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Krazy1

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Everything posted by Krazy1

  1. Yes. I checked one I grabbed, renamed and released and it is state =-1 like so: So maybe that could be called "owned" or "grappled and released" ? Technically I'm not sure if you need to grapple it or just get close. And one I still have grappled shows up as a part on the ship: (I wonder what happens when it's disabled?) Oh, sorry. Getting old! I did a tiny one so maybe this will be my next project after ones IRL. Thanks!
  2. You totally did a backflip... and celebrated with explosions.
  3. OK... so I've been ignoring this resource display issue for months... since 1.11. It's very minor - not a functional problem. Whatever changed in the latest TweakScale/ Recall/ KSP 1.12 has fixed the issue that displays "refunding" or "RefundingForkKSP111x" MOST OF THE TIME. I loaded 20+ ships and only one did it in the editor but it has errors/ warnings when loading. Another station with multiple docked craft did it too but it also had an error when loading. Files for the plane: SPH, runway, KSP log Note: ship was first created in 1.11. It has a couple Tweaked parts and tanks switched from LFO to LF with Simple Fuel Switch. I loaded other ships that used TweakScale and SFS and they were OK. So again, this seems very rare now. I was seeing it more before. Update: Another ship shows Refunding in flight too but there's indexing issues when it loads.
  4. Well, that's not what my game looks like. Interesting. Screenshots coming. Update 1... Naturally, the example you showed works correctly! I'll find a way to break it, hold on.
  5. @Mythos Thanks - I used KML to fix a broken engine fuel flow that happened after undocking. 10 years of development *sigh* And a feature request... I wish asteroids that I stopped tracking in the Tracking Station would immediately disappear so they don't bloat my savefile with garbage. We can't terminate them in the game because they're unowned objects and they take too long to vanish. I have 82 asteroids now. I determined the save file "state" works as follows: So wish #1: the asteroid listing would have an added field for this state, something like: VESSEL (Ast. XXX-111, SpaceObject, ORBITING, StoppedTracking) VESSEL (Ast. XXX-111, SpaceObject, ORBITING, Tracking) VESSEL (Ast. XXX-111, SpaceObject, ORBITING, NeverTracked) That would make it a little easier to delete them. Wish #2: Obviously a "purge asteroids you stopped tracking" function would be faster! A confirmation box with quantity would be great. Actually... this would be nice for purging debris objects too. I'm not the only one...
  6. I did a quick test on 1.12.2 and it is still showing NRE red text in-game. It seems benign so far but exceptions in flight should be investigated by @TriggerAuto make sure. These can cause soft crashes. First ship spawned on launchpad gave no error. Then I set ARP to replace the stock resource panel, reverted to editor and launched a plane, then saw red exceptions. [LOG 10:08:50.355] [FlightIntegrator]: Vessel Kerbin Mk2 Whiplash plane has been unloaded 1.79769313486232E+308, applying analytic temperature 306.382088276369 [LOG 10:08:50.435] [PlanetariumCamera]: Focus: Kerbin Mk2 Whiplash plane [EXC 10:08:50.448] NullReferenceException: Object reference not set to an instance of an object KSPAlternateResourcePanel.KSPAlternateResourcePanel.SetAppButtonToTrue () (at <937bb4d6d6f54a349df59076417a577d>:0) KSPAlternateResourcePanel.KSPAlternateResourcePanel.RepeatingWorker () (at <937bb4d6d6f54a349df59076417a577d>:0) KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () (at <937bb4d6d6f54a349df59076417a577d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 10:08:50.493] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 10:08:50.496] ScaleModList: listSize 574 maxListSize 949 [LOG 10:08:50.496] [UIApp] Adding ResourceDisplay to Application Launcher [LOG 10:08:50.498] ScaleModList: listSize 574 maxListSize 908 [EXC 10:08:50.542] NullReferenceException: Object reference not set to an instance of an object KSPAlternateResourcePanel.KSPAlternateResourcePanel.SetAppButtonToTrue () (at <937bb4d6d6f54a349df59076417a577d>:0) KSPAlternateResourcePanel.KSPAlternateResourcePanel.RepeatingWorker () (at <937bb4d6d6f54a349df59076417a577d>:0) KSPPluginFramework.MonoBehaviourExtended.RepeatingWorkerWrapper () (at <937bb4d6d6f54a349df59076417a577d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 10:08:50.545] [ResourceDisplay] OnAppStarted(): id: -1376458 [LOG 10:08:50.545] [GenericAppFrame] Reposition 0.2257619 172038 [LOG 10:08:50.546] [ResourceDisplay] OnAppStarted(): id: 382214 [LOG 10:08:50.546] ResourceDisplay already exist, destroying this instance [LOG 10:08:50.546] [UIApp] OnDestroy: ResourceDisplay [LOG 10:08:50.546] ScaleModList: listSize 574 maxListSize 908 [LOG 10:08:50.547] [Contract Parser] Loading All Contracts... [LOG 10:08:50.801] [Contracts_Window_+] 8/28/2021 10:08:50 AM, Loading All Contract Lists... [LOG 10:08:50.801] [Contracts_Window_+] 8/28/2021 10:08:50 AM, Processing Mission: MasterMission Active Contracts: 14 - Hidden Contracts: 0 [LOG 10:08:50.801] [Contract Parser] Finished Loading All Contracts [LOG 10:08:50.802] 8/28/2021 10:08:50 AM,KSPAlternateResourcePanel,AppLauncher: Swapping the ARP App for the Stock Resource App - after 63765742130.8022 secs [LOG 10:08:50.803] ScaleModList: listSize 574 maxListSize 908 [LOG 10:08:50.817] 8/28/2021 10:08:50 AM,KSPAlternateResourcePanel,Setting App Button True I've got about 40 mods so this wasn't an ideal test. If you can't reproduce this and want me to do more testing, let me know.
