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Krazy1

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Everything posted by Krazy1

  1. That would work but I figured out how to edit the save file with KML. Steps here: imgur
  2. I just can't believe it... no way... I loaded my 1.10.1 save in 1.11 and no Kerbal in orbit has an RCS pack! Nobody. Obviously that wrecks the whole game. What am I missing here? I know they added an inventory system in 1.11. And everyone had an RCS pack by default in 1.10. OK. So what was the dev's plan here? They had a plan for this... right?! I don't even want to read the answers in case they actually broke it this badly and I'm going to have to edit my save file. But tell me anyway - I have beer.
  3. Hello. I've been testing mods in KSP 1.11 and got exceptions. Here's the first one: [EXC 17:10:03.586] 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) I saw a later exception in game when jumping to another ship with a KAC alarm. By some miracle the game still ran and I exited normally. Disclaimer- ARP and many other mods I'm running do not claim KSP 1.11 compatibility. KSP log
  4. I'd like to see this - but only because you are so surprised when everything works perfectly and you can't believe it. Maybe I can stop some swearing: You said TestFlightCode but the log says TestFlightCore. Hope the typo was only in the forum. Thanks for the explanation. Sounds like it should be a WRN not ERR.
  5. Hi @Lisias I found your antics in the drag debugging log on Github quite amusing. Thanks for your efforts. I got a binder error when loading 1.11 with TS 2.4.4.4 and other mods: [ERR 16:04:39.270] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null [ERR 16:04:39.280] ADDON BINDER: Cannot resolve assembly: TestFlightCore, Culture=neutral, PublicKeyToken=null KSP log I quit at the main menu because I saw this error in orange when it loaded. No error when I removed TS.
  6. I did a fresh 1.11 copy from my Steam install, new science mode game... got the same EEX XmlSerializer errors as before (on KSP 1.10.1). I did notice that those errors only happen the first time entering the VAB in a game session. I added all my mods back in and *so far* no issues in game despite this error message. Just a wild guess, maybe they pushed out a .NET update that wrecked something?
  7. Well, still no joy. Eventually it crashed again in VAB. I was placing some struts and it just stopped responding and filled the player log with Line 109 errors again: KSP log Player log I still think it's KER but it did this with prior versions too. Just remembered the EEX error started after some contracts mods that I installed, didn't work and I removed. Maybe something messed up the core KSP. Well, I think I'll try a new KSP 1.11 install with KER only to see how that works.
  8. Looks like that just got fixed. Check the GitHub link in the OP for latest info. 1.1.8.3, 2021-1-5, KSP 1.11.0 #3045 Restore time precision for vessel orbital period, target orbital period, and node post-burn period readouts.
  9. Yes latest KER for 1.11. Looking back at the log I posted, it actually crashed after the QuickStart autosave. I had another crash this weekend- no time to post it now - but again it crashed immediately after the QuickStart autosave. This time it went into an infinite loop and filled the the player log to > 100MB. I removed QuickStart, kept KER and reinstalled EEX... so far so good. It still has the EEX XMLserializers error but it seems benign. It's an intermittent issue so I need more testing.
  10. Hello @linuxgurugamer Happy New Year I've been ignoring the XMLSerializers error in the log like above, but now I installed the latest KER and got a NulRef and log spam from KAC when entering the VAB. KSP log with null ref Removed EEX (kept KER and KAC) and no error so far. KSP log after EEX removed
  11. In KSP 1.10, I'm getting assembly errors in the KSP log for "XmlSerializers" when entering the SPH. KSP log No apparent effect in game. I used QuickStart to go to the SPH and it loaded the last craft. Then ran QuickExit. Also tried without QuickStart/ Exit... same thing I looked back at other logs, like the one where we were looking at the QuickStart frustum error, and these errors are not there. So I don't know when it started exactly. Last mods installed and kept were EasyBoard and Craft Import && Upload. I also added several contract mods that gave other errors (that's why I found this) but they are removed. Removed Import && Upload. Still there: KSP log
  12. I rarely use the parachute but this says pilots can always use it: https://wiki.kerbalspaceprogram.com/wiki/EVA_Parachute
  13. Old but not too bad. KSP is definitely not using all of my CPU: Xeon X5670 2.9 GHz 6/12c runs at 25-30%. Single-thread is not impressive. benchmark vs new i3 12 GB ram, SSD. I do have some time off next week and some Christmas money... and the mobo is at least 10 year old. It seems my fate is sealed.
  14. I've always been annoyed by how much stutter there is when flying low and fast when new terrain detail "pops" into existence. Even on a very low part count ship, it stuttered badly. Like in a low Mun orbit over the poles. It's freezes about 100ms freezes every 2 sec. I always had the Render Quality set to "Beautiful" and I just tried increasing it to "Fantastic" and it's much smoother. The terrain spawn stuttering is much less noticeable. The framerate didn't seem to drop at all. I'm on Win 10 with a GTX1060 3GB at 1920x1200 graphics settings
  15. I'm not really helping here but I have to ask what happens if Jeb bails out and uses his own chute? Same I suppose.
  16. Last log on was August. New old dev is @cybutek ... last log on was Sept. Don't hold your breath. I got it backwards - jrbudda took over from cybutek. Didn't read OP. 1000 demerits please.
