Angelo Kerman Posted January 13, 2016 Author Share Posted January 13, 2016 OK, what template is the Ponderosa/Casa set to? If it is the geology lab, try reverting to 0.9.5 and see if that helps. I definitely need logs at this point. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted January 13, 2016 Share Posted January 13, 2016 53 minutes ago, Angel-125 said: OK, what template is the Ponderosa/Casa set to? If it is the geology lab, try reverting to 0.9.5 and see if that helps. I definitely need logs at this point. In my case the casa was set to geology lab. and the hacienda to ironworks. so both their default. i'll get right on getting u some logs to work with. Quote Link to comment Share on other sites More sharing options...
rumtreiber Posted January 13, 2016 Share Posted January 13, 2016 I am not able to open the ingame settiings menu with Mod+P. I am on Linux and Mod Key defaults to right shift key. Doesn't matter if I try in sandbox or career mode. Any ideas what I could do? Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted January 13, 2016 Share Posted January 13, 2016 6 minutes ago, rumtreiber said: I am not able to open the ingame settiings menu with Mod+P. I am on Linux and Mod Key defaults to right shift key. Doesn't matter if I try in sandbox or career mode. Any ideas what I could do? I set my Mod key to be the "Super" Key. settings.cfg: MODIFIER_KEY { primary = LeftWindows secondary = RightShift group = 0 modeMask = -1 modeMaskSec = -1 } Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted January 13, 2016 Share Posted January 13, 2016 (edited) 2 hours ago, Angel-125 said: OK, what template is the Ponderosa/Casa set to? If it is the geology lab, try reverting to 0.9.5 and see if that helps. I definitely need logs at this point. Both the habitat and the geology lab cause this, I think. I'll wrangle CKAN into downgrading to 0.9.5. Here's my log, from game unpause, with Endun getting a Casa out of KIS inventory, carrying it, and falling over. I've filtered out all the NREs from other things like AIES landing legs and ships with missing resources (e.g. old DRE installation). Spoiler [LOG 03:15:05.602] Game Unpaused! [WRN 03:15:05.602] Can not play a disabled audio source [LOG 03:15:09.643] [KIS] Equip item WBI.Ponderosa2 [LOG 03:15:09.725] WBILight [FFAB2448][5120.6180]: SetupAnimations called. [LOG 03:15:09.726] WBIMultipurposeHab [FFAB2444][5120.6180]: SetupAnimations called. [LOG 03:15:09.726] WBIMultipurposeHab [FFAB2444][5120.6180]: Part is not inflatable. [LOG 03:15:09.726] WBIMultipurposeHab [FFAB2444][5120.6180]: OnLoad: WBI.Ponderosa2 MODULE { name = WBIMultipurposeHab isEnabled = True currentVolume = 2000 templateNodes = PATH_HABITATION baseStorage = 2000 maxStorage = 8000 decalsVisible = True fillToMaxInEditor = True capacityFactor = 1 shortName = Ponderosa Habitat flightAnimationOnly = False animationName = Deploy startEventGUIName = Inflate endEventGUIName = Deflate stagingEnabled = True isDeployed = False isInflatable = False inflatedCrewCapacity = 4 EVENTS { ManageOperations { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = Manage Operations guiName = Manage Operations category = Manage Operations guiActiveUnfocused = True unfocusedRange = 3 externalToEVAOnly = True } ToggleInflation { active = True guiActive = True guiActiveEditor = True guiActiveUncommand = False guiIcon = ToggleInflation guiName = Inflate category = ToggleInflation guiActiveUnfocused = True unfocusedRange = 3 externalToEVAOnly = False } ToggleDecals { active = True guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Toggle Decals guiName = Toggle Decals category = Toggle Decals guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } NextType { active = False guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Next Type guiName = Next: Blacksmith category = Next Type guiActiveUnfocused = True unfocusedRange = 3 externalToEVAOnly = False } PrevType { active = False guiActive = False guiActiveEditor = True guiActiveUncommand = False guiIcon = Prev Type guiName = Prev: Pigpen category = Prev Type guiActiveUnfocused = True unfocusedRange = 3 externalToEVAOnly = False } ToggleStaging { active = True guiActive = False guiActiveUncommand = False guiIcon = Disable Staging guiName = Disable Staging category = Disable Staging guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 1 flowState = True isTweakable = True hideFlow = False isVisible = True flowMode = Both } } Scene: FLIGHT [LOG 03:15:09.729] [EL Workshop] WBI.Ponderosa2 (Part) cap: 4 seats: 0 [ERR 03:15:09.762] Actor::setLinearVelocity: Actor must be (non-kinematic) dynamic! [ERR 03:15:09.762] Actor::setAngularVelocity: Actor must be (non-kinematic) dynamic! [LOG 03:15:09.768] RPMVesselComputer: Awake for vessel (no name) (d6f688e2-06ee-4ff3-b340-3c0413e2255c). [LOG 03:15:10.007] [TCA] TCA is disabled. Vessel is EVA: True; TCA available in TechTree: True; Engines count: 0 [LOG 03:15:10.008] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.041] DPAI: Reference Part Changed - tick 129861 [LOG 03:15:10.053] WBILight [FFAB2448][5120.6180]: SetupAnimations called. [LOG 03:15:10.053] WBILight [FFAB2448][5120.6180]: THERE! ARE! 0 LIGHTS! [LOG 03:15:10.053] WBIMultipurposeHab [FFAB2444][5120.6180]: createModuleOpsView called [LOG 03:15:10.069] WBIMultipurposeHab [FFAB2444][5120.6180]: SetupAnimations called. [LOG 03:15:10.069] WBIMultipurposeHab [FFAB2444][5120.6180]: Part is inflatable, looking for animations. [LOG 03:15:10.069] WBIMultipurposeHab [FFAB2444][5120.6180]: OnStart - State: SubOrbital Part: WBI.Ponderosa2 [LOG 03:15:10.069] WBIMultipurposeHab [FFAB2444][5120.6180]: initTemplates called [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: PATH_HABITATION