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Hektos

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Everything posted by Hektos

  1. What I see here is still pretty cool. I already love your mod, you're just giving me more reasons
  2. Got a NaN error that locked up my game shortly after launching a rocket and switching to map view. There was no crash folder, but here is the end of my output_log.txt [PlanetariumCamera]: Focus: Untitled Space Craft (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Trajectories: attaching camera listener (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.16521978978 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.11672401827 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.11580580877 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.16423300409 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.16521978978 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.11672401827 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.11580580877 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) FAR Error: Aerodynamic force = NaN AC Loc = 1001.16423300409 AoA = 0 MAC = 1.388 B_2 = 1.311 sweepAngle = 6.12303176911189E-17 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 at R8winglet (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) getObtAtUT result is NaN! UT: 20746.9929417709 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) getObtAtUT result is NaN! UT: NaN (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) getObtAtUT result is NaN! UT: NaN (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) getObtAtUT result is NaN! UT: NaN This repeated to the end of the log (when I had to force quit the game).
  3. What other mods are you using? Is this a new save? How far along are you in the tech tree?
  4. Delete all the folders associated with B9, then re-install. I had this issue and that fixed it for me. Make sure you are using the newest version.
  5. Precise Node is throwing a TON of NullRefs in map view. This was during flight in Kerbin's atmosphere. Not sure if this is something to worry about but I figured I would report it anyway. The error is as follows, it repeats these three blocks over and over...let me know if you need the whole log. NullReferenceException: Object reference not set to an instance of an object at RegexKSP.PreciseNode.get_canShowNodeEditor () [0x00000] in <filename unknown>:0 at RegexKSP.PreciseNode.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at RegexKSP.PreciseNode.get_canShowNodeEditor () [0x00000] in <filename unknown>:0 at RegexKSP.PreciseNode.OnGUI () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at RegexKSP.PreciseNode.get_canShowNodeEditor () [0x00000] in <filename unknown>:0 at RegexKSP.PreciseNode.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
  6. I know pretty much nothing about the coding for KER (or really KSP in general). But I noticed a NullRef on scene change from Flight to Editor. It happened several times during my last play session. Here is the error...Let me know if you need the whole log. [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR ===================== (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Exception in StartSimulation: System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.PartSim..ctor (.Part thePart, Int32 id, Double atmosphere, KerbalEngineer.LogMsg log) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.Simulation.PrepareSimulation (System.Collections.Generic.List`1 parts, Double theGravity, Double theAtmosphere, Double theVelocity, Boolean dumpTree, Boolean vectoredThrust) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  7. Gah I'm stumped then. Here is a picture of my Texture Replacer folder where I put the suit textures. There are other photo's in the album. Right above the picture are numbers that link to the others
  8. Hmm I didn't think of that. I take it letter case matters? I'll have to check when I get home. In the mean time, possibly related to my issue, I did notice that in-game when choosing a texture set there are 4 textures. It looks like a suit, the jetpack and two helmets, the new one and the stock one. Is that normal?
  9. I seem to be having a problem with replacing suit textures. The helmets always stay the default red. Would anyone know what I'm doing wrong perchance?
  10. It does, until the next time I try to load the game I have to delete that folder every time I want to load KSP.
  11. This just happened to me as well. Completely lost control of poor Jeb. Luckily I was able to recover him while he was still "falling".
  12. I'm getting stuck at the load screen when trying to load a specific texture. I can load into the game fine when ATM first builds the cache, but for some reason this texture causes the game to hang on subsequent startups. My output_log The texture in question is UmbraSpaceIndustries/Kolonization/Assets/Decal_375_00 I'm using the pre-release 4-4 build of ATM.
  13. It is now I made a module manager patch file that adds the Interstellar impactor experiment to the DMagic Universal Storage accelerometer. Download this file from dropbox, extract to GameData, say yes when asked to merge. Requires Interstellar mod obviously. Enjoy! EDIT: Any contracts that ask for magnetic scans still require the one from DMagic, the Interstellar one will NOT work.
  14. Thanks for all your help Ferram! I was finally able to get a boat put together
  15. So larger, lighter parts have more buoyancy. That much makes sense. I guess what I'm trying to find out is which parts have more resistance to the hydro-dynamic forces. Is this something that BB determines or is that something that stock KSP decides? I may have misinterpreted the scope of this mod and thought I might be able to use something other than radial intakes for the hull of my boat. Is that an incorrect assumption or should I still be using them?
  16. Boris, I just have to say thank you SOOOO much for doing this. I loved having KSPI (thank you Scott Manley!) in .25 and was sad that it hadn't been updated for 0.90. This has pretty much made my mods for .90 complete!
  17. Ferram, what determines the strength of joints before they fail due to aerodynamic stresses? Also, what determines buoyancy in a part? I'm trying, and failing miserably, to build a pontoon boat and the answers to these questions would really help. I'm using the newest FAR if that makes any difference.
  18. AlphaAsh, I went ahead and created these configs and packaged them for easy installation. For anyone who is unsure about creating config files for ATM, all you have to do is drop the ActiveTextureManagement folder in your GameData directory and say "yes" when asked to merge the folders. All kredit of course goes to 5thHorseman, I just bundled them for easy install. Download can be had here on dropbox. Feel free to re-host them somewhere else if you want
  19. BAC9, not a huge deal, but AVC keeps throwing out-of-date messages at me whenever I start the game. Or is this intended as a way to say "It's updated, but not REALLY updated"?
  20. Good sir, I must beg your forgiveness for I have incorrectly faulted your mod. At this point I'm not 100% sure what was causing the leak (though it MAY have been an out-of-date Firespitter.dll). I have recently reinstalled the Firespitter.dll (for the B9 parts pack) at the same time I removed texture replacer (shame on me for not doing one step at a time!). I have gone back to enjoying my KSP career with a wonderfully replaced skybox and hovering between 2.3GB and 2.8GB RAM usage. Cheers to you and good day
  21. Shaw, I believe your mod may be causing (or at least severely exacerbating) a memory leak within KSP. With Texture Replacer installed my memory rapidly increases from about 2.3GB to 3.6GB usually with scene changes (seems to be especially prevalent going from the VAB/SPH to the Launch Pad/Runway) resulting in a crash shortly after. Hopefully you can help me find the root of this problem as I really enjoy what Texture Replacer brings to my KSP install I'm currently using a good bit of mods so I've been forcing OpenGL and using Active Texture Management (aggressive). If you need my list of mods let me know! EDIT: I was incorrect in this assumption. Everything has been rectified at this post here.
  22. I'm using the new beta release, but I'm not sure what I'm supposed to be looking for? My memory usage seems to be about the same as before, though I am using a very heavily modded copy of KSP with ATM aggressive (obviously ) and -force-opengl
  23. Appreciate all the quick updates. I understand that you may be busy with the holidays (and I've already fixed the problem myself), but there is no .version file included with your newest release of Kerbal Konstructs and AVC is yelling at me to update (even though I have)
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