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Common issues, the Launch/Patcher, Command Line Arguments, and why KSP won't start on macOS.


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New important issue - fixed in 1.2.2 so please update!

The highlighter will cause KSP to crash after disabling the aero overlay, please disable the highlighter in flight or avoid the aero overlay until this is fixed, thank you.

See here for the issue report.

 

* KSP not starting on macOS OSX OS X Sierra?

Spoiler

KSP does not start on macOS.

This appears to be caused by Apples Gatekeeper software, KSP is unsigned so will not be allowed to run.

Workaround:

On 10/12/2016 at 3:55 AM, justspace103 said:

i had this issue and heres how you fix it: right click on the application and select "show package contents". then navigate through contents, then MacOS, and click the executable shown. KSP works perfectly fine after that so its an issue with the application connecting to the executable.

 

Alternatively, move KSP out of the applications folder, optionally you can move it back in, see here for more info.

 

 

Important notes on the Patcher / Launcher

Spoiler

The KSP patcher, which is downloaded with old versions of the KSP launcher, is no longer maintained or supported.

This means that it will not work.

Please use the patches from your Squad store accounts download page to update KSP if available for your platform, or use the installer or full game zip.

GOG customers will have to update via the GOG patch when available, or the full GOG installer.

Amazon customers should see an update version on their Amazon accounts, if KSP fails to update on Amazon please contact Squad support at [email protected]

Steam will update normally, but pre-release players will need to opt out of the pre-release (select NONE in the Steam client).

--------------------

Issues new to the 1.1.2 release (and one or two old ones), and their workarounds if any, can be found here, so if you find something please check here first and PM me if you don't see your issue.

I will add the issue to the repository, this makes it both easier to find in the future, and will help reduce repeated issue reports :)

Also please check the developer articles, as many new changes may seem like a bug at first when compared to earlier versions, but are intended.

If you're still on 1.1.1 you need to update KSP.

Claw has made many small fixes for these issues which you can find here.

 

Command line arguments!

The Unity3D game engine which is used to make KSP has a lot of command line arguments which can help get KSP running on Linux/OSX, and allow players to force KSP onto a specific monitor in multi-monitor setups.

See all command line args here.

Standalone Unity commands, these can work on any platform, not just Windows.

Spoiler

Unity Standalone Player command line arguments

Standalone players built with Unity also understand some command line arguments:

   
-adapter N (Windows only) Allows the game to run full-screen on another display. The N maps to a Direct3D display adaptor. In most cases there is a one-to-one relationship between adapters and video cards. On cards that support multi-head (they can drive multiple monitors from a single card) each “head” may be its own adapter.
-batchmode Run the game in “headless” mode. The game will not display anything or accept user input. This is mostly useful for running servers for networked games.
-force-d3d9 (Windows only) Make the game use Direct3D 9 for rendering. Normally the graphics API depends on player settings (typically defaults to D3D11).
-force-d3d9-ref (Windows only) Make the game run using Direct3D’s “Reference” software renderer. The DirectX SDK has to be installed for this to work. This is mostly useful for building automated test suites, where you want to ensure rendering is exactly the same no matter what graphics card is being used.
-force-d3d11 (Windows only) Make the game use Direct3D 11 for rendering.
-force-d3d11-no-singlethreaded Force DirectX 11.0 to be created without D3D11_CREATE_DEVICE_SINGLETHREADED flag.
-force-glcore (Windows only) Make the editor use OpenGL core profile for rendering. The editor tries to use on the best OpenGL version available and all OpenGL extensions exposed by the OpenGL drivers. If the platform isn’t supported, Direct3D is used.
-force-glcoreXY (Windows only) Similar to -force-glcore but request a specific OpenGL context version. Accepted values for XY: 32, 33, 40, 41, 42, 43, 44 or 45.
-force-clamped (Windows only) Used together with -force-glcoreXY, but it prevents checking for additional OpenGL extensions allowing to run between platforms with the same code paths
-nographics When running in batch mode, do not initialize graphics device at all. This makes it possible to run your automated workflows on machines that don’t even have a GPU.
-nolog (Linux & Windows only) Do not produce output log. Normally output_log.txt is written in the *_Data folder next to the game executable, where Debug.Log output is printed.
-popupwindow The window will be created as a a pop-up window (without a frame).
-window-mode mode (Windows only) Overrides the default behavior of the Fullscreen Mode setting. Possible options are: exclusive, borderless.
-screen-fullscreen Overrides the default fullscreen state. This must be 0 or 1.
-screen-height Overrides the default screen height. This must be an integer from a supported resolution.
-screen-width Overrides the default screen width. This must be an integer from a supported resolution.
-screen-quality Overrides the default screen quality. Example usage would be: /path/to/myGame -screen-quality Beautiful
-show-screen-selector Forces the screen selector dialog to be shown.
-single-instance (Linux & Windows only) Allow only one instance of the game to run at the time. If another instance is already running then launching it again with -single-instance will just focus the existing one.
-parentHWND <HWND> (Windows only) Embeds Windows Standalone application into another application, you have to pass parent application’s window handle to Windows Standalone application. See this example EmbeddedWindow.zip for more information.