has 4 templates. [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: Template 0: Geology Lab [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: Template 1: Pigpen [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: Template 2: Ponderosa Habitat [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: Template 3: Blacksmith [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: hideEditorGUI called [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: RedecorateModule called. payForRedecoration: False loadTemplateResources: False template index: 2 [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: template resource count: 1 [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: capacityModifier: 1 [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: OnRedecorateModule called [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: loadModulesFromTemplate called for template: Ponderosa Habitat [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: Checking kOSProcessor [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: New shortName: Ponderosa Habitat [LOG 03:15:10.074] WBIMultipurposeHab [FFAB2444][5120.6180]: changeDecals called. [LOG 03:15:10.077] WBIMultipurposeHab [FFAB2444][5120.6180]: Module redecorated. [LOG 03:15:10.077] WBIMultipurposeHab [FFAB2444][5120.6180]: initModuleGUI called [LOG 03:15:10.078] WBIScreenPropHelper [FFAB243E][5120.6180]: FRED no texture found!!! [EXC 03:15:10.078] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.WBIScreenPropHelper.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () [LOG 03:15:10.082] [ModularFlightIntegrator] MFI Start [LOG 03:15:10.082] Reloaded override drag cube for zeroed cube root part WBI.Ponderosa2 on vessel Endun Kerman Base [LOG 03:15:10.082] [ModularFlightIntegrator] Start. VesselModule on vessel : ModularFlightIntegrator RPMVesselComputer AsstVesselModule FlightGUI SolverFlightSys FARVesselAero [LOG 03:15:10.114] [PR] Generating data for Endun Kerman Base [LOG 03:15:10.125] Updating vessel voxel for Endun Kerman [LOG 03:15:10.162] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.366] Std dev for smoothing: 3 voxel total vol: 0.200000119209312 filled vol: 0.202410776675877 [LOG 03:15:10.373] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.446] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.510] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.604] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.667] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.731] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.790] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.854] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.914] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:10.987] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.047] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.115] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.175] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.240] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.300] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.367] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.454] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.521] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.583] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.647] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.706] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.770] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.829] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.894] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:11.954] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.018] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.077] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.147] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.211] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.241] Updating vessel voxel for Endun Kerman Base [LOG 03:15:12.302] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.372] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.428] Std dev for smoothing: 3 voxel total vol: 0.282612972877612 filled vol: 0.16069692608426 [LOG 03:15:12.439] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.501] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.567] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.626] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.690] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.749] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.813] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.874] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.940] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:12.999] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.064] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.157] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.229] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.290] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.359] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.425] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.497] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.562] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.636] [KIS] CreatePart - Waiting initialization of the part... [EXC 03:15:13.689] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.StopScrapeLightSound () CollisionFX.CollisionFX.OnCollisionExit (UnityEngine.Collision c) [LOG 03:15:13.701] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.835] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.901] [KIS] CreatePart - Waiting initialization of the part... [EXC 03:15:13.958] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.StopScrapeLightSound () CollisionFX.CollisionFX.OnCollisionExit (UnityEngine.Collision c) [LOG 03:15:13.975] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:13.983] FF: situation change for active vessel from LANDED to SUB_ORBITAL [WRN 03:15:14.030] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.030] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:14.041] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:14.110] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.110] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:14.128] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.128] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:14.181] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:14.221] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.221] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [EXC 03:15:14.239] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.StopScrapeLightSound () CollisionFX.CollisionFX.OnCollisionExit (UnityEngine.Collision c) [LOG 03:15:14.254] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:14.468] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:14.561] [KIS] CreatePart - Waiting initialization of the part... [EXC 03:15:14.616] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.StopScrapeLightSound () CollisionFX.CollisionFX.OnCollisionExit (UnityEngine.Collision c) [LOG 03:15:14.627] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:14.682] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.683] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:14.689] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:14.728] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.728] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:14.744] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.745] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:14.759] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:14.796] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.796] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:14.813] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.813] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:14.820] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:14.888] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.888] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:14.906] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.906] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:14.924] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:14.961] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.962] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:14.978] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:14.978] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:14.985] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.024] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.024] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:15.040] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.041] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.059] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.096] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.096] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:15.113] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.113] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.120] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.158] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.158] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:15.175] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.176] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.198] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.235] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.235] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:15.252] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.252] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.288] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.328] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.328] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:15.344] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.344] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.354] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.390] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [WRN 03:15:15.407] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.407] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.414] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.483] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.484] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:15.501] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.501] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.511] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.551] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.551] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [WRN 03:15:15.567] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.567] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.574] [KIS] CreatePart - Waiting initialization of the part... [WRN 03:15:15.612] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [WRN 03:15:15.629] CollisionFX: Unable to find dust definition for biome "Structure" on body "Mun"; using default. [EXC 03:15:15.629] NullReferenceException: Object reference not set to an instance of an object CollisionFX.CollisionFX.ScrapeParticles (Single speed, Vector3 contactPoint, UnityEngine.Collider col, UnityEngine.GameObject collidedWith) CollisionFX.CollisionFX.Scrape (UnityEngine.Collision c) CollisionFX.CollisionFX.OnCollisionStay (UnityEngine.Collision c) [LOG 