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KMP v0.1.5.1 [0.23] [alpha] [inactive]


TehGimp666

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Its not working for my friend, he got the same client as me but he's always getting unexpected error ... Resyncing

his error log spams with:

[LOG 00:09:25.270] Resynced due to NRE flood

[WRN 00:09:25.276] [HighLogic]: =========================== Scene Change : From FLIGHT to FLIGHT =====================

[LOG 00:09:25.278] uS err: at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform ()

at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0

at SpaceCenterCamera2.OnSceneSwitch (GameScenes scene) [0x00000] in <filename unknown>:0

at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0

at HighLogic.LoadScene (GameScenes scene) [0x00000] in <filename unknown>:0

at FlightDriver.StartAndFocusVessel (.Game stateToLoad, Int32 vesselToFocusIdx) [0x00000] in <filename unknown>:0

at Game.Start () [0x00000] in <filename unknown>:0

at KMP.KMPManager.updateStep () [0x00000] in <filename unknown>:0

[EXC 00:09:25.288] NullReferenceException

[EXC 00:09:25.298] NullReferenceException

[EXC 00:09:25.303] NullReferenceException

[EXC 00:09:25.325] NullReferenceException

[EXC 00:09:25.330] NullReferenceException

[EXC 00:09:25.339] NullReferenceException

[EXC 00:09:25.359] NullReferenceException

[EXC 00:09:25.364] NullReferenceException

[EXC 00:09:25.388] NullReferenceException

[EXC 00:09:25.393] NullReferenceException

[EXC 00:09:25.397] NullReferenceException

[EXC 00:09:25.420] NullReferenceException

[EXC 00:09:25.425] NullReferenceException

full error log: http://pastebin.com/inJn30N6

Edited by gallexme
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great mod the second i saw it i went into a fit of excitement, works very well except for the client crashes, there is quite a few of them so i would put my money on it being caused by multiple issues, also i occasionally have a glitch where some gui sprites don't display but this doesn't bother me as you can still navigate easily. THANKS

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I think the safety bubble should be replaced by giving players 45 second launch windows in which they have to launch or be recovered, meaning people can meet up at the KSC instead of flying for miles in order to mess around with other players.

I agree. I think having the option to turn it off altogether would be nice. For people who play this with friends, using teamspeak or something similar, it won't be needed, and doing stuff like buzzing around somebody's launching rocket in a plane will be a lot of fun :)

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Haven't been able to get a server working. I have my port 2076 forwarded for tcp and udp, and i can connect to localhost when its running fine, but anyone connecting externally just says 'isconnected' (i assume its supposed to mean disconnected) and my server doesnt react at all

am i supposed to set ipBinding to something other than 0.0.0.0?

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Haven't been able to get a server working. I have my port 2076 forwarded for tcp and udp, and i can connect to localhost when its running fine, but anyone connecting externally just says 'isconnected' (i assume its supposed to mean disconnected) and my server doesnt react at all

am i supposed to set ipBinding to something other than 0.0.0.0?

You need to set your ipBinding to the IP you portforwarded.

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Tried that, it gives me 'System.Net.Sockets.SocketException' when i start the server and doesn't fix the problem

I had this problem, and it turned out I was using the wrong IP address. You need to put in your local ip address I believe, though it could be your internet one. I've only tried the new patch locally so far. Once I put in my local IP it worked correctly.

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I had this problem, and it turned out I was using the wrong IP address. You need to put in your local ip address I believe, though it could be your internet one. I've only tried the new patch locally so far. Once I put in my local IP it worked correctly.

ok, that worked except now when my friend connects it just says "failed to handshake successfully:timeout"

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Version: 0.1.1.2

Port: 2076

Num Players: 8/50

Players: Dimmy, lojoey

Information: KMP test server

Updates per Second: 60

Inactive Ship Limit: 20

Screenshot Height: 256

Screenshot Save: True

but there only 2 players! not 8! is it a bug?

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[LOG 10:14:56.347]

[LOG 10:14:56.348] Aborting chat thread...

[LOG 10:14:56.349] Aborting connection thread...

[LOG 10:14:56.350] Aborting interop thread...

[LOG 10:14:56.350] Aborting client thread...

[LOG 10:14:56.351] Closing connections...

[LOG 10:14:56.352] Disconnected

[LOG 10:15:04.561]

[LOG 10:15:04.563] Aborting chat thread...

[LOG 10:15:04.563] Aborting connection thread...

[LOG 10:15:04.564] Aborting interop thread...

[LOG 10:15:04.565] Aborting client thread...

[LOG 10:15:04.566] Closing connections...

[LOG 10:15:04.566] Disconnected

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I'm having an intermittent problem in the latest version wherein sometimes I still get the message "UDP connection established" but sometimes I don't. The problem of being unable to escape the KSC bubble persists, but only... sometimes, and I've been able to fly around with my ship visible from map view despite no UDP connection. The rest of the times, I still have trouble maintaining a connection with the servers, although I am not sure if this is my software or the servers having a hard time keeping me.

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Since I updated to 0.1.1.3 the server trows me an error:

[09:25:08] [Error] : REQUIRED ASSEMBLY: Assembly-CSharp.dll not present in working directory. Please refer to readme.

[09:25:08] [Error] : REQUIRED ASSEMBLY: Assembly-CSharp-firstpass.dll not present in working directory. Please refer to readme.

[09:25:08] [Error] : REQUIRED ASSEMBLY: UnityEngine.dll not present in working directory. Please refer to readme.

even though I have them added to the server directory. Whats wrong?

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