 

--------------------


Category list.

Spoiler

 

Categories.

Aerodynamics.

Application.

Career.

Craft.

Controls.

Crashes.

Editor.

Flight scene.

Graphics.

Main Menu.

Map.

Official addons.

Parts.

Performance.

R&D.

Resources.

Tracking Center.

Tutorials/Scenarios.

 

 

 

 

--------------------

 

Aerodynamics.

* Heatshields not slowing down the pod enough. (Gameplay change)

Spoiler

Heatshields are not slowing down the pods enough during re-entry, found by GoSlash27.

Heatshields add a lot of mass to the pod, and improvements in how aerodynamic forces are handled in 1.0.5 mean that the extra inertia of the heat shields mass causes the pod+heatshield to take longer to slow down.

This can result in the pod being too fast to deploy parachutes until very near the ground.

Workaround.

Just like the NASA Curiosity rover, you can put your heatshield on a decoupler or separator and decouple your heatshield when past the hottest part of re-entry.

 

Application.

* KSP doesn't start. (Linux graphics drivers)

Spoiler

KSP on Linux fails to start.

KSP on Linux can fail to start on certain graphics hardware, specifically AMD graphics cards.

Workaround 1

Start KSP with the -force-gfx-direct command line argument.


* KSP does not start on macOS OS X Sierra.

Spoiler

KSP does not start on macOS.

This appears to be caused by Apples Gatekeeper software, KSP is unsigned so will not be allowed to run.

Workaround:

Move KSP out of the applications folder, optionally you can move it back in.

 

 

* KSP doesn't start. (Windows Hardware/OS)

Spoiler

KSP doesn't start.

KSP will not run on the default Windows graphics driver, so install the correct graphics driver for your graphics card.

Also, KSP won't run (or will run badly) on laptops that are on a powersaving mode, make sure your laptop is plugged in and not on a powersaving mode.

And KSP won't run if you are using so many other programs that there is no memory left for KSP, so shut down other programs when playing KSP.

 

* Missing text (Fixed in 1.2)

Spoiler

Missing text in KSP on Linux.

The text can fail to display on Linux when using open source drivers, this is because the version of the Unity3D engine used for KSP can fail to automatically detect the available OpenGL version.

Workaround 1

Start KSP with the -force-glcore command line argument to force Unity to use the best version of OpenGL it can detect.

Workaround 2

Manually edit the prefs file in /home/username/.config/unity3d/Squad/Kerbal Space Program/ to a resolution one pixel less than the resolution you plan to use, for example 1919x1079 on a 1920x1080 monitor.

 

* Output_log.txt in appdata.

Spoiler

The output_log.txt can be in user/appdata instead of KSP_Data.