03:15:15.648] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:15.709] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:15.776] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:15.783] FF: situation change for active vessel from SUB_ORBITAL to LANDED [LOG 03:15:15.837] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:15.903] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.104] Game Paused! [LOG 03:15:16.105] Active Vessel is moving (sqrVel = 0.810152722318749). Cannot save. [LOG 03:15:16.106] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.133] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.154] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.183] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.211] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.236] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.260] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.284] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.308] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.332] [KIS] CreatePart - Waiting initialization of the part... [LOG 03:15:16.356] [KIS] CreatePart - Waiting initialization of the part... These parts looks interesting: [LOG 03:15:09.726] WBIMultipurposeHab [FFAB2444][5120.6180]: Part is not inflatable. ... [EXC 03:15:10.078] NullReferenceException: Object reference not set to an instance of an object WildBlueIndustries.WBIScreenPropHelper.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () I don't know if the "inflatable" one is normal or not. The second might be a red herring caused by me removing the IVAs, as you asked for? Edit: it doesn't happen with 0.9.5. I can carry Casas again! Edited January 13, 2016 by Bluebottle Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 13, 2016 Author Share Posted January 13, 2016 (edited) Well, you're in luck, get the latest here. 0.9.7 Ponderosa/Casa IVA - You can now click on a screen to change its image, provided that your scene loaded with a kerbal in the part. See KNOWN ISSUES below. Buffalo Command Cab - Added support for TAC-LS Buffalo Crew Cab - Added support for TAC-LS Prairie - To help with part count at the base, the Prairie now produces enough Snacks/Supplies/Food for 3 kerbals for 90 days. Bug Fixes - Updated required Organics in the Prairie to match rebalanced max resource storage amounts. - Fixed an issue where the Prairie wouldn't start running the Snacks greenhouse even though it had a full load of required resources. - Kerbals won't fall over if trying to strap a Casa/Ponderosa onto their back. - Ponderosa/Casa won't explode when attached to another part. - Kerbals will be seated properly in the ATV Seat. KNOWN ISSUES - The monitors in the Ponderosa/Casa will retain their default image if the scene loads without a kerbal in the part. WORKAROUND: Put a kerbal in the part, and reload the scene. Let me know if you continue to run into trouble... Edited January 13, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Denko666 Posted January 13, 2016 Share Posted January 13, 2016 wow that was fast... downloading now. Quote Link to comment Share on other sites More sharing options...
rumtreiber Posted January 13, 2016 Share Posted January 13, 2016 44 minutes ago, Bluebottle said: I set my Mod key to be the "Super" Key. settings.cfg: MODIFIER_KEY { primary = LeftWindows secondary = RightShift group = 0 modeMask = -1 modeMaskSec = -1 } Thanks for the suggestion. Unfortunately the left windows key is already in use by my window manager. I changed it to RightControl and RightWindows but none of this works. I never see the Pathfinder menu. But the MOD Key works as expected. The funny thing is I remember seeing this menu once. I just tried with a complete fresh install of KSP and only Pathfinder installed. Didn't help. I also checked the log and don't see anything unusual. Also all the Pathfinder / Buffalo parts are here. Quote Link to comment Share on other sites More sharing options...
rumtreiber Posted January 13, 2016 Share Posted January 13, 2016 One more thing i just noticed. I opened the file GameData/WildBlueIndustries/Pathfinder/Plugins/PluginData/Pathfinder/Settings.cfg and saw this payToRemodel = False requireSkillCheck = False repairsRequireResources = True partsCanBreak; = True drillTechNode = specializedConstruction The semicolon behind partsCanBreak looks quite suspicious. Is this intentional? Quote Link to comment Share on other sites More sharing options...
Denko666 Posted January 13, 2016 Share Posted January 13, 2016 All fixed! THX Angel! U rock! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 14, 2016 Author Share Posted January 14, 2016 @rumtreiber: Next update I'll create a toolbar button so there will be an alternative to the hotkeys. @Denko666: Glad it's working for you, thanks for the feedback. Mostly I just hear bug reports so I'm glad to hear things are working. Side Note: I'm sooo glad I finally figured out how to respond to mouse clicks on the internal monitors. That means I can create custom IVA prop controls. Things like props to turn off the interior lights. Quote Link to comment Share on other sites More sharing options...
rumtreiber Posted January 14, 2016 Share Posted January 14, 2016 10 hours ago, Angel-125 said: @rumtreiber: Next update I'll create a toolbar button so there will be an alternative to the hotkeys. Thank you very much for your effort (and a great mod :)). Meanwhile I just edited the config file. Should do the trick as well I hope. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted January 15, 2016 Share Posted January 15, 2016 On 13/01/2016 at 4:14 AM, Angel-125 said: Well, you're in luck, get the latest here. 0.9.7 Yes, everything looks OK now. Thanks! Quote Link to comment Share on other sites More sharing options...
