martinw89
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Loading Any Save Destroys My Ship(s)
martinw89 replied to klesh's topic in KSP1 Technical Support (PC, modded installs)
Looks like this is a really tough bug to track down. I just wanted to confirm that I've never had Tweakscale installed, so at least on my end I was getting the exact same symptoms for a different reason. I took a short break to let some mods get updated and I'm getting back to my save now. If I find anything else to report I'll make sure to do so. -
Loading Any Save Destroys My Ship(s)
martinw89 replied to klesh's topic in KSP1 Technical Support (PC, modded installs)
Hmm, the NullReferenceException seems consistent, but I have no idea what's causing it, and only a guess at what it even means. If I had to guess, it's that something is happening when loading a ship where the game is attempting to load parts into the ship but they're not actually in memory (there's nowhere to load them from). But that's just completely a guess, someone who's messed around with this stuff deeper would probably have a much better guess / explanation. Alt+F9 and Alt+F5 are super useful, they let you save a unique named quicksave, or load any save file. -
Loading Any Save Destroys My Ship(s)
martinw89 replied to klesh's topic in KSP1 Technical Support (PC, modded installs)
Huh, well at least it's not just me. I get the exact same issue - it's like a humongous force is twisting / tearing apart my crafts when I load them up. It does not happen every time, but rather about 50% of the time. Here are my mods: Crowd Sourced Science Deadly Reentry Continued Ferram Aerospace Research Kerbal Alarm Clock Kerbal Engineer Redux Kerbal Flight Indicators Module Manager (2.5.6) Precise Node Procedural Fairings Science Alert Transfer Window Planner Also, I have previously had Trajectories and ScanSat installed, but have since uninstalled them. I don't have any crafts or debris in my save with ScanSat parts. Here's a log where I went straight to loading a ship, it blew up, and then I Alt+F4'd a few seconds later. The flight scene is started at line 2917. CTRL+F for "[LOG 23:51:08.652]" if you don't want to load it in a text editor: https://dl.dropboxusercontent.com/u/5933200/KSP%20-%20Explodey%20Ships.log Yup, that's exactly what happens on my install also. Weird. Between you, myself, and the OP we don't have any mods in common. Except Module Manager of course. Edit: Did some more digging. I found out that if I let my craft explode, hit Alt+F9, reload the persistent file that originally made the craft explode, and then load the craft in the tracking station it does not explode the second time around. Despite it being from the same save file with the same variables. Here's a log of that whole process: https://dl.dropboxusercontent.com/u/5933200/KSP_Boom_then_no_boom.log The first vessel load (that causes spontaneous dis-assembly) happens at the line starting with "[LOG 00:29:04.004]". The second vessel load, in the same conditions but without the earth shattering kaboom, happens at the line starting with "[LOG 00:29:26.985]". It seems like these exceptions happened in the explody part of the log but not when the ship loaded normally: CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext () [EXC 00:29:05.691] NullReferenceException: Object reference not set to an instance of an object CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext () [EXC 00:29:05.692] NullReferenceException: Object reference not set to an instance of an object CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext () [EXC 00:29:05.693] NullReferenceException: Object reference not set to an instance of an object CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext () [EXC 00:29:05.694] NullReferenceException: Object reference not set to an instance of an object CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext () [EXC 00:29:05.695] NullReferenceException: Object reference not set to an instance of an object CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext () [EXC 00:29:05.696] NullReferenceException: Object reference not set to an instance of an object CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext () [EXC 00:29:05.697] NullReferenceException: Object reference not set to an instance of an object CompoundParts.CModuleStrut.OnTargetSet (.Part target) CompoundPart.SetLink () CompoundPart.SetTarget (.Part tgt) CompoundPart.onStartComplete () Part+.MoveNext ()[EXC 00:29:05.690] NullReferenceException: Object reference not set to an instance of an object Edit 2: Alright, I've done a lot of groundwork on isolating recreation of this bug. First, here's a save file that's just a blank Sandbox with one ship copy-pasted into its persistence file. On an unmodded game, you can consistently load this ship without a huge explosion: https://dl.dropboxusercontent.com/u/5933200/ksp%20debugging/persistent.sfs I tested that save consistently on a completely freshly installed unmodded KSP with no problems. Then, I copy-pasted that save to my modded install and instantly got the ship explosion bug. So I started uninstalling mods, and actually the first one I uninstalled (Crowd Sourced Science) fixed the issue. So next I tried copying my fresh install, and only installing Crowd Sourced Science. Bam! Spontaneous unplanned dis-assembly. Here's a log: https://dl.dropboxusercontent.com/u/5933200/ksp%20debugging/KSP_CrowdSourcedScience.log (Explosions start on line starting with "[LOG 02:03:36.723]") Note that in this log I also let debris sit for a second, and then used Alt-F9 to reload the file and load the ship without explosions. If you're interested in that part, it begins at [LOG 02:04:07.567] I don't think that's the end of the road. Other people in this thread are getting an identical issue, and no one else has mentioned Crowd Sourced Science. But I'm hoping the above will help figuring out what's causing the issue. Final edit: I'm going to force myself to stop working on this now, but for the record Crowd Sourced Science changes very little about the game (in fact it's just a .cfg file that adds text). So I don't know if that's the issue or not. There was an interesting exception from the most recent log I posted: [EXC 02:03:37.075] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,ScienceExperiment].Add (System.String key, .ScienceExperiment value) ResearchAndDevelopment.loadExperiments () ResearchAndDevelopment.GetExperiment (System.String experimentID) ModuleScienceExperiment.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () Alright, this is driving me up the wall but I should stop spamming this thread with edits, so if anyone has further insight on this I'm looking forward to hearing it. For the TL;DR of this post, read the "Edit 2" section. I wanted to leave all my logs here for completeness, but that section sums up recreating this bug on my end. -
Well, after that incident initially happened, the ship was definitely bugged even without ScienceAlert. Luckily, I had a quicksave from right when I landed, before the orbital parameters went to haywhire NaN status. I dug into the sfs file, took out some cruft from ScanSat which I'm no longer using (including reference to a ScanSat science report), and it seems like everything is functioning normally right now, including ScienceAlert. So I'm thinking it could have potentially been a conflict with having ScanSat data but no longer having ScanSat? This, specifically, is what I'm making a (very uneducated) guess about what the problem was. This was from the ResearchAndDevelopment SCENARIO section of the save file: Science { id = SCANsatAltimetryLoRes@MunInSpaceHighsurface title = Low Resolution Altimetry Scan of the Mun dsc = 2 scv = 1 sbv = 2 sci = 0 cap = 40 } Anyway, the TL;DR is that I think this was just an issue I had on my end from installing / uninstalling mods while missions were ongoing, so I hope I didn't take too much of your time up.
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Yup, I'm starting to think it might be unrelated save file corruption. Crap, I was really enjoying a new 0.90 career (but at least it's not an issue for you!). Here's a log where pretty much the only thing I did was load my game, go to my landed craft, and then exited: https://dl.dropboxusercontent.com/u/5933200/KSP.log
