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Exceptions being thrown #15

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rsparkyc opened this issue Mar 22, 2017 · 3 comments
Open

Exceptions being thrown #15

rsparkyc opened this issue Mar 22, 2017 · 3 comments

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@rsparkyc
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I mentioned this in the forums, but figured I'd also put a bug here to track it. I'm constantly seeing exceptions being thrown in the logs (will add them next time I open the game), and very often I don't see my contracts in CapCom. FYI, I'm using it under an RP-0 installation.

@Thorbane
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Are you getting this exception?

[Contract Parser] Loading All Contracts...

(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 PartModuleList.Contains (Int32 classID) [0x00000] in :0
at PartModuleList.Contains (System.String className) [0x00000] in :0
at ContractParser.parameterContainer.getPartTitlesFromModules (System.Collections.Generic.List`1 names) [0x00000] in :0
at ContractParser.parameterContainer.setCustomNotes () [0x00000] in :0
at ContractParser.parameterContainer..ctor (ContractParser.contractContainer Root, Contracts.ContractParameter cP, Int32 Level) [0x00000] in :0
at ContractParser.contractContainer.addContractParam (Contracts.ContractParameter param, Int32 Level) [0x00000] in :0
at ContractParser.contractContainer..ctor (Contracts.Contract c) [0x00000] in :0
at ContractParser.contractParser+d__0.MoveNext () [0x00000] in :0
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in :0

@rsparkyc
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Yep, that's the exact error I get

@DMagic1
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DMagic1 commented Mar 29, 2017

I'm checking on this now, and see the same error. I imagine it's just an issue with mods that do funny things with part modules; it might be TweakScale, but it's hard to say for sure. Nope it looks like it's Interstellar, in particular this bit, or maybe something related to it:

          var pm = prefab_available_part.gameObject.AddComponent<AtmosphericIntake>();
          prefab_available_part.Modules.Add(pm);

Any mod doing something similar would have the same problem.

In any event it's simple enough to work around, though I won't be updating until KSP 1.3 is released.

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