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KSP2 Release Notes
Everything posted by malkuth
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Check the config file. The agena contract uses the Satellite settings for its ApA height. So in nut shell. For max ApA and max PeA contracSatelliteMaxApATrivial is the and lowest it can go. contracSatelliteMaxApATrivial + contracSatelliteMaxTotalHeightTrivial is the max number you will get. Make sure the ContractSatelliteMaxApATrivial is not set below 75000. Because Min ApA and Min PeA is decided like this. ContractSatelliteMaxApATrivial - contracSatelliteBetweenDifference Again this is in the config.cfg file. I checked the official version and the numbers are set correct. Unlike the other satellite contracts Agena only uses 1 setting. The other satellite contracts can be effected by Contract Rating.
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The parachutes don't have to open in stage recovery. Unless he changed the code since I last used it.
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Nope I use NEAR now. And before near used FAR.. So have not built that setup in a long time.
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Looking at your list of mods off top of my head. DebRefund is NOT. Distant objects is not (but in thread they some say they are using it in .25) Make sure you update fireSpitter.. It was updated a few days ago, and some of the mods that package it might not have updated it yet in their download (all you need is the .dll). Don't use DebRefund in .25. Debrefund uses the adds funds using the method funding. That method has been changed in .25 and it will cause all kinds of issues in your game. If you want Debrefund fuctions then I highly suggest Magicos Stage Recovery which works in .25.
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Bear with me with this. I could not find a single nullrefrence to Mission Controller, it seems to be running fine, but you say no icon right? Well you do on the other hand have a crap ton of other mod nullrefrences. The very first one is usually a good sign of what is to come. NullReferenceException: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at ModuleResourceConverter..ctor () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() This is used by a bunch of mods Including mine to keep track of Time (in seconds) in game. This is your very first NullRefrence. But this one is not pointing to anything that MC2 does. Not sure what its referencing. Lets move on. the next one is for TarsierSpaceTech, then followed by StationScience, then Debrefund, then a bunch of MechJeb ones. These repeat for a bit then we get a SCANsatKethane NullRefrence. Then a few from distant objects... I mean I could go on.. LOL. A bunch at the end for EnhancedNavBall. If I was to guess I would say that you have a mod that is compiled for .25 installed and its messing with all these other mods. I can also make a guess that a lot of these mods I listed are not working correctly in your installed KSP. But since none of the NullRefrences are mine, I can only make very bad guesses to what they mean, since its not my code so not understanding whats going on. A few null refrences are ok.. But when they start to stack like they do near the end of the log file for you. EnhancedNavBall is an example that usually means KSP is not going to respond well. Thats the big issue when people try to play an older version of KSP, with mods. I can give you a list of all the mods you have installed. Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.3.5 v2.3.5.0 aaa_Toolbar v1.0.0.0 ActiveTextureManagement v1.0.0.0 AviationLights v0.0.0.0 Chatterer v0.7.0.86 CrewManifest v0.5.8.0 DebRefund v1.0.13.25343 DistantObject v0.0.0.0 DMagic v0.8.5.1 Engineer v0.6.2.10 EngineerToolbar v1.0.2.1 EnhancedNavBall v1.3.2.0 FinePrint v1.0.0.0 Firespitter v7.0.5356.35478 Fusebox v0.0.0.0 HullCamera v0.3.0.0 KAS v1.0.5356.29452 GeodesicGrid v1.0.5363.29417 Kethane v1.0.5363.30490 MechJeb2 v2.3.0.0 MissionControllerEC v1.1.2.0 DockingPortAlignment v1.0.0.0 ModuleDockingNodeNamed v1.0.0.0 NEAR v1.0.3.0 NearFutureSolar v1.0.0.0 FinalFrontier v1.0.0.0 ORSX v1.0.0.0 KSPAPIExtensions v1.7.0.0 ProceduralFairings v0.0.0.0 RemoteTech2 v1.0.0.0 ModuleResourceConverter v1.0.0.0 SCANsat v1.0.6.0 SCANsatKethane v1.0.6.0 StationScience v1.0.0.0 AnchoredDecouplerFix v1.0.0.0 ChuteQuickloadFixer v1.0.0.0 EVAEjectionFix v1.0.0.0 TarsierSpaceTech v4.5.5380.38596 TacFuelBalancer v2.3.0.0 ModuleDB v1.0.5341.14810 ToadicusTools v0.0.0.0 KerbalAlarmClock v2.7.8.2 TweakableAnimateGeneric v1.2.5341.14808 TweakableDecouplers v1.4.5341.14805 TweakableDockingNode v1.1.5341.14805 TweakableEngineFairings v1.0.5341.14809 TweakableEVA v1.4.5341.14810 TweakableGimbals v1.3.5341.14807 TweakableIntakes v1.4.5341.14811 TweakableLadders v1.2.5341.14807 TweakableRCS v1.3.5341.14808 TweakableReactionWheels v1.2.5341.14806 TweakableSolarPanels v1.2.5341.14806 TweakableStaging v1.4.5341.14804 Karbonite v1.0.0.0 USITools v1.0.0.0 USI_Converter v1.0.0.0 MiniAVC v1.0.2.3 AdvancedAnimator v1.0.5205.2310 Non-DLL mods added: SpaceplanePlus TweakableEverything Again only guesing but maybe the amount of null references are stopping certain mods like mine from working totally. I wish I could of found one for MC2 but its not listed at all. Which is strange if you don't see icon. Im pretty sure the icon shows up in sandbox in any game. One of those things I forgot to fix long ago, it won't do much of course because no contracts in sandbox. You can test this yourself if it makes you feel a little better. But Delete MCE. Load a NEW GAME... play around in the game for a second. Exit out and post me that log file again.. I bet I will find just as many Null Refrences. Then delete the ones I mentioned above bring back MC2 and see what happens, feel free to send me log on that if you wish. This is a lot of work, so I understand if you just want to move on and not use MC2 at all.
