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Found 173 results

  1. I opened the astronaut complex to hire another Kerbal, and couldn't leave the complex after. Pressing the Exit button in the top right corner didn't work do anything, same with the Quit to Main Menu. The only thing that worked was loading a previous save, but that kind of defeats the purpose because then you can't hire new Kerbals
  2. When I enter the administration building if I mouse over any item, the menus disappear and show the space center view. The only way to view the actual admin building menus is to put my mouse in the top right corner where "Exit" would be. Clicking where a menu item may be, for example the Public Bailout strategy, will register the input click and, if I put my mouse in the top right corner, will show that I clicked on the strategy/program and give an explanation. Moving my mouse from the top right corner though, causes the whole admin menu/facility to disappear and shows the space center again. Is there a fix to this, are developers aware of this bug? Should I re-install? This issue was not present before the 1.1 update.
  3. This is my first post, so first of all let me thank you for this great game, my whole family can play. I've bought recently new rig with GTX 1070 and (re-)started playing KSP. I enjoy it very much, but there is one particular rendering bug, that is really annoying - fog/shadow curtain and shadow discontinuities. I have reported it under #15193. But I want to ask you guys if this is well know bug, and if there is anything I can do to mitigate it. I think I tried everything I could find, -force-d3d11 -force-glcore, various shadow cascades settings, Unity rendering settings, all I get is what you see below. Thoughts? Best regards, Adam
  4. Dunno if this has been found, low priority bug. Text on bottom left gets cut off a bit.
  5. I uninstalled a bunch of mods, and now my game stops loading right at the end and won't go to the opening menu. I look at the log, and it tells me that it doesn't have the definition of "resource" and doesn't load any resources. (Electric Charge, Liquid Fuel, Oxidizer, etc.) I Don't know what to do! (I'm Using CKAN) Mods: [x] Science! Filter Extensions Community Category Kit Community Resource Pack KAS Kerbal Engineer Kerbal Foundries Kerbal Joint Reinforcement KIS KSPWheel KW Rocketry Mechjeb2 Kerbal Planetary Surface Structures Module Manager
  6. After ferrying an individual (I forgot their name sorry) the bottom right contracts menu didn't update that I had finished it, but did have all the check marks necessary. This was worked around with a scene change.
  7. UI_SCALE in settings.cfg will not be loadded when start up. when UI_SCALE>1.4,science and reputation will not be displayed in space center. Now I can only press esc in space center->settings->accept to make UI_SCALE work
  8. I have recently started playing a modded save, and have been experiencing some oddities. When I load the save, the orbits of all of my existing ships are shifted. The semi-major axis remains the same, but the periapsis is lowered while the apoapsis is raised. I have already lost two sets of relay satellites this way. The editor also freezes occasionally whenever I hover over the parts that I have placed. I just launched a Duna lander. When I attempted to enter Duna's atmosphere to aerobrake, the game still registered my ship as being in space. As time went by, the atmosphere indicator went down a small bit, and rapidly went back up to space, but my altitude stayed constant, almost like Duna's atmosphere was disappearing momentarily. A few ships equipped with robotics parts have spazzed out. Any thoughts? Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - Toolbar - 1.7.13 USI Tools - 0.8.17 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BetterTimeWarpContinued - Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CSIFreighter - 0.1.7 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.4.6 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Joint Reinforcement - 3.3.1 KerbalAtomics - 0.3.5 Kerbal Engineer Redux - Kerbal Foundries - Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - KSPWheel - Infernal Robots - 2.0.10 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Kerbal Alarm Clock - 3.8.4 TweakScale - 2.3.4 UbioWeldingLtd-Continued - 2.5 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.23 [x] Science! - 5.6 Log:
  9. Oke i have a problem and I'm wondering if anyone knows the answer. Everytime i create a new plane/ssto or what ever, I have the problem that the plane is not moving. I use full thrust but no speed. I can retract the landing gear and the plane stays hovering. I think it might be a problem with a mod. Who can help me. thx Mod list: { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2017.", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ { "name": "ModuleManager" }, { "name": "Karbonite" }, { "name": "USI-Core" }, { "name": "KAS" }, { "name": "TweakScale" }, { "name": "NearFutureConstruction" }, { "name": "CommunityTechTree" }, { "name": "NearFuturePropulsion" }, { "name": "B9PartSwitch" }, { "name": "NearFutureElectrical" }, { "name": "RemoteTech" }, { "name": "SCANsat" }, { "name": "USI-LS" }, { "name": "B9" }, { "name": "B9-props" }, { "name": "RasterPropMonitor-Core" }, { "name": "B9AerospaceHX" }, { "name": "MarkIVSpaceplaneSystem" }, { "name": "ExtraPlanetaryLaunchpads" }, { "name": "Trajectories" }, { "name": "UKS" }, { "name": "USI-EXP" }, { "name": "USI-FTT" }, { "name": "InterstellarFuelSwitch" }, { "name": "USITools" }, { "name": "CommunityResourcePack" }, { "name": "FirespitterCore" }, { "name": "NearFutureElectrical-Core" }, { "name": "CommunityCategoryKit" }, { "name": "SmokeScreen" }, { "name": "B9AnimationModules" }, { "name": "DeployableEngines" }, { "name": "NearFutureProps" }, { "name": "KIS" }, { "name": "Konstruction" }, { "name": "GroundConstruction-Core" }, { "name": "AT-Utils" }, { "name": "ConfigurableContainers-Core" }, { "name": "InterstellarFuelSwitch-Core" }, { "name": "RoutineMissionManager" }, { "name": "HyperEdit" }, { "name": "MechJeb2" }, { "name": "MechJebForAll" }, { "name": "KerbalEngineerRedux" }, { "name": "QuantumStrutsContinued" }, { "name": "DMagicOrbitalScience" }, { "name": "ContractsWindowPlus" }, { "name": "OuterPlanetsMod" }, { "name": "ProgressParser" }, { "name": "ContractParser" }, { "name": "CommunityTerrainTexturePack" }, { "name": "Kopernicus" }, { "name": "ModularFlightIntegrator" }, { "name": "CustomBarnKit" }, { "name": "KerbalAlarmClock" }, { "name": "KWRocketryRedux" }, { "name": "KWRocketryRedux-InstantPwr" }, { "name": "JanitorsCloset" }, { "name": "FuelWings" }, { "name": "ModularFuelTanks" }, { "name": "StageRecovery" }, { "name": "Toolbar" }, { "name": "CxAerospace" }, { "name": "RealChute" }, { "name": "OPTSpacePlaneMain" } ] }
  10. So I was recently muddling around with a SSTO just to see if it could achieve orbit and I switched to my space station. Afterwards, when I looked at it from the M button view, it had this odd orange photo-like frame around it. I don't know if it's a bug or if I activated anything but it's a bit concerning. I am using the Mac version. Here's a photo of it:
  11. on the loading screen, got "proving Murhy\2019s Law" very minor
  12. hi. Just a bug i encountered, when i am in space or launching, if i were to press LB + RB to bring up the system map. The sky turns into space and brings in out the planets to view. Never used to do this. Any help would be great thanks. I cannot load the system map at all now.
  13. Greetings, I have a fresh install of 1.2.1 with no mods. When in the VAB and SPH, moving the camera low and looking up sometimes causes the screen to black out, with the UI still showing. Screenshot included. I have also seen it be black when I first enter the VAB, and then goes to normal once I click a root part. I'm on Windows 7 x64, ATI FirePro graphics. Thanks, Jamie
  14. I don't know why, or how, but I'm pretty sure it's due to one of the mods I have installed. Take a look at this: Both models, new and outdated, show up - only one or the other is available in parts selection at a time. I could attach both to the same plane once the other shows up, though. So, I built something, made a few test flights, came back, wanted to get another J-X4, and didn't find it. Entered the name, the old model showed up. No restarts nor file changes in between building that plane, with the new model of the engine, and coming back to the hangar to find only the old one instead. Upon game restart, it's still the old model. If I load my saved ship, it comes with the new models still attached. They kind of flip-flop around, as it seems. Saving the new model as a subassembly, I can get it from there - but can't attach, nor even place it anywhere. It's stuck to my cursor and won't allow me to discard / delete it, either. I have to hit "load craft" or "new" at that point to get rid of it. What gives? More importantly, what's the file name I need to look for in my GameData Mods / Plugins to find what's replacing (?) or messing with the vanilla model? Or is it due to something else? Plis, halp.