  17. Hi @DizorThis mod looks brilliant. But I've been using ESDF keys for 25 years, since DoomII. WASD seems illogical. For EVA I do: E forward, A turn left, S translate left, D back, F translate right, G turn right So F would keep toggling auto-grab for me. I believe you would never want to activate both auto-grab and auto-board, so couldn't you just make the B key cycle through 3 modes: auto-grab, auto-board, neither? Or maybe make a tiny text config file in the gamedata\EasyBoard folder so we can assign them how we want? Thanks PS I tried it... F still does normal movement for me; not auto-grab. Auto-board works great. That's really what I wanted anyway. PPS Oh... the auto-grab does work. I remapped T for "use/ grab" and the default was F apparently. Everyone kept referring to the specific B and F keys instead of the functions those keys do, so I assumed the keys were hard-coded.
  18. Dear Santa, AKA @cybutek @katateochi @DMagic Please fix this error. Even if you think it's not causing real problems, it seems to have a simple fix: https://github.com/jrbudda/KerbalEngineer/issues/52 It's linked to your mods, not just KER. We little elves love your mods but sometimes they crash. If it's not a real problem, it's still a problem when the log has nuisance errors. We get confused and waste time chasing them. We've been good this year, except all the Kerbals we killed.
  19. I'm running Recall without resourceful.cfg and ARP without any problems so far. Thanks. I've still got some "bump map" errors in the VAB but I'm ignoring that so far without problems.
  20. OK... Here how I got the error: fresh KSP 1.10.1 install (cloned with CKAN from base Steam install) install QuickStart 2.2.0.10 with CKAN, which installs dependencies CTB, toolbar controller and Zero MiniVAC launch KSP, disable QS and start new sandbox career Go to VAB Place command pod (not time sensitive) delete part (drag and drop it on part menu, not time sensitive) wait 4 "frustum" errors appear in <= 30 sec. and then repeat every 30 sec. Notes: Going to the VAB and doing nothing (skipping #5 and #6) does NOT produce errors. Creating a new ship, instead of deleting the part at step 6, does NOT produce errors Yeah, sorry I wasn't careful enough in my description before. It's very obscure. I only got a subsequent null ref that one time I posted above when I couldn't select a part. Otherwise it seemed to have no effect.
  21. Thanks for trying so hard. I'll do a clean install and try again. Probably this weekend. It's usually not a problem so I certainly understand not wanting to spend too much time on it. Just a guess, since it seems related to the camera view, maybe Hanger Extender is involved. I'll play with that too.
  22. I am able to generate the "frustum" error consistently but so far no null ref followed. go to VAB or SPH (same behavior for both) With no craft or part loaded, just wait 30+ seconds. The 4 "frustum" errors are shown every 30 seconds. place a part. Frustum error stops. Delete the part. Frustum error repeats every 30 sec. Exit to KSC overview and re-enter VAB/ SPH does not affect this behavior KSP log player log
  23. Yes it did on this occasion but it was typically working normally - no ERR or EXC. I have seen the "Screen position out of view frustum" a few times - only when no ship or part is placed and the same pattern occurs: 4 "frustum" messages every 30 seconds. It does it maybe 5% of the time I'm in the VAB with no ship loaded. One time it was displaying the "frustum" error and was able to place a root part, which also stopped the "frustum" errors. The time I posted above was the first time I recall that it produced the null ref when I tried to place a part after "frustum" appeared. Didn't try that. I'll need to experiment some more. Obviously hard because it's not consistent. Thanks for maintaining all these mods.
  24. OK... bigger problem. Looks like Quick Start is causing an error in the VAB when there is no ship loaded: "screen position out of view frustum" every 30 seconds. Then I tried placing a root part and got a Unity null reference exception every time I tried. From KSP log: [ERR 01:34:41.308] Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 256 256) [ERR 01:34:41.309] Screen position out of view frustum (screen pos 256.000000, 0.000000, 1000.000000) (Camera rect 0 0 256 256) [ERR 01:34:41.310] Screen position out of view frustum (screen pos 256.000000, 256.000000, 1000.000000) (Camera rect 0 0 256 256) [ERR 01:34:41.311] Screen position out of view frustum (screen pos 0.000000, 256.000000, 1000.000000) (Camera rect 0 0 256 256) [LOG 01:34:41.329] QuickStart(QPersistent)[2.20]: autoSaveShip: save [EXC 01:35:00.410] NullReferenceException: Object reference not set to an instance of an object EditorLogic.OnPodSpawn (AvailablePart pod) (at <c1858a3f77504bd1aaa946fdccf84670>:0) EditorLogic.SpawnPart (AvailablePart partInfo) (at <c1858a3f77504bd1aaa946fdccf84670>:0) EditorLogic.OnPartListIconTap (AvailablePart p) (at <c1858a3f77504bd1aaa946fdccf84670>:0) KSP.UI.Screens.EditorPartList.TapIcon (AvailablePart part) (at <c1858a3f77504bd1aaa946fdccf84670>:0) KSP.UI.Screens.EditorPartIcon.MouseInput_SpawnPart () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Button.Press () (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() KSP log player log
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