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So I'm getting a pretty serious bug that only manifests itself when interacting with ScienceAlert, but I have 9 other mods so I'm not sure if it's a ScienceAlert issue or not. I'll attach an excerpt of my log and the list of mods I use. When I go to a craft that I previously landed on the Mun (before installing ScienceAlert), the toolbar button pops up and everything appears normal. But if I click crew report in the ScienceAlert menu, I get a message that "that can't be done right now", the ship bugs out and the log throws NaN errors. The ship appears to be floating and if I tell a Kerbal to EVA the game says that kerbal bailed. This does not happen if I do a crew report the KSP way by right-clicking the craft. Additionally, on a less game breaking but still ScienceAlert breaking side of things, the stock toolbar icon for ScienceAlert disappears if I switch crafts and I can't get it back unless I restart the game. [ERR 23:23:45.328] ScienceAlert, Failed to find settings file C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ScienceAlert/settings.cfg [LOG 23:23:45.335] ScienceAlert, Saving settings to C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ScienceAlert/settings.cfg [WRN 23:23:45.337] ScienceAlert, ProfileManager: Profile config not found at 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ScienceAlert/profiles.cfg' [ERR 23:23:45.338] ScienceAlert, ProfileManager.DefaultProfile: failed to find a default profile! Creating one. [WRN 23:23:45.340] ScienceAlert, Persistent save has no saved profiles [LOG 23:23:45.344] ScienceAlert, Waiting on ProfileManager... [LOG 23:23:45.345] ScienceAlert, Waiting on AppLauncher [LOG 23:23:45.345] ScienceAlert, Initializing ScienceAlert [LOG 23:23:45.346] ScienceAlert, ScienceAlert/sounds/bubbles ready [LOG 23:23:45.347] ScienceAlert, ScienceAlert/sounds/click1 ready [LOG 23:23:45.347] ScienceAlert, ScienceAlert/sounds/click2 ready [LOG 23:23:45.347] ScienceAlert, ScienceAlert/sounds/error ready [LOG 23:23:45.348] ScienceAlert, Creating biome filter [LOG 23:23:45.348] ScienceAlert, Creating experiment manager [LOG 23:23:45.351] ScienceAlert, Creating options window [LOG 23:23:45.353] ScienceAlert, Configuring NumberFormatInfo for current locale [LOG 23:23:45.355] ScienceAlert, Vessel b01016a2-25b2-4abb-beeb-2faf31b4a8d0:Mun Lander 2 does not have a vessel profile entry. Using default. [LOG 23:23:45.358] ScienceAlert, Creating experiment window [LOG 23:23:45.359] ScienceAlert, Creating debug window [LOG 23:23:45.360] ScienceAlert, Finished creating windows [LOG 23:23:45.361] ScienceAlert, Setting scan interface type to None [LOG 23:23:45.362] ScienceAlert, Rebuilding observer list [LOG 23:23:45.364] ScienceAlert, Scan interface type is now None [LOG 23:23:45.374] ScienceAlert, Rebuilding observer list [LOG 23:23:45.374] ScienceAlert, Toolbar button ready [LOG 23:23:45.375] ScienceAlert, ScienceAlert initialization finished. [LOG 23:23:45.376] KerbalEngineer -> ActionMenuGui was created. [LOG 23:23:45.385] 12/23/2014 11:23:45 PM,KerbalAlarmClock,Adding DrawGUI to PostRender Queue [LOG 23:23:45.386] 12/23/2014 11:23:45 PM,KerbalAlarmClock,Skipping version check [LOG 23:23:45.568] ScienceAlert, Experiment crewReport@MunSrfLandedHighlands just became available! Total potential science onboard currently: 0 (Cap is 18, threshold is Unresearched, current sci is 0, expected next report value: 18) [LOG 23:23:45.595] ScienceAlert, Experiment evaReport@MunSrfLandedHighlands just became available! Total potential science onboard currently: 0 (Cap is 28.8, threshold is Unresearched, current sci is 0, expected next report value: 28.8) [LOG 23:23:45.596] [PlanetariumCamera]: Focus: Mun Lander 2 [LOG 23:23:45.655] ScienceAlert, Experiment seismicScan@MunSrfLandedHighlands just became available! Total potential science onboard currently: 0 (Cap is 79.2, threshold is Unresearched, current sci is 0, expected next report value: 72) [LOG 23:23:45.680] ScienceAlert, Experiment temperatureScan@MunSrfLandedHighlands just became available! Total potential science onboard currently: 0 (Cap is 28.8, threshold is Unresearched, current sci is 0, expected next report value: 28.8) [LOG 23:23:45.803] Flight State Captured [LOG 23:23:45.807] Saving Achievements Tree... [LOG 23:23:45.808] Saving Achievements Tree... [LOG 23:23:45.808] Saving Achievements Tree... [LOG 23:23:45.808] Saving Achievements Tree... [LOG 23:23:45.809] Saving Achievements Tree... [LOG 23:23:45.840] Active Vessel is moving (sqrVel = 53.3678773231025). Cannot save. [LOG 23:23:46.895] [Mun Lander 2]: ground contact! - error: -0.015m [LOG 23:23:46.896] Unpacking Mun Lander 2 [ERR 23:23:46.898] Coroutine couldn't be started because the the game object 'Building' is inactive! [ERR 23:23:46.898] Coroutine couldn't be started because the the game object 'VAB3' is inactive! [ERR 23:23:46.898] Coroutine couldn't be started because the the game object 'SouthComplex' is inactive! [ERR 23:23:46.898] Coroutine