  15. KSP中文版已经bug满满地预发布了,鉴于目前国内大部分人不会使用Bugtracker提交bug报告,我们建立了这个bug报告贴。为了保证Bug能够被开发组重现并解决,我们强烈建议按照以下格式填写bug报告。我们将把Bug报告发送到BugTracker,并报告Bug进度。希望大家能积极参与。 ———————— 报告bug时请务必注意以下几点: 1.报告前请先查看本楼的bug以及常见文本bug,如果有对应的bug的话请不要再重复发送,可以到对应的bug楼作补充说明。 2.请遵守以下格式报告bug并上传附件,不遵守格式报告的bug将做删帖处理,请注意。 3.本楼主要接受关于汉化问题的bug,当然,有其他的游戏bug也欢迎汇报。 4.如果你有一定的英语功底,建议直接前往BugTracker 报告bug。 5.本楼禁止除bug报告以外的其他回复(包括楼中楼,但对bug进行补充不在此列)。 6.有多个相同类型的bug请集中发布 7.已经在别处发表报告的也请遵守格式发布 8.网页报告渠道(未完善,不建议在此报告): 。 下面是Bug报告格式: BUG简介: (简短介绍bug) KSP版本号: (必须是完整版本号!例如1.2.9.1723,最后四位数字必须添加!非常重要!) 是否有MOD?有请列出使用的MOD及版本: Bug详细说明:(请说明Bug出现时的状态,Bug出现前的操作) 附件:(请附上bug截图(F1!),游戏根目录的ksp.log,合并成一个压缩包上传到网盘) 常见文本Bug参照 ————————————— 管理员须知:
  16. Kerbal's Log, date of 4/2/2017 at time 2:55 PM Central Standard Time. After conducting a, *ahem*, Prestigious Part Test Project for a good number of companies, Jebediah Kerman happened to look out the window of his test-rocket, and noticed a flaw in the space-time continuum. From underwater, he could peer out and see the Island Runway, through the water, through the island, in perfect detail. This was a traumatically scarring moment for the Kerbal, as he slowly started to realize his largest internal fear- that the world was being slowly torn apart. He snapped a picture of the anomaly before promptly passing out and requiring intense mental reparation care. Oh dear. Of course, as the good Players and Developers of this game, we know the world isn't collapsing, but we also know that Kerbals love to take things to the extreme. So, after including a slight memory alteration in Jeb's mental reparation, I confiscated the image. However, I am not knowledgeable if it is a slight error in my own personal installation, or if it's a slight error in the actual game code. Either way, Kerbal Space Program deserves to be polished, so we can all enjoy the perfection of a game that it is. KSP Version: What Happens: Island Runway is visible from underwater Mods / Add-Ons: None Steps to Replicate: 1. Build a rocket that can reach Kerbin's waters with the Island Runway in line of sight that will allow the camera to go underwater. 2. Look towards the island. Result: Visible Island runway Fixes/Workarounds: None that I am aware of, as it is a visual bug. I suppose you could look away. Other Notes/Pictures/Log Files:
  17. Alright, say I build this marvelous rocket with 300 parts to go to Duna. Then, I wanna go on eva, come back get on ship, but all my stages are messed up. Why? And I think it does this too when you switch vessels then back.
  18. On Xbox One, placing a symmetry group in the VAB fails if it would make the part count exactly equal to the part limit for the current VAB upgrade level. However, it succeeds if it would make the part count one less than the current VAB limit. To work around this, in order to achieve a part count exactly equal to the limit, the last part placed must be a single part and not one of a symmetry group.
