Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1.Fly to target, and go into GPS, copy current position, and paste to clipboard
2. Go into my torpedo/missile panel, set seeker to home in on GPS waypoint/GPS Area, paste GPS into the co-ordinates string, set GPS co-ords, lock target, but it's not indicating it's locked, it just says Idle!
I have the guidance arrow pointing to the front of the missile, so that's not the issue lock on safety distance is set to "0", in the past this has almost always worked, now the missile just flys straight, I'm gonna try some more things.
This is the error in the log file:
2019-05-17 22:28:51.348 - Thread: 1 -> STATISTICS LEGEND,time,ReceivedPerSecond,SentPerSecond,PeakReceivedPerSecond,PeakSentPerSecond,OverallReceived,OverallSent,CPULoadSmooth,ThreadLoadSmooth,GetOnlinePlayerCount,Ping,GCMemory,ProcessMemory,PCUBuilt,PCU,GridsCount,RenderCPULoadSmooth,RenderGPULoadSmooth,HardwareCPULoad,HardwareAvailableMemory,FrameTime
2019-05-17 22:28:51.348 - Thread: 1 -> STATISTICS,16178.0333334,0,0,0,0,0,0,141.8636,95.56161,1,0,2618.025,4423.027,117141,882859,97,58.25094,55.21081,32.76138,4303,8.330677
2019-05-17 22:28:56.560 - Thread: 1 -> MyGuiScreenCubeBuilder.ctor START
2019-05-17 22:28:56.560 - Thread: 1 -> MyGuiScreenCubeBuilder.ctor END
2019-05-17 22:28:56.560 - Thread: 1 -> MyGuiScreenCubeBuilder.ctor START
2019-05-17 22:28:56.581 - Thread: 1 -> MyGuiScreenCubeBuilder.ctor END
2019-05-17 22:28:58.361 - Thread: 1 -> MyGuiScreenBase.UnloadContent - START
2019-05-17 22:28:58.362 - Thread: 1 -> MyGuiScreenBase.UnloadContent - END
2019-05-17 22:29:05.718 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.MyRadioAntenna.OnEnabledChanged()
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.<.ctor>b__14_0(SyncBase x)
at System.Action`1.Invoke(T obj)
at VRage.Sync.SyncBase.RaiseValueChanged(Boolean notify)
at VRage.Sync.Sync`2.SetValue(T& newValue, Boolean validate, Boolean ignoreSyncDirection, Boolean received)
at Sandbox.Game.Entities.Cube.MyFunctionalBlock.<>c.<CreateTerminalControls>b__15_1(MyFunctionalBlock x, Boolean v)
at Sandbox.Game.Screens.Terminal.Controls.MyTerminalValueControl`2.SetValue(TBlock block, TValue value)
at Sandbox.Game.Gui.MyTerminalControlOnOffSwitch`1.OnValueChanged(MyGuiControlOnOffSwitch obj)
at Sandbox.Game.Screens.Helpers.MyGuiControlOnOffSwitch.set_Value(Boolean value)
at Sandbox.Game.Screens.Helpers.MyGuiControlOnOffSwitch.HandleInput()
at Sandbox.Graphics.GUI.MyGuiControlBase.HandleInputElements()
at Sandbox.Graphics.GUI.MyGuiControlBlockProperty.HandleInput()
at Sandbox.Graphics.GUI.MyGuiControlParent.HandleInput()
at Sandbox.Graphics.GUI.MyGuiControlList.HandleInput()
at Sandbox.Graphics.GUI.MyGuiControlBase.HandleInputElements()
at Sandbox.Graphics.GUI.MyGuiControlParent.HandleInput()
at Sandbox.Graphics.GUI.MyGuiControlParent.HandleInput()
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleControlsInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)