Game crashes on ship launch
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I’m from the same team. Strange thing happened to me yesterday.
After a long time I started the mod and tried to repeat the crash. I don’t remember changing anything before, but this time one of the broken ships undocked without a crash.
That isn’t all, though. I noticed a crazy bug with it. My shield was up as I was being hit by a station. All effects showed a shield hit, but the shield level wouldn’t budge. Hull was getting damaged instead!
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OK maybe it’s time to delete the Freelancer folder and saved games folders, and use a fresh copy of the mod.
I have had annoying things like this, and using a fresh copy fixed it.
Don’t use FLMM to de-activate, just delete the Freelancer folder to get rid of all corruption, and also re-install FLMM.
Use a fresh clean copy of FL and activate the mod into it.
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This is getting silly. I just “reinstalled” FL (deleted the directory and all saves, copied a backup of vanilla installation I always use) and activated the mod again… The same behavior. It undocks OK, hull gets damaged instead of shield. What the hell?
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The same behavior. It undocks OK, hull gets damaged instead of shield. What the hell?
I’ve had this problem before where there is a .vms name that is the same with both ships. As a result, the game will cause this error. Make sure that none of your .cmps are sharing similar .vms names.
Might be the issue here.
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Capt. Morgan have you edited your FL ID files at all?
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Good pointer Sushi - the devil’s lod 0 vms node is called “Group1.lod0.vms”
I bet there are other ships in that mod with this name!
I don’t have that in my mod so there’s no conflict.
As a guide, I call mine “ships.(shipgroupfolder).(shipfolder).(shipname).lod0.vms”
OK guys - over to you!
Let us know what you find after you fix this ship.
You may have trouble finding the other ship that is conflicting, it is probably spawned outside your base in an NPC encounter as soon as you launch.
You mentioned there were 2 ships causing this, check the other one too.
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That seems to have been the problem, at least with the Devil. I re-exported it, hardpointed it again, and it worked like a charm. We’ll find out if that’s the problem with the other one, and let you know.
EDIT: Yep, that was the problem with both. Time to move on to debugging the ships. Thanks yet again!
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No, hold on - you still have other ship(s) with the same node name, this is why the devil (and the other ship) crashed on launch - one of the other ships that is spawned in an encounter outside your base. You need to find it, and there may be others. Sloppy modelling.
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Sushi is the one to credit guys, not me.
We’re all sloppy modellers, learnt by our own mistakes.
Sorry, no offence meant, just a small poke in fun was all it was.
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No offense taken. I’m the one who got sloppy with these. Mostly out of ignorance, though. I’m not much of an experienced (or talented) modeller, but I’m one of the only people on the dev team who can take a textured model and turn it into a usable ship.
Oh well, you only learn by breaking it and putting it back together.
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Glad it worked out for you guys. It was a team effort finding it