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KSC Buildings Lock Up / Can't Click on Anything / Firing Kerbal Crashes Game


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I had the freeze too when clicking around in Space Center. I deleted all of the entries for "completed contracts", and it fixed my 0.9 save game to work in 1.0. All my active contracts are still there, and seem legit. Thanks! :cool:

  Claw said:
Well, so this error below isn't a surprise:


NullReferenceException: Object reference not set to an instance of an object
at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0

Which basically means one of your contracts is referencing something that doesn't exist. This is the kind of error that causes the bug in this thread (so that part is confirmed). When it's a contract, it's usually related to a Part Test contract for a mod part that was recently removed. So if that's the case, you can either...

1) Reinstall the mod so that you can delete any "bad" contracts.

or

2) Edit the save and erase the offending contracts (if you know which ones they are)

or

3) If you don't know which it is, delete all of your contracts

That should (hopefully) rescue your save. (Keep a backup!)

Cheers,

~Claw

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  • 4 weeks later...

Hey, I've been having this bug- Where if I click on any of the buildings it locks up and I can't even exit to menu. I tried your fix, and went through and added any kerman that might have been missing, but the glitch remains. Do you think you could take a look at my persistent file? I honestly don't know what to do next.

https://drive.google.com/file/d/0B96pHlAq0-uBbEJOM1RWMHcwOXM/view?usp=sharing

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  • 1 month later...

If you can't identify the problem, going into the cheat menu, and clicking clear input locks can unfreeze you temporarily, but the problem will return each time you load.

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Sorry, I think this thread has been neglected since this bug now mainly triggers when add-ons are removed. If you could provide some details, we might be able to help.

Also, welcome to the forums. :D

Cheers,

-Claw

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  • 3 months later...
So I thought I had this bug just arise out of nowhere. After reading your last post, I think it might have happened when I deleted a mod (crossfeed enabler). Any way to fix when its triggered by add-on removal? Tried putting addon back in, reinstalling KSP.

Side note, tried validating files. 1 was missing. Every time I launch game and later try to validate there is again 1 file missing. Does anyone know anything about this or if its related?
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Hey, I missed this post previously.

So if you've deleted a mod and want to still use an old save (that's not working for you), then you have two choices.

1) Reinstall the mod (as you did) and go to mission control. Delete any contracts that reference any of the mod parts. Don't forget to check all the tabs (usually it's completed ones that catch people).

or

2) Open the save file and edit by hand. Remove any contract references to the mod parts. You'll have to search by name through the contracts section.


Hopefully that helps. No idea about the validated file...

Cheers,
~Claw
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  • 2 months later...

Not sure if anyone uses Sublime Text 2/3 here, but I thought I'd share my snippet file for creating "stock" Kerbals in the save file (once you have a list of names).  I made all of mine Engineers (since who doesn't want more makers and fixers in the world) and gave the snippet the ability to flip the gender as desired (type M/F in the selector then TAB to the end of the block).  I stopped being super-lazy, adding the trait field along with the gender.

Select the entry from the list of names, CTRL+SHIFT+P, type "ker" into the console, ENTER, type M/F (sorry... lazy... didn't make it capitalize the word for you), TAB to go to the end of the block.

<snippet>
	<content><![CDATA[
		KERBAL
		{
			name = $SELECTION Kerman
			gender = ${1:Male/Female}${1/(m$)|(f$)|.*/?1:ale:?2emale/i}
			type = Unowned
			trait = ${2:Tourist/Applicant/Pilot/Engineer/Scientist}${2/(t$)|(a$)|(p$)|(e$)|(s$)|.*/?1:ourist:?2:pplicant:?3:ilot?4:ngineer?5:cientist/i}
			brave = 0.1
			dumb = 0.1
			badS = False
			tour = False
			state = Assigned
			ToD = 0
			idx = -1
			CAREER_LOG
			{
				flight = 0
			}
			FLIGHT_LOG
			{
				flight = 0
			}
		}
]]></content>
	<tabTrigger>kerbal</tabTrigger>
</snippet>

Drop this into a file (mine's "fix_a_kerbal.sublime-snippet") that lives in your snippets directory (I just leave mine in the ./Packages/User/ dir).