Halox Posted January 15, 2016 Share Posted January 15, 2016 (edited) Hi, great mod. Thanks for your work. I have problem. Not sure if its a KIS/KAS problem or a pathfinder problem, but if I drop the Ponderosa or Buckboard on the ground, they randomly explode. If they did not explode after dropping they explode due to pokeing with a kerbal on it. I tested it on a fresh install only with pathfinder KIS and KAS Edited January 15, 2016 by Halox Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 15, 2016 Author Share Posted January 15, 2016 That unfortunately is a KAS/KIS problem. Parts that can be radially attached tend to explode when dropped to the ground. My suggestion is to drop a Saddle onto the ground, then put the Ponderosa or Buckboard onto the Saddle. Side Note: the terrain that you put your base on matters. I have another test base on Duna, this time at the face, and when I did the above suggestions, the moment I reloaded the game, my base flew into the air (I did not bolt the Saddle into the ground). During the test, I turn on no-collision damage in the debugger, and just let the base fly. After it landed I hyperedited it back into place and righted it with a SAS gyro, then quicksaved the game. After a reload, the base kept flying up. What I found is that if I removed the Saddle that the base was attached to, then I had no issues and the base rested comfortably on the surface. It could be that the Saddle is too low a profile for the game to handle, and that causes the collision issues that cause bases to jump. It's also interesting to note that bases bolted to the ground eventually jump into the air as well upon reload. That happened to my second Duna base and eventually the first. Anyway, I'll experiment with different combos and see what I can come up with to help alleviate the issue. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted January 16, 2016 Share Posted January 16, 2016 Mission Update With all previous attempts for launching an expeditionary mission to Duna failed.... prepping a new one, hope it 'll go better this time Preparing a mark IV Rucksack for its journey to the red planet at Blue Yonder Station. https://www.flickr.com/gp/112822178@N08/S0jgU8 Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted January 16, 2016 Share Posted January 16, 2016 18 hours ago, Angel-125 said: Side Note: the terrain that you put your base on matters. I have another test base on Duna, this time at the face, and when I did the above suggestions, the moment I reloaded the game, my base flew into the air (I did not bolt the Saddle into the ground). During the test, I turn on no-collision damage in the debugger, and just let the base fly. After it landed I hyperedited it back into place and righted it with a SAS gyro, then quicksaved the game. After a reload, the base kept flying up. What I found is that if I removed the Saddle that the base was attached to, then I had no issues and the base rested comfortably on the surface. It could be that the Saddle is too low a profile for the game to handle, and that causes the collision issues that cause bases to jump. It's also interesting to note that bases bolted to the ground eventually jump into the air as well upon reload. That happened to my second Duna base and eventually the first. Anyway, I'll experiment with different combos and see what I can come up with to help alleviate the issue. Thanks for looking into it. I had the same problem at the Armstrong memorial. It seems to trigger when the CoM moves far away from the anchor (moving Metal between Chuckwagons makes it easy to test). I could even remove the saddle after the base landed, but since it was the root part much hilarity ensued. Have you considered a physics dampener/remover like Roverdude had for his MKS mod? He removed it after implementing support for disconnected parts to share resources, so it certainly wasn't a silver bullet. Quote Link to comment Share on other sites More sharing options...
pellinor Posted January 16, 2016 Share Posted January 16, 2016 Suspension also seems to help against jumping bases: if a landing leg is loaded slightly clipped into the ground, only its foot will jump. My understanding is that you need a collider with a large rigidly attached mass to clip the ground. The clipping creates a large force, and the impulse transferred to the vessel depends on how long this force needs to push the collider out of the ground (against the weight and inertia of the attached mass). So ideally any collider prone to ground clipping should have a light mass attached and be flexible against the rest of the base. This brought me to an idea, what about modelling the floor of the inflatables as a suspended collider, like in a landing leg? This would make them bounce more softly and more robust against ground clipping issues. No need to change the visual model, just let it clip the gound. Also KIS/KAS pipes can be a problem because they make the whole base one rigid object, boosting the above problem. Maybe it is possible to weaken the joints of those parts? (in a way such that they flex more easily without breaking) Quote Link to comment Share on other sites More sharing options...
