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Air Intakes Glitch


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Greetings, potentially helpful people!

I've already asked for help on /r/KerbalSpaceProgram, as the first googled result directed me there to someone with a similar problem.

Beloved and certified badass Jeb insists the situation is "nominal" and, apparently, "great fun", but I have my doubts. There's no fun in glitching and losing progress, Jeb!

Anyway.

Version: 0.90, 32 bit

Issue: Any air intake glitches the game to such an extent that a) the terrain disappears (I presume the viewpoint is glitched inside Kerbin), B) when returned to the SPH / VAB the craft has lost a random number of parts, and lastly c) the game becomes largely unresponsive, the only solution being a restart.

Mods:

Blizzy's Toolbar

Umbra Space Industries: Kolonization, Karbonite, Karbonite+, USI Tools

AutoAsparagus

B9

Community Resource Pack

CrossFeedEnabler

ActionGroupsExtended

DMagic Orbital Science

Docking Port Alignment

Enhanced NavBall

Extraplanetary Launchpads

FAR

Firespitter plugin

Fusebox

KAS

Kerbal Joint Reinforcement

HyperEdit

KineTech Animations

Klockheed Martian Gimbal

MechJeb2

MemoryUsage

Module Manager 2.5.9

MP_Nazari HotRockets

KSP Interstellar NearFuture Technologies Integration

Open Resource System

ORS Resource Pack

PreciseNode

Procedural Fairings

RCSBuild Aid

Regolith

Resource Generation Module

SCANSat

ScienceAlert

Ship Manifest

SmokeScreen

Station Parts Expansion

TAC Fuel Balancer (0.25 version, works flawlessly, tried without it, same problems)

TechManager

ToadicusTools / VOID

Trajectories

TriggerTech: Kerbal Alarm Clock, Alternate Resource Panel

TweakScale

Universal Storage

Virgin Kalactic

WildBlueIndustries: Multipurpose Colony Modules

Reproduction: Build any craft with intakes attached (first occurred with stock radial intakes, may have corrupted game?) and launch.

Problem is, for example, I have multiple mods requiring a resource framework, but a different one for each. So I have stuff like Regolith, ORS and CRP, and heck if I knew they conflict. And a lot of these mods came bundled and thus created dependencies I cannot fathom at this point. The fella back on reddit had someone awesome skimming through his logs, and I hope someone equally awesome comes to my rescue.

What I've tried:

  • Removed B9
  • Removed FAR
  • Removed all resource frameworks
  • Removed TAC Fuel Balancer

Completely removing all mods works fine, have not yet reinstalled KSP.

Logs: https://www.dropbox.com/s/l78we3p6p88ceht/output_log.rar

Thanks in advance. If you need anything else, I'll happily provide.

Cheers

Skull

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Quick update:

I removed all the resource frameworks again, but noticed KSP being stuck on the initial loading screen. I removed the mods that apparently depended on one of the frameworks one by one, and the air intakes work again.

The following mods are now removed:

  • Near Future Technologies
  • Interstellar, NFT-integrated version (has its own resource definitions, including engine intakes, and depends on all frameworks but ResGen -- testing)
  • Karbonite, K+
  • Regolith
  • Open Resource System + ORS Resource Pack
  • Resource Generation Module (bundled with B9 for .90, but its dedicated .version file has it for .25?) -- tested it on its own, no glitches
  • Community Resource Pack

Edit: After having added Interstellar and the resource mods, the glitch occurs again.

What do I do now that I've narrowed it down to these mods? Is there still a chance it's specifically my configuration of mods, or should I already bring it up to whomever develops Interstellar (or its NFT-integrated fork, as the original dev is, to my info, inactive)?

Edited by SkullCollector
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Your log file has over seven thousand errors in it. Check that all your mods are the latest versions. It's so bad that even unrelated parts of the stock game like pausing and music are throwing exceptions.

Here are some of the mods that have been tripped up by the issues. They may not have caused them, but they are being hindered by them:

ActionGroupsExtended
ActiveTextureManagement
DockingPortAlignmentIndicator
ExtraplanetaryLaunchPads
FAR
FinePrint
Interstellar
KAS
KerbalAlarmClock
KerbalFlightData
KSPAlternateResourcePanel
KSPPluginFramework
MKS
NearFuture
SCANsat
ScienceAlert
TweakScale
VOID

You can install the Exception Detector mod to help speed up your search. "Throws per second" is the number of errors happening at that moment, so you can uninstall and reinstall mods to find out which causes the most.

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Seven thousand errors would probably account for some of those problems. If you want to avoid dealing with what I call "the spiderweb of inter-dependencies" I suggest the CKAN.

Edit: I also like your report format. Please teach everyone else to use it!

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You can install the Exception Detector mod to help speed up your search. "Throws per second" is the number of errors happening at that moment, so you can uninstall and reinstall mods to find out which causes the most.

Excellent tip, but it doesn't quite work as expected. Every time there are exceptions, the TPS rate is at 0.1 and it's, so far, exclusively Active Texture Management calling some Unity GUI element. I'm a darn quick reader, but the window disappears too quickly even for me. Feels like in the microseconds range.

Seven thousand errors would probably account for some of those problems. If you want to avoid dealing with what I call "the spiderweb of inter-dependencies" I suggest the CKAN.

Edit: I also like your report format. Please teach everyone else to use it!

I've used the CKAN before, I think I stopped out of laziness (the contradiction is strong with this one). I overheard a discussion regarding its up-to-date-ness, though; do updates apply automatically or should I cross-check version numbers?

Also cheers for the rep. I just tried to make my problem as comprehensible as possible for you folks, after all, I'm the one who wants something.

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