If I feel particularly enterprising, I may whip up a quick mono app that will hunt down Kerbal names and do all this automagically.  If I do, I'll post it here.

Edited by tonweight
Added to the snippet.
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  • 1 month later...
  On 3/4/2016 at 5:22 PM, HoveringKiller said:

I tried this, but every time it just reverts the save file back to the way it was before when I try to load it and the issue persist. Any other solutions/ideas?

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This bug doesn't exist anymore in stock KSP (for kerbals anyway). You might have to be a little more specific about your issue (what you're seeing), or perhaps start a new thread so we can help you properly.

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  On 3/4/2016 at 11:32 PM, Claw said:

This bug doesn't exist anymore in stock KSP (for kerbals anyway). You might have to be a little more specific about your issue (what you're seeing), or perhaps start a new thread so we can help you properly.

Expand  

I found out what it was, my save had said I had rescued a Kerbal when I hadn't. Thanks for the tip though, at least I know I don't have to worry haha.

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  • 1 month later...
  • 2 weeks later...

Hey folks.

 

I know this post is probably dead and buried but I'm trying to find answers for hours and still couldn't find them.

Basically I started having this issue today, I tried Claw's solution but got no results.

Anyone can point me out where is the right place in the forum to ask for help with this? KSP is modded. Basically I can't click VAB/SPH/Map and when I enter any other building I can only get out with Alt+F4. Also, if I pick up a previous saved game or a quick save to jump right to a ship, I can't recover it once it's landed. I press the buttons but they won't work.

 

Log file looks like this. Last entries is me trying to exit the contract menu:

  Reveal hidden contents

 

The save file

 

Thanks in advance.

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  On 5/6/2016 at 4:25 AM, H2 said:

Hey folks.

 

I know this post is probably dead and buried but I'm trying to find answers for hours and still couldn't find them.

Basically I started having this issue today, I tried Claw's solution but got no results.

Anyone can point me out where is the right place in the forum to ask for help with this? KSP is modded. Basically I can't click VAB/SPH/Map and when I enter any other building I can only get out with Alt+F4. Also, if I pick up a previous saved game or a quick save to jump right to a ship, I can't recover it once it's landed. I press the buttons but they won't work.

 

Log file looks like this. Last entries is me trying to exit the contract menu:

  Reveal hidden contents

 

The save file

 

Thanks in advance.

Expand  

This is my exact issue. Identical. Sandbox works just fine, as does a new career, but not the existing one. Mod list is here (the second list is what I'm playing with right now, but I only started a new game because this problem happened when I had the first list). Does this only happen when you remove a mod from existing saves? Is there no other known cause?

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I had an issue in 1.1.2 where clicking on the R&D building flickered the tech tree for a split second but the view was still KSC, although the hover over and click didn't work. Luckily the orange exit button worked to get back outside to a working KSC view. It happened repeatedly after, but not since a restart.

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I think this bug, or related, has made a bit of a comeback with the new UI rewrite. Lots of scene-flickering now. Seems to be temporarily fixed with restarting the program. Sometimes mashing esc can get you out of the stuck scene, but it'll just happen again immediately if you re-enter.

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  On 5/6/2016 at 4:25 AM, H2 said:

KSP is modded.

Expand  

From your log, it looks like your game is failing to properly save one of the contracts. It kind of looks like you maybe uninstalled an add-on that contained parts, and one of those parts was in a contract that you did. In which case, you'll have to figure out which the offending contract is, and delete the entry.

That's a similar bug to what was happening with the Kerbals, but kerbal handling has been changed so that it doesn't do this anymore. However, removed parts can still cause an issue.