pellinor Posted January 16, 2016 Share Posted January 16, 2016 (edited) One more idea: it seems common ground to use KASModuleStrut for base tunnels and fuel lines. Like the stock strut, it transfers shear stress, which is both unlogic and causes/amplifies jumping with large connected bases. Wouldn't it make sense to use the behavior of the winch cables instead? They can transfer tension (normal stress) but no shear stress. If this works better, it should not be too hard to strip down that module to remove the GUI and pulling functions. Edit: better wording Edited January 16, 2016 by pellinor Quote Link to comment Share on other sites More sharing options...
NateDaBeast Posted January 16, 2016 Share Posted January 16, 2016 I installed this mod and I'm using RSS but for some reason I get stuck on the loading screen and it's saying this. WildBlueIndustries/Buffalo/Parts/JetWing/WBI_JetWing and above it it'll have like little loading sayings such as "Untangling Space Tape", "Locating Jebediah Kerman" etc. Those are the only things changing basically stuck on loading. Please help thanks. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 16, 2016 Share Posted January 16, 2016 3 minutes ago, NateDaBeast said: I installed this mod and I'm using RSS but for some reason I get stuck on the loading screen and it's saying this. WildBlueIndustries/Buffalo/Parts/JetWing/WBI_JetWing and above it it'll have like little loading sayings such as "Untangling Space Tape", "Locating Jebediah Kerman" etc. Those are the only things changing basically stuck on loading. Please help thanks. That usually happens when there is a syntax error in a config file. Post the log for us to see. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 16, 2016 Author Share Posted January 16, 2016 @pellinor @Bluebottle:I'll definitely be looking into these. I like the idea of a landing gear, like a foot. I may have another part that serves as a hub that has a landing gear type thingy. I'm also considering a distributed base solution as well; something that lets you have small clusters of modules and something that automatically distributes resources if you're in physics range. That's the fun of my "Duna Space Program" mission report, I've been discovering new challenges while trying to move my base around or build new ones. For instance, hauling resources is a real challenge, even if you're just driving a 100km. I think some kind of automatic logistics transport would be helpful. I might revive my old KOTS idea.. This will have to wait for 1.1 though, I want to take a short break and mess around with my mods a bit more before the new version of the game is released. @Denko666: Nice to see that you have a new mission on the way. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 16, 2016 Author Share Posted January 16, 2016 51 minutes ago, NateDaBeast said: I installed this mod and I'm using RSS but for some reason I get stuck on the loading screen and it's saying this. WildBlueIndustries/Buffalo/Parts/JetWing/WBI_JetWing and above it it'll have like little loading sayings such as "Untangling Space Tape", "Locating Jebediah Kerman" etc. Those are the only things changing basically stuck on loading. Please help thanks. Yup, please post your logs. I won't be able to help otherwise. 0.9.7 works just fine for me, I have no issues with the JetWing. It was working just fine for me as of a couple of days ago: Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted January 17, 2016 Share Posted January 17, 2016 Hey Angel, I still can't inflate the Homestead IMM. I can change templates now, but the inflate option doesn't exist in the right-click menu. It's the only part from you that this happens with. It's also fully useable and can be occupied by 4 crew without being inflated, which seems wrong somehow. The only thing it can't do is hold any resources of its own, but otherwise it's fully useable. I was going to post logs, but being as how the option to inflate doesn't exist, so there's nothing in the log to show. I have the latest version of Pathfinder, Bufflo, and WildBlue tools. I also have the latest Module manager and community resource pack installed. Any idea what's going on? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 17, 2016 Author Share Posted January 17, 2016 Not sure. Are you in the editor or put in the field? If you are in the editor then you can't inflate the mode by design. Quote Link to comment Share on other sites More sharing options...
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