  19. Hello, forums! I'm running several mods, but up until recently, I could go into Mission Control and look at my mission archives to see completed, failed, etc. missions. They are now all missing. The most recent mods I added were the full Interstellar Fuel Switch and the Surface Experiment Pack, but I've also updated a couple others, as well. I can still see the missions to accept, and the missions I currently have, but once I complete something, it just disappears from the list rather than becoming a completed contract. I've checked my recycle bin, and there's nothing other than the old version mod files from updating. Current mod list: [x]Science Toolbar Community Tech Tree Orbital Science IFS KIS/KAS EngineerRedux Mk2 Plane Expansion OSE Workshop (haven't used it yet) A few USI part mods MKS, but haven't started Kolonization and have only used MKS as much as saving Kolony Kerbals VesselViewer Raster Prop Monitor Universal Storage Final Frontier Planetary Base Systems Kerbal Alarm Clock SCANSat and Pathfinder Where in my game folder can I find the relevant files, or does anyone know something that could help? I've checked the various mod threads and through this one, but it seems to be a new problem. ETA: On more playing, completed contracts are going into the list again. All the old ones were purged, but it seems to be working again. Still curious what may have happened, but it's not much of a problem anymore.
  20. I have this one problem where all stock RCS tanks are gone. Now I have super thin modded ones. And stock landing legs have 100000000 stress tolerance. I don't know which mod causes this and if its intentional... PLS NO. I am so liquided cuz my entire Mun base is gone because it "contains inexistent or locked parts" I want to have mods that don't exploit the game like the weird durability on landing legs. Here are the mods I use: Airplane plus, Atmosphere autopilot, BDArmory, Cryo engines, DMagic science, Docking port alignment, Feline utility rovers, Flag decals, Fuel tanks plus, Glass things, KAS, KIS, Kerbal planetary base systems, Kerbal atomics, Kerbonov, Structure pack, MK4 spaceplane system, Modular rocket system, Near future construction, Near future electrical, Near future propulsion, Near future solar, Near future spacecraft, OPT, Orion, PlanetShine, SpaceY lifters, SpaceY expanded, SSTU, Station parts expansion, Tweakscale. Anyone know what causes the above?
  21. After re-installing KSP after a while, I noticed a strange bug where all oribts are displayed wrongly: planets are not on their trajectory and AP and PE signs are also off... I only use mechjeb, KIS, KAS and tweakable. Thanks for your help.
  22. Hello all. I just started playing this game on Xbox 1 (I don't have a computer capable of running the game) and I'm hooked! It makes me want to join the Airforce, Nasa, or SpaceX. Having said that, those 3 goals seem just as arduous as dealing with these bugs. Here's my list: 1. Not able to select parts- sometimes it just takes more clicks than 1. Sometimes nothing is clickable except start menu and flight controls. Often happens when transferring fuel. 2. Saves loaded from quick load do not give right save. I workaround by always loading from space center. (This is not that bad, really). 3. Rovers bounce uncontrollably on warps 2, 3, and 4. This often results in destruction of the vessel. 4. SAS does not hold prograde or retrograde or anything other than stability assist while cursor mode is active. Annoying, not the worst. 5. Vehicles explode on load. In orbit, on the ground, and always previously stable. Also, Vehicles sometimes randomly explode. On a mission to Eve I successfully managed to fall with chutes (maybe not necessary) and during the descent the ship started to shake and rotate, then pull itself apart, resulting in an achievement for escaping eve's orbit... Maybe someone can help me navigate to a reporting page or give me a previously solved post. I hope the devs have fixes for this issue. Enjoy the game still, but don't fault folks for wanting money back. It's terribly frustrating to dedicate an hour or two to unfixable catastrophic failures that aren't a fault of user error.
  23. Hi all, I am hoping desperately that someone might be able to help. Whilst editing parts I know that the QWEASD keys all rotate on various axes and the use of Shift refines that from 90 degrees to 5 degrees by default, but not anymore, not for me. For some reason my new angles appear to be approximately 30 degrees and less than 1 degree with the use of the Shift key. I cannot tell you when this first occurred because I was re-using previously saved designs I had created a while ago and only recently had to create a couple of new ones. Does anyone have any solutions, such as editing a config file to change the angles of rotation, or maybe someone has had the same problem and has since fixed it? The rotation wheels still work as they should, but the key bindings have the above fault.