This happens when KSP is run from a protected folder such as Program Files.

This is also caused by a Unity3D bug, see here for info.

 

* Window keeps minimizing to the taskbar.

Spoiler

The KSP window keeps minimizing.

This is caused by trying to use the -popupwindow command line argument with fullscreen mode enabled.

See here for more.

Workaround.

Disable fullscreen mode in KSP.

 

* Window keeps resizing then KSP/Xserver crashes (Linux).

Spoiler

The KSP window resizes madly then the game, and in some cases the X server itself, dies.

This is a Unity3D game engine issue on Linux, where the engine makes improper calls for window resolution which most window managers are unable to handle.

There is not fix, and Unity Technologies have been made aware.

Workarounds

Use fullscreen mode only, or:

Use a window manager that can process the display requests from Unity (xfwm)

See here for more info.

 

* Window on wrong monitor.

Spoiler

The KSP window opens on the wrong monitor.

This is caused by the Unity engine conflicting with the screen preferences from another version.

Workarounds

For Windows users, you will need to delete the UnitySelectMonitor key from your Windows registry, it can be found in HKEY_CURRENT_USER/Software/Squad/Kerbal Space Program/

Back up your registry before attempting this!

For Linux and OSX, delete the UnitySelectMonitor line from the prefs file.

More info here.

 

 

 

Career.

* Recovery funds missing. (Not really missing)

Spoiler

Not recovering funds for debris without capsule/probe core.

When recovering debris or other pieces without controlling parts (capsule or probe core), the FUNDS window does not come up. However, if you look at FUNDS before and after recovery, you will actually receive the funds for this. The bug is actually that the window itself isn't coming up.

So no fix is actually required, just a bit of faith.

Please note: Debris cleaned up automatically around KSP does NOT refund funds. So please be aware that if parts are auto-recovered, you will not get money back.


* Satellite contract orbits not shown (Bug)

Spoiler

The orbits for some satellite contracts can fail to be displayed if their parameters are undefined (NaN or 'not a number').

There's no workaround, this is expected to be fixed in the next update.

 

They can also fail to display if you are focused on another body, try changing focus to the planet or moon the contract is for.


* Sticky launchpad. (Bug)

Spoiler

Sticky launchpad.

Some craft can stick to the tier 2 career launchpad, this is due to mesh/collider issues with the launchpad model.

Workaround.

Use TT-18A launch stability enhancers to keep the craft off the pad, or decouplers as feet for your rocket.

* Use TT-18A launch stability enhancers (launch clamps) to hold the ship up a little.

* Put cubic struts or modular girders, or launch legs on the ship to hold it slightly off the pad.

* Use decouplers as feet for your rocket.

* Offset your rocket to the west side of the launch pad (by moving it away from the doors in the VAB pre-launch).

* Offset your rocket off the east side of the launch pad (by moving it toward the doors in the VAB pre-launch).

* Increasing physical warp (while engines are running). Remember to hold MOD when pressing the warp key. (odd_function)

 

Craft.

* Cannot launch craft. (Missing/corrupt files)

Spoiler

Editor freezes when launching a craft, pre-1.0.5.

KSP will fail to load or launch a craft if the craft name contains certain characters, the following are known to break when used in a vessels name, others may also break.

< > ^ / \ ? #

Also, sometimes the ship folders are not created or are deleted due to limited file space, or slow access to external drives and this will cause the game to lock up.

Make sure you have the following folders.

".../KSP/Ships/VAB"

".../KSP/Ships/SPH"

".../KSP/Saves/Your_Save_Name/Ships/VAB"

".../KSP/Saves/Your_Save_Name/Ships/SPH"

Also, make sure none of your KSP folders are "read only", this can happen on Windows when KSP is in a protected Windows folder.

 

Crashes.

* KSP crashes when loading craft or changing scene.

Spoiler

KSP crashes when loading a craft or changing scene.

Lots of things can cause KSP to crash and they are usually other programs running on the computer, particularly on Windows.