couldn't be started because the the game object 'Facility' is inactive! [ERR 23:23:46.899] Coroutine couldn't be started because the the game object 'Antenna_South' is inactive! [ERR 23:23:46.899] Coroutine couldn't be started because the the game object 'Antenna_North' is inactive! [ERR 23:23:46.899] Coroutine couldn't be started because the the game object 'Antenna_East' is inactive! [ERR 23:23:46.899] Coroutine couldn't be started because the the game object 'Building' is inactive! [ERR 23:23:46.899] Coroutine couldn't be started because the the game object 'Building' is inactive! [ERR 23:23:46.900] Coroutine couldn't be started because the the game object 'Tower' is inactive! [ERR 23:23:46.900] Coroutine couldn't be started because the the game object 'End09' is inactive! [ERR 23:23:46.900] Coroutine couldn't be started because the the game object 'End27' is inactive! [ERR 23:23:46.900] Coroutine couldn't be started because the the game object 'Section1' is inactive! [ERR 23:23:46.900] Coroutine couldn't be started because the the game object 'Section2' is inactive! [ERR 23:23:46.901] Coroutine couldn't be started because the the game object 'Section3' is inactive! [ERR 23:23:46.901] Coroutine couldn't be started because the the game object 'Section4' is inactive! [ERR 23:23:46.901] Coroutine couldn't be started because the the game object 'Section5' is inactive! [ERR 23:23:46.901] Coroutine couldn't be started because the the game object 'mainBuilding' is inactive! [ERR 23:23:46.902] Coroutine couldn't be started because the the game object 'mainBuilding' is inactive! [ERR 23:23:46.902] Coroutine couldn't be started because the the game object 'Antenna' is inactive! [ERR 23:23:46.902] Coroutine couldn't be started because the the game object 'ksp_pad_cylTank' is inactive! [ERR 23:23:46.902] Coroutine couldn't be started because the the game object 'ksp_pad_launchPad' is inactive! [ERR 23:23:46.902] Coroutine couldn't be started because the the game object 'ksp_pad_sphereTank' is inactive! [ERR 23:23:46.903] Coroutine couldn't be started because the the game object 'ksp_pad_waterTower' is inactive! [ERR 23:23:46.903] Coroutine couldn't be started because the the game object 'KSCFlagPoleLaunchPad' is inactive! [ERR 23:23:46.903] Coroutine couldn't be started because the the game object 'mainBuilding' is inactive! [LOG 23:23:46.974] FAR Raycast mask: 557059 557063 [LOG 23:23:47.007] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 0 [LOG 23:23:47.008] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 1.40000000130385 [LOG 23:23:47.050] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 0 [LOG 23:23:47.051] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 1.4400000013411 [LOG 23:23:47.075] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 0 [LOG 23:23:47.076] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 1.46000000135973 [LOG 23:23:47.092] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - 0 [LOG 23:23:47.093] problem! [LOG 23:23:45.328] ScienceAlert, Loading settings from C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ScienceAlert/settings.cfg Crowd Sourced Science Deadly Reentry Continued FAR Kerbal Alarm Clock Kerbal Engineer Redux Kerbal Flight Indicators Module Manager (obviously) Precise Node Procedural Fairings I'd be happy to provide any other info / try some things out to either fix this or help it be reproducible. Edit: Found an exception, not sure if it's related or not: System.Collections.Generic.Dictionary`2[System.String,ScienceExperiment].Add (System.String key, .ScienceExperiment value) ResearchAndDevelopment.loadExperiments () ResearchAndDevelopment.GetExperiment (System.String experimentID) ModuleScienceExperiment.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext ()[EXC 23:51:45.023] ArgumentException: An element with the same key already exists in the dictionary.
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I have a small feature request. Is it possible to connect the PID coefficients to individual ships rather than being a global value? I'm sure you're familiar with control theory, and obviously different ships are going to need different tuning. I apologize if this has been requested before. It's a nearly 200 page thread and "PID" doesn't have enough characters to be a search term. Then since a PID alone isn't sufficient with our error precision and delay you can add a feed forward dynamics based controller (kidding )