  7. Hi @Lisias One small annoyance - the resource display show Refunding in-game. I would be nice to hide that. If you can't in stock then maybe in Alternate Resource Panel?
  8. Hello @DarkFighter great skyboxes. So much better than stock. It would be nice if you updated them to 1.12 on CKAN. It's showing 1.7.3 max and as you know KSP changed Unity engine versions at 1.8 so many people won't see these if they're searching for 1.8+
  9. bug report: With default settings, clicking the mod menu button below the [x] icon opens the here and now menu. This blocks launching the proper menu for the corresponding mod below the [x] icon. This is Waypoint Manager for me... I doubt that matters. version 6.0.0.8 from CKAN on KSP 1.12.2 and Win10. changing the right click operation from "mute music" to "opens here & now menu" moves the [x] icon to the bottom position in the mod menu, which avoids the issue. changing the option back to "mutes music" moves the other mod button (Waypoint Manager) to the bottom position in the mod icon menu with [x] second to bottom, and again left clicking the Waypoint Manager icon opens the here and now menu. again changing it back to "opens here & now menu" deletes the Waypoint Manager icon entirely... so that mod menu cannot be accessed. Clicking the black space below the [x] icon does nothing (the Waypoint manager icon isn't simply invisible). Changing ships restores the other mod icon. UPDATE: Hold on @linuxgurugamer So now I restarted KSP (and a different ship and different CB) and it's working fine. CTB icon is under [x] icon this time, if it matters. I don't know what was happening before.
  10. Check the bug report system. Go vote it up and add your description if it's there. Add it if it's not there, with screenshots if you can. how to report a bug It probably won't get fixed if you just put it in the forum.
  11. Still some major bugs in 1.12.2. Took a quick look... seems the ground clamp is implicated. Recommend putting this in a bug report... Squad probably aren't reading the forum. https://bugs.kerbalspaceprogram.com/login There were other reports of ground clamp problems - not sure if it's the same. I spent a few hours there myself this week reporting a repeatable crash to desktop
  12. Maybe you tried this but... looking at the pic when it's about to touch down... you have canards lifting and elevons pushing down. Elevons going up produce downward (negative) lift. I think this is why it's stalling. Sure, they help pitch the nose up, but increasing the AOA of the wing doesn't give much lift because the elevons are pushing down. It does produce a lot of drag though - bad combination at low speed. So I would disable the elevons at the root of the wing and just make the control surfaces at the wing tips ailerons. You may need bigger canards though - maybe try biplane canards. Then the CoM may need to move forward for stability. But I think it would fly better at low speed that way. What part are you using for the canards? I don't recognize them.
  13. neat - never tried it. I did use the object thrower to kill some parts before.
  14. Missed this... Yeah might be easier than directly editing the save file.
  15. Makes sense to me. I didn't know the strake had fuel. I actually looked at it when I checked the others. Time to get new glasses. About the null ref I reported, I found that whatever is causing the crash to desktop is in the base KSP game. I hope there's still a dev around to fix this!
  16. What did I do? Broke KSP! Check it out...
  17. 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.
  18. OMG! I got it... pure stock crash to desktop. Moving to unmodded forum.
  19. Actually, I think the whole aerodynamics tab was skipped: engine nacelle, engine precooler, Mk1 divertless supersonic intake, big-s delta wing, FAT-455 wing
  20. 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.
  21. 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
  22. 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.
  23. @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.
  24. 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.
  25. 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.
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