Programs currently known to crash KSP are:

BlazeVideo

Evolve game tracker

PrecisionX

Also, the Unity3D engine which is used to make KSP does not cope well with overclocking, if KSP crashes after you overclock the processor or graphics card you will need to lower or disable the overclock.


* OSX crash on decoupling the TR-38-D decoupler (Fixed in 1.2).

Spoiler

KSP crashes to desktop when decoupling a TR-38-D decoupler.

The TR-38-D decoupler is the only physicsless decoupler in the game, to help reduce wobble on large vessels, but while this decoupler is fine on Windows it will cause a crash on OSX frequently, and on Linux rarely.

No cause for this crash is known.

Workaround

Edit the part.cfg file in GameData/Squad/Parts/Structural/Size3Decoupler in any text editor.

Change PhysicsSignificance = 1 to PhysicsSignificance = 0

 

* OSX frequent crashing.

Spoiler

OSX, KSP frequently crashing.

KSP uses a lot of memory on OSX and for some players it can crash frequently.

This appears to be a bug with either Unity3D or the Apple graphics driver, there's no fix or workaround at this time, check back later for updates.

 

Controls.

* Joystick axis won't bind.

Spoiler

"My joystick axis are not detected."

This happens when trying to assign a joystick direction (up/down, left/right etc) to a button binding (pitch down, roll left etc)

Make sure you're using the right part of the settings screen for joystick directions, and that the controller was plugged in before you started KSP.

jRtGlf7.png

 

* Ship is steering on its own!

Spoiler

This is the caused by accidentally applying trim with modifier+wasdqe.

Use modifier+x to cancel all trim.

The modifier is left alt on windows, right shift on Linux, and Command on MacOS.

 

* Steam controller modes (Fixed for 1.2)

Spoiler

The Steam controller is not changing modes.

Make sure you are in Big Picture mode.

The Steam controller driver was old, but it's fixed now.

 

Editor.

* Center of lift different between SPH and VAB. (Intended)

Spoiler

The center of lift is different between the SPH and VAB, pre-1.0.5.

A craft loaded in the SPH will have a different CoL than when loaded in the VAB.

This actually by design, as the SPH assumes 5° positive angle to the air flow, ie: slightly nose-up, compared to the 0° in the VAB.

If you pick up your craft, hold the shift key and tilt the craft with W and S you can see the CoL move.

 

* Editor freezes when launching a craft. (Fixed in 1.2)

Spoiler

Editor freezes when launching a craft, pre-1.0.5.

KSP will fail to load or launch a craft if the craft name contains certain characters, the following are known to break when used in a vessels name, others may also break.

< > ^ / \ ? #

Also, sometimes the ship folders are not created or are deleted due to limited file space, or slow access to external drives and this will cause the game to lock up.

Make sure you have the following folders.

".../KSP/Ships/VAB"

".../KSP/Ships/SPH"

".../KSP/Saves/Your_Save_Name/Ships/VAB"

".../KSP/Saves/Your_Save_Name/Ships/SPH"

Also, make sure none of your KSP folders are "read only", this can happen on Windows when KSP is in a protected Windows folder.

 

* Missing background in the editors.

Spoiler

Missing background in the editors, missing ground in the flight scene, editor issue found by hawkinator.

The editor background and the ground in the flight scene can be missing on some AMD graphics cards/drivers.

Workaround.

Disable PPFX edge highlighting in the settings screen, graphics tab.

New

Anti-aliasing may now also cause this in 1.2

 

 

* Struts sticking out in odd directions. (Bug)

Spoiler

Struts can point odd directions, existed pre-1.0.5, found by Plasmaburndeath.

Struts can end up pointing in odd directions in the editor if they were placed on a craft that was rotated, or imported from the other editor.

This will be looked at for 1.1

Workaround.

Pick up the vessel (click the root or shift+click any part) then press space to reset any rotation, then remove and refit the struts how you want them.

