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Everything posted by ExEvolution

  1. I have not had this issue occur since updating to the Dev build, I'll be sure to report if I find any other issues.
  2. I'm getting some similar behavior with time warp. TAC doesn't seem to be reading the vessel's current EC at all after hitting a moderate time warp. Check out my negative electrical charge reading. Sending a Kerbal on EVA will reset the EC display
  3. I went back and double checked and I was wrong on the filenames. I remembered unity in the name and in my head I saw the plugin name with it. So its definitely a coding issue and not just additional DLLs being included that are causing the issue like in remotetech's case. I'll try to get a log with verbose logging going
  4. I'm only trying it because of how it interracted with RemoteTech, I don't know Unity yet, and a newbie at OOP in general, but trying things that worked in the past is worth the troubleshooting steps IMO. Anyway I can't test it till I get home, currently RDP'd into my box and I don't recommend trying to bug test in these conditions
  5. I was doing a little cleanup in my gamedata folder, deleting mods which I don't really use and checking for updates to mods that don't support AVC and I came across a couple files that might be related to this bug. In another mod, I came across similar files which completely broke the mod, files named {pluginname}.Unity.dll This occurred in RemoteTech, after removing the RemoteTech.Unity.dll file from the RemoteTech folder, it fixed the mod and the mod author re-released the mod without those files, anyway I came across one called KerbalEngineer.Unity.dll so I just deleted the file and I'm going to test whether this file has broken your mod as well.
  6. I've also been getting this bug, but I keep checking the logs and no exceptions are being thrown so I'm not sure what is causing it.
  7. Reporting in on an NRE in my logs output_log.txt https://drive.google.com/open?id=0B6XmL37AFRVGTGhOTGJwV1ZZMzQ NullReferenceException: Object reference not set to an instance of an object at MissionControllerEC.MCEParameters.LanderResearchPartCheck.OnUpdate () [0x00000] in <filename unknown>:0 at Contracts.ContractParameter.Update () [0x00000] in <filename unknown>:0 at Contracts.Contract.Update () [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.UpdateContracts () [0x00000] in <filename unknown>:0 at Contracts.ContractSystem+<UpdateDaemon>c__Iterator80.MoveNext () [0x00000] in <filename unknown>:0
  8. Here to report an NRE which mentions this mod. output_log.txt https://drive.google.com/open?id=0B6XmL37AFRVGTGhOTGJwV1ZZMzQ NullReferenceException at (wrapper managed-to-native) UnityEngine.MonoBehaviour:StopCoroutine (string) at ScienceChecklist.ScienceChecklistAddon.Unload () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.ApplicationLauncher.OnDestroy () [0x00000] in <filename unknown>:0
  9. Heres a log using the latest version that encounters NREs with KAC There are other NREs in this log that I'm reporting to their respective developers so you should just be able to focus on strictly your own, if you need any additional information please let me know. output_log.txt https://drive.google.com/open?id=0B6XmL37AFRVGTGhOTGJwV1ZZMzQ
  10. Cool I just came to report this NRE but I see you've already seen it. NullReferenceException: Object reference not set to an instance of an object at Strategia.CurrencyPopup.OnGUI () [0x00000] in <filename unknown>:0
  11. I have a large log file for you, Kraken being caused by https://github.com/sswelm/KSP-Interstellar-Extended/blob/master/FNPlugin/Microwave/MicrowaveSources.cs on vessel launch. There doesn't seem to be a consistent cause of it, I'm not even using any KSP Interstellar parts on the vessels that crash it. Here's the output_log https://drive.google.com/open?id=0B6XmL37AFRVGWV81UTBBb1I0VGs A lot of things break at max time warp just because of such high approximations. I find that things that rely on power tend to stop working at 100,000x
  12. One of the bugs caused by these NREs is that the tracking center scene locks up sometimes.
  13. This release is bugged and I wouldn't recommend using it. It causes Null Reference Exceptions
  14. Confirming that this fixes the flight computer, but it is also not compatible with Contract Configurator at this time, Contract Configurator would need to be compiled against this version of RT, which I'm sure he won't do unless this becomes the official release.
  15. Kerbal Alarm Clock is not 1.1 compatible yet, the user patched version is bugged and causes Null Reference Exceptions which is most likely the cause of your crashes.
