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Stuck in the Astronaut Complex


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Hi guys,

I love my savegame and I do not want to lose this !!! I noticed tonight that when I go in the Astronaut Complex, I cannot quit that screen anymore. So I read around and there was few threads about firing kerbal that would lead to this, but it was not the case in my game ... did not fire anyone.

I looked at the output.txt log file and the last sentence after being stuck is this.

I have put in bold the method that seem to crash my Astonaut Complex exit. Anyone knows what the heck is wrong here? Let me know if I need to post something else, any help would be really appreciated here.

Quote

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Flight State Captured
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Exception handling event onGUIAstronautComplexDespawn in class ACSceneSpawner:System.NullReferenceException: Object reference not set to an instance of an object
  at KerbalRoster.ValidateAssignments (.Game st) [0x00000] in <filename unknown>:0 
  at Game.Updated () [0x00000] in <filename unknown>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.ACSceneSpawner.onACDespawn () [0x00000] in <filename unknown>:0 
  at EventVoid.Fire () [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

NullReferenceException: Object reference not set to an instance of an object
  at KerbalRoster.ValidateAssignments (.Game st) [0x00000] in <filename unknown>:0 
  at Game.Updated () [0x00000] in <filename unknown>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.ACSceneSpawner.onACDespawn () [0x00000] in <filename unknown>:0 
  at EventVoid.Fire () [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
EventVoid:Fire()
KSP.UI.Screens.ACSceneDespawner:BtnExit()
UnityEngine.Events.InvokableCall:Invoke(Object[])
UnityEngine.Events.InvokableCallList:Invoke(Object[])
UnityEngine.Events.UnityEventBase:Invoke(Object[])
UnityEngine.Events.UnityEvent:Invoke()
UnityEngine.UI.Button:Press()
UnityEngine.UI.Button:OnPointerClick(PointerEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(IPointerClickHandler, BaseEventData)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename:  Line: -1)

Setting up 2 worker threads for Enlighten.
  Thread -> id: 1238 -> priority: 1 
  Thread -> id: 20ec -> priority: 1 
ScaleModList: listSize 41 maxListSize 1754
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

[UIApp] OnDestroy: MessageSystem
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

[UIApp] OnDestroy: KSPedia
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

 

 

 
 

Edited by Frag2000
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