DMagic Posted June 21, 2017 Author Share Posted June 21, 2017 @vardicd Did you try it while attached to a vessel? I'm not really sure if behaves the same while attached to a Kerbal. Quote Link to comment Share on other sites More sharing options...
vardicd Posted June 21, 2017 Share Posted June 21, 2017 2 hours ago, DMagic said: @vardicd Did you try it while attached to a vessel? I'm not really sure if behaves the same while attached to a Kerbal. It did work everytime I'd had it attached to a ship, I just don't have the ability to get a ship underwater. All I can get is floating on the surface. Didn't realize it would make a difference being held by a kerbal instead of on a ship. Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 24, 2017 Share Posted June 24, 2017 (edited) So I've ran into a glitch... ok it's more than glitch lol. Every time I load the game it crashes at this point: https://drive.google.com/file/d/0B_W_zSfofrg2S2JhdWp2dUgwQk0/view?usp=sharing I've taken a look at that file and the config for it but honestly I have no idea where to start. I do have Universal Storage installed also. EDIT: Oh and here is the error log: https://drive.google.com/file/d/0B_W_zSfofrg2clNtaEFzVUV4R1E/view?usp=sharing Edited June 24, 2017 by OrionSpacey Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted June 24, 2017 Share Posted June 24, 2017 2 hours ago, OrionSpacey said: So I've ran into a glitch... ok it's more than glitch lol. Every time I load the game it crashes at this point: https://drive.google.com/file/d/0B_W_zSfofrg2S2JhdWp2dUgwQk0/view?usp=sharing I've taken a look at that file and the config for it but honestly I have no idea where to start. I do have Universal Storage installed also. EDIT: Oh and here is the error log: https://drive.google.com/file/d/0B_W_zSfofrg2clNtaEFzVUV4R1E/view?usp=sharing There's another log that the game outputs, could you upload that one? I think it's just output_log in the ksp_x64_data folder. It gives more information about what was going on right then with the specific errors and everything. Normal questions: Are you running it in x64 mode and 1.3? Dependencies, etc all updated? Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 24, 2017 Share Posted June 24, 2017 (edited) 1 hour ago, Krakatoa said: There's another log that the game outputs, could you upload that one? I think it's just output_log in the ksp_x64_data folder. It gives more information about what was going on right then with the specific errors and everything. Normal questions: Are you running it in x64 mode and 1.3? Dependencies, etc all updated? I'm at work atm I'll have to double check on the x64 but I'm pretty sure it's just x32. Unfortunately I don't know which mods have dependencies and what not. Here's a screen of the mods I have it doesn't show but I have Universal Storage installed.https://drive.google.com/open?id=0B_W_zSfofrg2a3dyQ2RZMWV2TEU Edited June 24, 2017 by OrionSpacey Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted June 24, 2017 Share Posted June 24, 2017 7 hours ago, OrionSpacey said: So I've ran into a glitch... ok it's more than glitch lol. Every time I load the game it crashes at this point: https://drive.google.com/file/d/0B_W_zSfofrg2S2JhdWp2dUgwQk0/view?usp=sharing I've taken a look at that file and the config for it but honestly I have no idea where to start. I do have Universal Storage installed also. EDIT: Oh and here is the error log: https://drive.google.com/file/d/0B_W_zSfofrg2clNtaEFzVUV4R1E/view?usp=sharing You ran the 32 bit version and it used up all its available memory space (mods can need a lot of RAM) Error occurred at 2017-06-24_073908. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Dave Bowman. 32% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [1601 MB free]. Read from location 00000000 caused an access violation. Try launching the 64 bit version (KSP_x64.exe) instead. Oh and general advice is not to mod the Steam copy of KSP since it is likely to break whenever Squad release a new update and Steam autoupdates your files. Better to copy the KSP directory out of Steam and mod that version. Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 25, 2017 Share Posted June 25, 2017 Spoiler Quote Ahhhh that just might be it! I'll give it a shot here in a couple of hours when I get off work lol I typical just tell steam not to update it until the mod devs can catch up Quote Link to comment Share on other sites More sharing options...