  16. This was a copy and paste from AVC which for whatever reason does not include module manager. I have ModuleManager.2.6.22.dll in GameData
  17. I did not install with CKAN, I did a manual install of all my mods. So I reinstalled the archive and I'm about to test again, but I ran a difference tool on the freshly extracted folder vs the one that was causing the slippery air and saved any files that did not match between the old and the reinstall. https://drive.google.com/open?id=0B6XmL37AFRVGNkpzV0pldTlzUmM It seems like the config files may have been generated incorrectly the first time. Edit: So even after reinstalling, same problem. Must be an interraction with another mod. Here's my mod list, if you know any mods that are known to cause issues with FAR KSP: 1.1 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit USI Tools - 0.7.1 B9 Aerospace Procedural Parts - 0.40.2 Better Science Labs Continued - Community Resource Pack - 0.5 Connected Living Space - Contract Configurator - 1.10.4 Contract Pack: Field Research - 1.1.7 Contract Pack: Bases and Stations - 3.2.1 Contract Pack: RemoteTech - 2.0.2 Contract Pack: Tourism Plus - 1.4.2 CustomBarnKit - 1.1.7 DMagic Orbital Science - 1.2.3 CapCom Mission Control On The Go - EditorExtensionsRedux - Ferram Aerospace Research - 0.15.6 Firespitter - 7.2.1 Docking Sounds - 2.1 Kerabl Optical Alignment System - 1.0 Interstellar Fuel Switch - 1.21 RasterPropMonitor - 0.25 Kerbal Engineer Redux - Kerbal Joint Reinforcement - 3.1.5 KSP-AVC Plugin - KW-Rocketry-Community-Fixes - 0.4.12 Lithobrake Exploration Technologies - 0.3.4 Infernal Robots - 2.0 MissionController 2 - 1.3.4 ModularFlightIntegrator - 1.1.3 Docking Port Alignment Indicator - 6.3 PlanetShine - 0.2.5 RCS Build Aid - 0.8 RCS Sounds - 5.0 RemoteTech - 1.6.11 SafeChute - 1.9 SCANsat - 1.1.6 ShipManifest - 5.0.9 StageRecovery - 1.6.4 Strategia - 1.2.1 TweakScale - USI Core - 0.2.1 Karbonite - 0.7.1 Karbonite Plus - 0.6.1 KSP Interstellar Extended - 1.8.9 Waypoint Manager - 2.5 Wider Contracts App - 1.3.2 [x] Science! - 4.15 Edit again: Ok so it seems that by simply restarting the game, the thin air problem seems to have gone away. Is it possible that the configs are broken on first launch and relaunching it fixes it? Also, I noticed I was getting "Updating voxel" spam in debug when I was having the issue.
  18. Something doesn't seem right with the latest build, I'm getting nearly 0 Gs of deceleration at 33k, I descended from 280k down to 35, and it has taken 3 revolutions so far just to get my apoapsis below 70k. I don't remember it being this thin in previous versions. https://imgur.com/RGEWDPp Edit: Still going 1200m/s at 3k meters high
  19. So I have a question about the flight computer. In older versions I used to disable signal delay because I didn't understand the flight computer. Now I understand it, but whenever I use any of the hold direction options, or tell the computer to execute a burn, my crafts wobble around the node in a circle and I can't figure out why. The mass is symmetrical and I have no problems holding direction without the flight computer, but as soon as I activate it, it acts up. Not sure if a bug or an odd interaction with another mod I use. Don't want to post a bug report without knowing if it is actually a bug however. Modlist Volume in drive D is Samsung 850 Pro Volume Serial Number is 3A03-7F50 Directory of D:\Other Games\Kerbal Space Program (Modded Instances)\KSP 1.1\GameData 04/13/2016 02:55 PM <DIR> . 04/13/2016 02:55 PM <DIR> .. 