Help! problem w/my mod when certian ships explode
What does this error message mean?
WARNING:General:Engine: destroy_joint: Failing to disconnect -1 <- 151663416, not connected.
I read in this forum that it may have something to do with the engines failing to be removed from the ship when the ship explodes. that post was written at least two years ago by swat opr8r. That said, I have no idea what to do about it. It only happens to two custom ship modles that belong to a custom faction (nutral or allied to me) of my creation inside a custom system. The unlawful faction doesn't have this problem. i can destroy as many of the unlawful faction ships as i like and i have no problem and yes this faction is enemy to everyone. And yes this faction is custom using custom ships as well. When a NPC's ship is destroyed there are two ways for the ship to explode:
#1. Instantly
#2. it goes into a spin/flip/flop then explodes
well no matter how many explosion arches i experiment with the result is the same:
(ive even removed all fuses and the explosion arches and it still crashes)
(as above) when the npcs explode instantly(#1) there is no problem, but when they go into a dive and flip and flop before exploding then thats when freelancer goes byebye.
It causes the game to crash to windows
i've even turned off 3D sound and reduced detail under the settings and it made no difference.
Anyone ever had this problem????
I will be adding a credits section to my mod once i get it finnished. any help given to me in this forum will be much appreciated and will be credited. thanks!
Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache
Edited by - aching head on 11/13/2007 3:15:32 PM
Edited by - aching head on 11/13/2007 3:16:27 PM
Edited by - aching head on 11/13/2007 3:19:23 PM
WARNING:General:Engine: destroy_joint: Failing to disconnect -1 <- 151663416, not connected.
I read in this forum that it may have something to do with the engines failing to be removed from the ship when the ship explodes. that post was written at least two years ago by swat opr8r. That said, I have no idea what to do about it. It only happens to two custom ship modles that belong to a custom faction (nutral or allied to me) of my creation inside a custom system. The unlawful faction doesn't have this problem. i can destroy as many of the unlawful faction ships as i like and i have no problem and yes this faction is enemy to everyone. And yes this faction is custom using custom ships as well. When a NPC's ship is destroyed there are two ways for the ship to explode:
#1. Instantly
#2. it goes into a spin/flip/flop then explodes
well no matter how many explosion arches i experiment with the result is the same:
(ive even removed all fuses and the explosion arches and it still crashes)
(as above) when the npcs explode instantly(#1) there is no problem, but when they go into a dive and flip and flop before exploding then thats when freelancer goes byebye.
It causes the game to crash to windows
i've even turned off 3D sound and reduced detail under the settings and it made no difference.
Anyone ever had this problem????
I will be adding a credits section to my mod once i get it finnished. any help given to me in this forum will be much appreciated and will be credited. thanks!
Its kind of funny how i work 50 hours a week and still find the time to do this.
I'm just a little tired And I have a little headache
Edited by - aching head on 11/13/2007 3:15:32 PM
Edited by - aching head on 11/13/2007 3:16:27 PM
Edited by - aching head on 11/13/2007 3:19:23 PM