about 1/2 of them I have stopped tracking but it takes far too long for them to actually disappear. I think it's contributing to slower scene loading. Is there an easy way to eliminate objects you stopped tracking? Maybe a mod that removes them when you exit the tracking station? I figured out from my savegame file: stopped tracking: DISCOVERY { state = 21 lastObservedTime = 3508083.6512565739 lifetime = 1282076.0472739476 refTime = 1728000 size = 4 } Still tracking: DISCOVERY { state = 29 lastObservedTime = 2426413.4753895206 lifetime = 1124139.6606445313 refTime = 1728000 size = 1 } never tracked: DISCOVERY { state = 1 lastObservedTime = 3790354.3286036993 lifetime = 1132633.2449152297 refTime = 1728000 size = 4 } So you could do something like: if Discovery.state = 21 then set Discovery.lifetime = 1. Then the game should automatically clear them a second later.
  16. Probably obvious... or too late now... I would separate the scanner probe at the edge of Eve SOI and fly that to a polar orbit independently while rest of the ship goes to the equator. You'll spend a LOT less dV than trying to torque the ship over 90 deg. in low Eve orbit. That takes at least 1962 m/s according to wiki. Good with on Eve! She's a witch.
  17. OK... I tried a 3.75m parachute and it seems reasonable (although I was mean to my crew): Based only on physics it must. There is no magic here. The material properties don't change. I'm only assuming that there are no design changes, only direct scaling. OK sure but we're talking about different things now. These are engineering design improvements. So you are saying that there is a significant engineering advantage in scaling things larger and you're including that in the scaling? I'm just thinking about the physics without changing the design features. OK But each square inch is not supported individually. The force on the cone is transferred tangentially across the surface to the root. The circle at the root of the cone where is is supported scales linearly but the surface area scales squared (of course). So there is more force transferred to each linear inch at the root as it scales up. And the average distance from the force to the root is greater. You can basically think of it like a beam. flexural strength So if you double the cone size, it's like doubling L and F (F is proportional to L). So to keep the same strength, you need to double thickness d too.
  18. Thanks for testing the parachutes - I'll try some test too but I'm still on 1.11.2. I just assumed KER is right. I have to disagree about the nosecone scaling. Beams are engineering design optimization, but fundamentally the physics must scale cubic. If a shell structure (open end or closed, it doesn't matter) has internal beams then those beams need to scale too to maintain strength. The walls of the beams and the skin of the shell have thickness and the thickness of everything has to scale. Or the number of beams needs to increase. Or the strength needs to decrease. Imagine you built a little model house out of paper and toothpicks and school glue. You can put beams or trusses or internal walls in- it doesn't matter. It's not very strong but it holds together. Now scale it up to the size of a real house without scaling the thickness of the walls or beams. It will be extremely weak. A small breeze will destroy it. If you don't agree just make it bigger... as big as a mountain. The total density of the house (building material and enclosed space) becomes infinitesimal as it scales up with a squared law. Conversely, start with a real house and try to shrink it down to a small model size without changing the wall thickness or any 1 dimension of the beams or walls. At some size, it will become a solid block. All of the air space will be taken up by building material. The total density will increase as it shrinks and it will be denser than solid wood, or Kerbin, or neutron star if it's microscopic . So I think it should be close to a cubic law... maybe 2.9 or 2.8 but definitely not 2. You seem to agree with me partially because fuel tanks are scaling cubic. It's the same idea. Sorry I'm taking up your time with this. Hope you can sort your hardware issues.
  19. Maybe different than what you were thinking but there's this: Never tried it.
  20. I've been building recoverable SSTO boosters. I built one for a big lander I'll take to Duna. Of course there was a massive explosion involved... Here's the whole story in Imgur album with captions
  21. Also curious what these are. So if they're new... why did they list bugfixes for them in the same release?
  22. I needed to send a Kerbal from Minmus to Kerbin so I made this little rocket chair in EVA construction. 2.4 km/s dV... no problem. I'll pick her up with an SSTO in LKO. Using Texture Replacer for the visor reflection. Note I used the octo2 for "control from here" point because the chair cannot do "control point up" for correct SAS orientation.
  23. Sorry man. At least I learned what atavistic means I going to whine about some minor physics scaling stuff here... please ignore until you get your h/w sorted. nosecones scale with squared law but I think it should be cubed law. It's not just a 2-D sheet. The wall thickness needs to scale too. A scaled-up nosecone would be crushed by aero forces. parachute drag doesn't seem to scale, according to the mouse-click menu in KER. Mk16-XL says "deployed drag: 1/500" regardless of scaling. I think this was brought up before.
  24. KER 1.1.8.4 is log spamming on KSP 1.11.2. In tracking station: In flight: Reverting to 1.1.8.3 fixed this.
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