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RyanRising

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Everything posted by RyanRising

  1. Do you have KerbQuake or Kerbal Joint Reinforcement installed? These mods seem to cause staging to flip out on heavy vehicles.
  2. It could be related to KJR, but I don't have it and I still got the staging issue. My install is by no means stock though.
  3. Nah, looks to me like he's suggesting something like the extras already included in this mod, but a bit more extreme.
  4. Wow. Nicely done. It actually makes sense to have rocket parts that aren't exactly state-of-the-art at the beginning of a space program. Also, I wanted to bump this thread, but didn't have a good reason to do so. You do!
  5. My decouplers were, yes, lacking ejection force, but also not staging correctly. The issue seems to appear with KJR too. You can read more here.
  6. Trying the same thing with stock. Stand by... EDIT: Nope, doesn't happen, so it's not a stock issue. Preparing my Copy/Paste. Good morning, by the way. EDIT2: Uninstalling KerbQuake did it for me. But that still doesn't solve your issue, which appears to be caused by KJR, if I can understand these logs in the least.
  7. Hoo Boy. I'll do it... Tomorrow! I gotta go do Real Life right now. See ya then.
  8. Here's a video just in case you feel like watching one instead of reading all the posts.
  9. Sadly not I. But you don't have KerbQuake. Hmm, this does seem to be a toughie.
  10. Launched it again, here's the relevant part of the log. activating stage 1 - current stage: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [00:00:08]: Separation of stage 2 confirmed (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at KerbQuake.KerbQuake.onVesselStageSeparate (.EventReport report) [0x00000] in <filename unknown>:0 at EventData`1[EventReport].Fire (.EventReport data) [0x00000] in <filename unknown>:0 at ModuleAnchoredDecoupler.OnDecouple () [0x00000] in <filename unknown>:0 at ModuleAnchoredDecoupler.OnActive () [0x00000] in <filename unknown>:0 at Part.ModulesOnActivate () [0x00000] in <filename unknown>:0 at Part.activate (Int32 currentStage, .Vessel activeVessel) [0x00000] in <filename unknown>:0 at Staging.activateStage (Int32 stage) [0x00000] in <filename unknown>:0 at Staging.activateNextStage () [0x00000] in <filename unknown>:0 at Staging.ActivateNextStage () [0x00000] in <filename unknown>:0 at FlightInputHandler.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) activating stage 1 - current stage: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [00:00:09]: Separation of stage 2 confirmed (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at KerbQuake.KerbQuake.onVesselStageSeparate (.EventReport report) [0x00000] in <filename unknown>:0 at EventData`1[EventReport].Fire (.EventReport data) [0x00000] in <filename unknown>:0 at ModuleAnchoredDecoupler.OnDecouple () [0x00000] in <filename unknown>:0 at ModuleAnchoredDecoupler.OnActive () [0x00000] in <filename unknown>:0 at Part.ModulesOnActivate () [0x00000] in <filename unknown>:0 at Part.activate (Int32 currentStage, .Vessel activeVessel) [0x00000] in <filename unknown>:0 at Staging.activateStage (Int32 stage) [0x00000] in <filename unknown>:0 at Staging.activateNextStage () [0x00000] in <filename unknown>:0 at Staging.ActivateNextStage () [0x00000] in <filename unknown>:0 at FlightInputHandler.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) activating stage 1 - current stage: 2 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [00:00:10]: Separation of stage 2 confirmed (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException: Object reference not set to an instance of an object at KerbQuake.KerbQuake.onVesselStageSeparate (.EventReport report) [0x00000] in <filename unknown>:0 at EventData`1[EventReport].Fire (.EventReport data) [0x00000] in <filename unknown>:0 at ModuleAnchoredDecoupler.OnDecouple () [0x00000] in <filename unknown>:0 at ModuleAnchoredDecoupler.OnActive () [0x00000] in <filename unknown>:0 at Part.ModulesOnActivate () [0x00000] in <filename unknown>:0 at Part.activate (Int32 currentStage, .Vessel activeVessel) [0x00000] in <filename unknown>:0 at Staging.activateStage (Int32 stage) [0x00000] in <filename unknown>:0 at Staging.activateNextStage () [0x00000] in <filename unknown>:0 at Staging.ActivateNextStage () [0x00000] in <filename unknown>:0 at FlightInputHandler.Update () [0x00000] in <filename unknown>:0
  11. It's not KJR. I have the problem and don't have that mod. EDIT: No, it would show up on your modlist if it was installed. So it's not that or KJR now.
  12. I have some pics of the issue, this is what you're referring to, right? Yes, it is Thunderbird 3
  13. A correlation to what exactly? I might be missing some context.
  14. I'll try updating it. See if this guy knows that, he posted this issue first.
  15. I've got this same problem, but I don't have Realism Overhaul installed. EDIT: Mods I have in common: 000_Toolbar, DDSLoader, DistantObject, EnvironmentalVisualEnhancements, FerramAerospaceResearch, JSI, KerbalEngineer, MP_Narazi, ProceduralFairings, RealSolarSystem (for the atmosphere color), SmokeScreen, TextureReplacer, Trajectories, ModuleManger.2.5.1. Y'know, sharedassets10 should me somewhere in KSP_Data. That's why your sunflare isn't working if it's not.
  16. I wanted to see what the Collision FX mod would do when I threw a bunch of I-beams at each other. Technically, It hadn't exploded yet.
  17. It's to make them overheat. That's what causes the engines to "go blue".
  18. No, I mean the "push" you got for a short while when something exploded near you. It seemed to be gone in the latest KSP version.
  19. I like that shockwaves are applied to the configured parts. I miss shockwaves.
  20. I'll try this. A new explosion system sounds cool.
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