 

  On 5/9/2016 at 7:49 PM, charliepryor said:

Does this only happen when you remove a mod from existing saves? Is there no other known cause?

Expand  

Generally yes, that's the issue. I suppose it's possible to run into similar issues in another manner, but off the top of my head, I can't imagine how.

 

  On 5/9/2016 at 8:09 PM, Waxing_Kibbous said:

I had an issue in 1.1.2 where clicking on the R&D building flickered the tech tree for a split second but the view was still KSC

Expand  

 

  On 5/10/2016 at 2:11 AM, Jarin said:

Lots of scene-flickering now.

Expand  

 

The flickering is likely a different issue. There were some earlier issues with flicking, especially when moving the mouse in the administration building. (It would flicker between KSC and the admin building.) The particular problem with missing kerbals and/or parts generally causes the game to lock up or fail.

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  On 5/10/2016 at 4:35 AM, Claw said:

The flickering is likely a different issue. There were some earlier issues with flicking, especially when moving the mouse in the administration building. (It would flicker between KSC and the admin building.) The particular problem with missing kerbals and/or parts generally causes the game to lock up or fail.

Expand  

Yeah, what I'm seeing is annoying once it starts, but it doesn't actively break the game (I have plenty of other lockups, but I have yet to track down a common thread). But so far witnessed:

  1. Astronaut building flickering back to KSC, but mouseovers remaining, showing kerbal stats mousing over empty space. Click-detection is still on kerbals, requiring to mash the esc button to get out (once started, requires restart for building to work again)
  2. Admin building flickering back to KSC (restart requirement unknown, didn't go back to the admin building after ESCing)
  3. VAB interface flickering out of existence, but leaving the part images floating in the air. Seems to trigger randomly while mousing over parts, or possibly gaps between parts. Sometimes goes away on its own without a restart.
  4. Orbit lines flickering out of existence while plotting a maneuver node. Removes all orbit lines for active ship but not for the entire scene, so I think this might just be patched conics breaking. Haven't tested altering accuracy yet.
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  On 5/9/2016 at 8:09 PM, Waxing_Kibbous said:

I had an issue in 1.1.2 where clicking on the R&D building flickered the tech tree for a split second but the view was still KSC, although the hover over and click didn't work. Luckily the orange exit button worked to get back outside to a working KSC view. It happened repeatedly after, but not since a restart.

Expand  

That happens to me as well, regularly.

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  • 2 months later...

I had several ships in orbit and landed in a modded version of 1.1.2 when I updated to ver. 1.1.3. I loaded the same mods using CKAN and transferred a copy of the 'saves' folder from 1.1.2 to 1.1.3. Now the game will load but I have the same problems as in the OP (can't enter VAB nor SPH, can't exit others, can't exit game, etc.). I have had a crack at following Claw's instructions re editing the persistent.sfs file but it made no difference, but that's quite likely down to me (there's lots of things I'm not good at - this is just another of them! =D).

Could someone have a look at my persistent file and tell me what I can do to sort it out. Thanks in advance.

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  • 1 month later...
  • 3 weeks later...

When I access the astronaut complex I can't leave the complex. Also it's impossible to save or quit the game from the astronaut complex screen. That's a shame because I need to hire 2 more scientists! :(

I have 1 large vessel (198 parts) in orbit of Kerbin with 6 Kerbals. Also 1 large vessel (196 parts) in orbit of Mun with 4 Kerbals and a small vessel in orbit of Minmus with 1 Kerbal. During my gameplay I dismissed one of my Kerbals by mistake, but I don't remember the name. :confused:

Please, could someone have a look at my persistent file too?

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  • 2 months later...

guys please note to check every stat the suspected glitch kerbal has. mine for example had an idx of 1. this is impossible and unlikely as all my other kerbals had their so called idx either 0 or -1 never a  (+)1. so check everything if not getting fixed

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