strudo76 Posted June 25, 2017 Share Posted June 25, 2017 5 hours ago, OrionSpacey said: Reveal hidden contents Quote Ahhhh that just might be it! I'll give it a shot here in a couple of hours when I get off work lol I typical just tell steam not to update it until the mod devs can catch up Problem with that is that Steam will update it regardless of that setting, if you actually start the game. As long as Steam is online, there is no function within Steam to allow you to play a "non updated" game. I create copies of my vanilla KSP folder and set each copy up with the selection of mods I want to use, leaving one as vanilla. Then I use batch files to create a directory junction as "Kerbal Space Program" from the copy I want to play and launch KSP_x64, and restore the junction to vanilla when done. Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 25, 2017 Share Posted June 25, 2017 10 hours ago, strudo76 said: Problem with that is that Steam will update it regardless of that setting, if you actually start the game. As long as Steam is online, there is no function within Steam to allow you to play a "non updated" game. I create copies of my vanilla KSP folder and set each copy up with the selection of mods I want to use, leaving one as vanilla. Then I use batch files to create a directory junction as "Kerbal Space Program" from the copy I want to play and launch KSP_x64, and restore the junction to vanilla when done. Ya I remembered that after I posted that XD I'll end up doing that eventually but right now I'd like to just to get the game working lol On that note it still is crashing on the exact same file even when running x64 version. I might just have to remove the DMagic mod sadly or remove the others and see if if it's conflicting with another mod. Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 25, 2017 Author Share Posted June 25, 2017 @OrionSpacey Can't help without log files. Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 25, 2017 Share Posted June 25, 2017 26 minutes ago, DMagic said: @OrionSpacey Can't help without log files. This is true sir. Where would I find those? I'm not super familiar with KSP directories and what not lol I'll upload them tonight when I get off work Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 28, 2017 Share Posted June 28, 2017 (edited) @DMagic Is this the log you were talking about? https://drive.google.com/file/d/0B_W_zSfofrg2bGNxSHk1ckhuNWs/view?usp=sharing I removed an outdated Feline Utility Rovers but it continues to crash :'( Edited June 28, 2017 by OrionSpacey Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 28, 2017 Share Posted June 28, 2017 ok so I removed all mods except DMagic and it loads fine. So I've got a confliction somewhere in there :\ Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 28, 2017 Author Share Posted June 28, 2017 @OrionSpacey Have you tried it without Universal Storage? There doesn't seem to be anything obviously wrong with US or Orbital Science, and they work fine for me. The only thing I can see is that Interstellar (and Interstellar Fuel Switch) has a lot of Module Manager patches pointed towards the US parts. These are the patch files that seem to be affecting US parts (both normal US and my US parts): From Interstellar Fuel Switch: IntegrationLiquidFuel IntegrationLiquidFuelOxidizer IntegrationXenon From Interstellar: OreTanksFix Those config files should all be found in the Patches folder of those two mods. Maybe they are doing something weird. Quote Link to comment Share on other sites More sharing options...
OrionSpacey Posted June 28, 2017 Share Posted June 28, 2017 @DMagic I removed both US and Interstellar and it continues to crash at the exact some point :\ I thought that maybe OPT Space Planes was the cause but even with all three gone it still crashing :'( Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 29, 2017 Author Share Posted June 29, 2017 @OrionSpacey Maybe try it with just Orbital Science and US and see what happens. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 1, 2017 Share Posted July 1, 2017 I assume this contract came form this mod so ill post it here. you can see that the craft has the 2 required parts and has indeed performed the science and sent it home. however the contract does not think they are on the satellite. and also you can see the orbit information shows I have the eccentricity and inclination set as well. but again the contract does not think so and thus my timer will not start ticking. any ideas? Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 1, 2017 Author Share Posted July 1, 2017 @Bit Fiddler It looks like it doesn't think you are in orbit for some reason. If you had any fuel I would say to try breaking orbit (go into an escape orbit) for a second, then go back to closed orbit. I guess you could turn on infinite fuel for a second. Otherwise I can't say much without log files. Quote Link to comment Share on other sites More sharing options...
leatherneck6017 Posted July 2, 2017 Share Posted July 2, 2017 @Bit Fiddler I had the same issue on the same contract. Never figured out what the problem was, but after switching ships a few times, it magically completed. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 2, 2017 Share Posted July 2, 2017 oh well maybe I will send another one up and try again. but it did not recognize the orbit or the fact that the parts were installed. so there are multiple issues with it. Quote Link to comment Share on other sites More sharing options...
DMagic Posted July 3, 2017 Author Share Posted July 3, 2017 @Bit Fiddler No, it only checks for the orbit parameters and the parts if it thinks the vessel is in a closed orbit around the target planet (specifically, when the OnOrbit event is fired, which should happen any time an escape orbit, or sub-orbital trajectory is changed to a closed orbit). So if id doesn't recognize that it is in orbit for whatever reason then it won't check anything else. It's not a new problem, so it almost certainly an issue of recognizing that the vessel is in orbit. There are a couple of fallback methods that are used when there is either an error in recognizing that the vessel is in orbit when loaded, or if the contract isn't tracking any vessels when it is loaded. But, again, all I can do is guess without log files. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 3, 2017 Share Posted July 3, 2017 I just used hyper edit to "land" the sat and recover some of the funds. I then re launched the (same) craft and the mission worked. so not sure what the cause was, but this time it knew I was in orbit and everything was fine. Quote Link to comment Share on other sites More sharing options...
KerbMav Posted July 3, 2017 Share Posted July 3, 2017 @DMagic @Bit Fiddler Retrograde orbit? Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted July 4, 2017 Share Posted July 4, 2017 by retrograde do you mean orbiting against the planet's/moon's spin? if so, no, that would be marked as an inclination of 180. and since this is higher than 40 it would indeed still work. and if I was to go all the way around to 220 which would look just like a 40 but in reverse (I think this is what you mean) then it is again greater than the 40 degrees required and would trigger the mission. other than this I do not know what you mean by retrograde orbit. however I just sent another probe and it worked fine. so there is some bug in the triggering of "valid" orbit that is not 100% repeatable. as it was an identical probe back to the same orbit... so not sure why the trigger did not happen the first go around. Quote Link to comment Share on other sites More sharing options...
ioresult Posted July 6, 2017 Share Posted July 6, 2017 About Radio Signals Intelligence Dish, the fairing on the large dish. I popped it on the ground for testing purposes, then had a Kerbal walk into one of the halves. He couldn't climb into it. Then I tried jumping into if from higher and noticed that the reason I couldn't walk into it was because the collider isn't hollow. Would it be doable making the fairings collider hollow? Not useful in any way, but just for sake of realism when you walk a Kerbal on the debris. Or drive over it. Thanks Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.