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Cannot leave Tracing Station
malkuth replied to Shurikeeen's topic in KSP1 Technical Support (PC, modded installs)
Are you paying attention to what mods your installing. I see your running DebRefund. Which will not work in .25 because the way Funds are adding in code has changed in .25 from what it was in .24, And debrefund is only for .24. That is the start of your Null References. I can't even begin to guess if your using any other older mods. If it says .24 then I suggest not using it. You have so many mods installed that it would take a life time to figure it out. I noticed the debrefund right off and the corresponding funding Null References to go with it. To put this in a nutshell. KSP can handle a few Null Refrences, but once you start stacking them like it shows in your Log problems like this tend to happen. -
You should not get that. I will do some more test and see if I can reproduce this. When accepting the contract read the expiration days, see what it says. If problem persist I might need to see you Output_log.txt file to see if something is interfering with the contract. I personally just made a contract for this and did not get issue. I did it over and over and not seeing this happen. Hmmm. Or tell me the settings your using for the contract and I will do the same on this side.
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Version 1.08.02 This is for everyone having linux issues with large amounts of Mods and crashing because of Texture issue in MC2. Thank you Ald!! 1. Small Hot fix for the repairCan Texture. The texture was reduced to 1024 X 1024 and seems to have fixed the Linux Bug with large amounts of mods and Mission Controller Texture Causing a crash. Might apply to other Operating systems too. You can thank Ald from the Kerbal spaceprogram Forums for finding this and fixing it for us. thank you very much Ald.
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Hmmm. You seem to be giving me the log.txt file located in the main directory of KSP. This file does not give me enough information, It shows errors but does not tell me what is causing them.. I actually need the output_log.txt file. This is located in. C:\kerbalspaceprogram\\KSP_Data Again the file is called the Output_log.txt file. Its same idea as the log.txt file but it breaks down everything for I can read where the error is coming from. And you have quite a few from what I read in the log.txt file.
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Download version 1.01 I made a small error in original link but fixed it so seems like you have the right one now. Hmmmm, think just deleting the folder should do, but for some reason I'm thinking if you did manage to do any Mission Controller 2 contracts from .25 then you might have issues if you go back to older version. If you have not done any contracts then you will be all set. If you do happen to have a saved newer contract then your Archives of contracts will most likely be dumped. Some of the newer contracts are most of the Historical Contracts, The civilian contracts, the advanced Satellite contract and the Custom Crew Transfer contracts.. These were all added in .25.
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All version for last few releases are .25 only. If you need a .24 version then you have to go back a little. Last .24 Version. So checked out your logs, makes sense now. Lots of changes for KSP .25 in code, which makes most .25 mods like mine not backwards compatible with .24. You will be better off upgrading to .25. If for some reason you don't want to do this then the link above is for the last .24 version of MCE. OF course doesn't have the latest changes from 1.04 up.
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It's the textures for whatever reason lots of mods and Linux and mce textures don't mix. Had another guy with same issue confirm. First loading mce by itself or with less mods problem went away. Also had him delete the parts folder and it loaded with large mod list like yours. Best I could do at this point is ask a few other mods if they know about this issue, and if it's actually an mce problem or just too many mods.
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64 bit windows? If so I would start their and go back to 32 bit. Again if usings windows system. Other than that nothing we can do for people trying to use unstable 64bit windows ksp.
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Version 1.08 Released. Version 1.08 1. MCE Parts have all been changed to .png should help reduced ram use and The KSP Texture bug. (And possible Linux texture bug?) 2. Fixed Turning off and On MCE Contracts in settings. This option should work now. 3. Fixed Civilian Countdown Contract text showing up in Other Vessels, and contracts. These are now vessel specific and recorded When vessel enters orbit
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Welp suggest trying active Texture managment.. Even with Linux 64Bit system you can still overrun your RAM. Also to fix your other issue I take it you unistalled mission controller then this happened? If you can't get MCE to work, then instead of deleting the whole folder you can just delete all folders except Agencies and that problem should be fixed. That way you will keep the agency file that is causing the issues and at the same time get rid of MCE if its not loading. If you want to wait a little bit I about to release version 1.08 of MCE in about 20 mins.
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The next version of MCE thats not released yet I have Changed the Format of Textures for part to .png and it reduces the memory use and fixed a stock ksp bug at same time. You can try to replace your Current parts folder with this version and see if it helps. Maybe does not like the format I'm using. New Parts Folder.
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Cannot Exit Mission Control
malkuth replied to Shurikeeen's topic in KSP1 Technical Support (PC, modded installs)
I have seen this before in testing. And many times the issue is because you have a contract with a company logo missing. Or company that was once installed. Lots of mods add their own company now. Which is cool. The problem is that if you uninstall that mod, and that company logo is loaded into current contracts then this tends to happen. Thats one thing that can cause this. Another thing is missing Parts in contracts. Basically if the contract is looking for something and it is no longer their this will happen. You can try to clear all contracts with the ALT-12 Contracts tab and try to clear them all out that way. But found that usually once you get to this stage its pretty tough to fix, unless you add back the company logo that might be causing the issue. Of course this is not the only reason. Usually if its a contract issue, then your contracts freeze up and no new ones show up.