04/05/2016 03:09 PM <DIR> 000_Toolbar 04/04/2016 08:32 PM <DIR> 000_USITools 03/29/2016 03:12 AM <DIR> B9_Aerospace_ProceduralWings 04/11/2016 11:17 AM <DIR> Better Science Labs Continued 04/04/2016 08:40 PM <DIR> BetterBurnTime 03/29/2016 07:36 PM <DIR> BetterCrewAssignment 04/04/2016 08:33 PM <DIR> UmbraSpaceIndustries 04/11/2016 11:23 AM <DIR> CommunityResourcePack 11/22/2015 06:15 PM <DIR> CommunityTechTree 04/13/2016 06:10 AM <DIR> ContractConfigurator 04/13/2016 06:08 AM <DIR> ContractPacks 04/02/2016 02:52 PM <DIR> CustomBarnKit 03/30/2016 04:40 PM <DIR> DefaultActionGroups 04/11/2016 11:30 AM <DIR> DistantObject 04/03/2016 12:43 PM <DIR> DMagicOrbitalScience 04/11/2016 11:41 AM <DIR> EditorExtensionsRedux 03/31/2016 02:22 PM <DIR> EnvironmentalVisualEnhancements 04/04/2016 03:10 PM <DIR> FieldExperience 04/04/2016 08:32 PM <DIR> Firespitter 04/11/2016 11:15 AM <DIR> FuelTanksPlus 03/30/2016 12:36 PM <DIR> InterstellarFuelSwitch 11/05/2014 12:23 PM <DIR> JSI 04/13/2016 07:15 AM <DIR> KerbalEngineer 12/12/2015 12:17 PM <DIR> KerbalFoundries 04/01/2016 02:43 PM <DIR> KerbalJointReinforcement 04/13/2016 07:15 AM <DIR> KSP-AVC 03/29/2016 09:16 PM <DIR> KWCommunityFixes 03/29/2016 09:10 PM <DIR> KWRocketry 04/11/2016 11:15 AM <DIR> LETech 12/08/2015 10:37 AM <DIR> MagicSmokeIndustries 03/30/2016 10:30 PM <DIR> MinAmbience 04/03/2016 05:00 PM <DIR> TweakScale 04/05/2016 08:45 PM <DIR> TriggerTech 04/11/2016 11:15 AM <DIR> ModRocketSys 03/29/2016 11:50 PM <DIR> ModularFlightIntegrator 03/26/2016 10:03 PM <DIR> TarsierSpaceTech 04/11/2016 11:11 AM <DIR> StripSymmetry 04/02/2016 07:29 AM <DIR> Strategia 03/06/2016 10:19 AM <DIR> StockVisualEnhancements 04/06/2016 03:17 PM <DIR> StageRecovery 04/04/2016 08:30 PM <DIR> Squad 04/05/2016 12:00 AM <DIR> SmokeScreen 04/10/2016 12:04 PM <DIR> NavyFish 04/13/2016 08:36 AM <DIR> PersistentRotation 11/28/2015 07:22 AM <DIR> PlanetShine 04/13/2016 05:48 AM <DIR> PluginData 04/12/2016 11:15 PM <DIR> PreciseManeuver 04/05/2016 09:48 AM <DIR> ProceduralFairings 02/05/2016 04:58 PM <DIR> RCSBuildAid 03/29/2016 09:37 PM <DIR> RealChute 04/13/2016 09:00 AM <DIR> RemoteTech 04/01/2016 07:57 AM <DIR> SafeChute 04/05/2016 10:16 AM <DIR> SCANsat 04/05/2016 06:08 AM <DIR> scatterer 02/17/2016 01:59 AM <DIR> Science-Full-reward 04/12/2016 10:20 PM <DIR> ShipManifest 03/29/2016 06:41 PM <DIR> WiderContractsApp 11/17/2015 08:53 AM 695 ModuleManagerLicense.md 04/13/2016 07:15 AM 58,872 ModuleManager.TechTree 04/13/2016 07:15 AM 6,851 ModuleManager.Physics 04/13/2016 07:15 AM 226,246 ModuleManager.ConfigSHA 04/13/2016 07:15 AM 3,554,980 ModuleManager.ConfigCache 04/11/2016 10:14 PM 61,440 ModuleManager.2.6.21.dll 03/30/2016 01:09 PM 61,440 ModuleManager.2.6.18.dll 04/13/2016 08:52 AM 2,952 toolbar-settings.dat 04/13/2016 02:55 PM 0 modlist.txt 04/12/2016 12:37 PM 842 MM_LICENSE.md 04/12/2016 12:39 PM 154 build.txt 04/11/2016 11:08 AM 46,080 SmartStage.dll 12 File(s) 4,020,552 bytes 59 Dir(s) 40,219,021,312 bytes free Could this be related to https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/431 ?
  20. Success! Glad my little report was the right answer.
  21. I seem to have fixed this by deleting all the files in the RemoteTech\Plugins directory except for RemoteTech.dll I'll report back if anything breaks.
  22. I'm glad you're still working on this. Its a great mod and the rewrite for 1.1 is surely going to help with the issues in previous versions. Gonna test it now
  23. So I tried landing on Minmus using this mod to calculate the suicide burn, and as I got closer to the estimated time, the counter accelerated. It initially told me I had 15 seconds estimated burn, but by the time I was able to react to fire the engine, it nearly skipped 15, by the time I impacted, it said I had 7 seconds of burn time remaining, even though I started as soon as I saw 15 appear. I recorded it after reloading my save and you can see how fast the timer counts. Please give it a moment to process, just uploaded it.
  24. Ships should still exist in the save when you reinstall the mods that had parts on the ships If reinstalling KW rocketry didn't bring the ships back to life, then it probably wasn't just KW rocketry that you removed. Any part mods removed cause the entire ship to disappear because of how ships are saved in the save file. I'd recommend making a brand new install and leave your old install intact if you intend on playing the old save. Just make a copy of a clean install in a new directory For example, I have my old 0.22 KSP install for my old save, a 0.90 install, and a 1.0.4 install all on my D drive so I can go back to them at any time.
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