Don't forget to toggle radial/mirror symmetry with "R" to get the effect you want.

 

* Poor performance / high CPU load in VAB/SPH.

Spoiler

CPU's can be stressed in the craft editor.

The space center crew and roving vehicles on the VAB and SPH scenes are cpu intensive.

Workaround

As of 1.1.3 these can all be disabled from the settings screen.

 

Flight scene.

* Docking ports won't undock (Fixed in 1.2)

Spoiler

Docking ports can become stuck and won't undock.

This is actually a fairing materials bug and affects any craft that jettisons a fairing or engine shroud before docking, this also causes Kerbals on EVA to be stuck outside the craft.

Workaround

After jettisoning any fairings or engine shrouds save (F5) then load (hold F9), after this is will be safe to dock or go on EVA.

 

* Jet fuel flow with a materials bay.

Spoiler

Jet fuel flow is incorrect with a materials bay on the craft.

In some configurations having a materials bay on an aircraft will provide that craft with infinite fuel as it can never drain some tanks.

Workaround.

Use a fuel line to connect the affected tank to the materials bay, enabling cross-feed.

 

* Kerbals stuck outside the ship (Fixed in 1.2)

Spoiler

Kerbals can become stuck outside on EVA and are uncontrollable.

This is actually a fairing materials bug and affects any craft that jettisons a fairing or engine shroud before docking, this also causes docking ports to fail to undock.

Workaround

After jettisoning any fairings or engine shrouds save (F5) then load (hold F9), after this is will be safe to dock or go on EVA.

 

* Missing ground in the flight scene.

Spoiler

Missing background in the editors, missing ground in the flight scene, editor issue found by hawkinator.

The editor background and the ground in the flight scene can be missing on some AMD graphics cards/drivers.

Workaround.

Disable PPFX edge highlighting in the settings screen, graphics tab.

New

Anti-aliasing may cause this in 1.2

 

 

* Navball has green triangle on it (Linux)

Spoiler

The navball is obscured by a green wedge or triangle.

This is a bug with Unity3D version 5 stencilling, and can appear when using fullscreen with a resolution that is less than your desktop.

Workaround.

Try Windowed mode, or a fullscreen resolution that matches your display.

 

* SAS is twitchy, overshoots, wastes resources.

Spoiler

SAS is twitchy, overshoots the target, wastes resources, pre-1.0.5.

SAS (pilot or probe) is not perfect, and will twitch on small vessels with too many reaction wheels, too much gimbal etc.

SAS will also overshoot if the vessel is too heavy for the RCS, vernors etc fitted to it because there is no proper damping.

Workaround.

Use enough (and only enough) reaction wheels, RCS etc for the size of the stage.

 

Graphics

* Textures are missing.

Spoiler

If your graphics look like this.

KSPforce_Open_GL.jpg

You are using -force-opengl or -force-glcore on Windows, this is not supported and the line needs to be deleted from your shortcut or Steam launch options.

 

 

KSPedia

* Missing text and cut-off sentences.

Spoiler

The text in the KSPedia scales badly and can be partly missing when not using a 100% UI scale.

This applies to all platforms.

 

 

Main Menu.

* Resume saved doesn't. (Missing files)

Spoiler

Resume saved doesn't resume saved games.

If clicking on Resume Saved doesn't do anything, one of your save folders has a damaged or missing persistent.sfs, or is missing the Ships, VAB or SPH folders.

Workaround.

If the persistent.sfs is missing you can copy the quicksave.sfs and rename it to persistent.sfs

If the Ships or other folders aer missing you can copy the folders over from another save.

Back to top.

 

Map.

* Map icons offset. (Bug)

Spoiler

Changing the UI scale will mess up the placement of the orbit markers.

Workaround

Restart KSP after changing the UI scale.

 

* Orbit lines disappear. (Fixed in 1.2)

Spoiler

Orbit lines disappear. (OSX)

The distant orbit lines will disappear on OSX with some graphics cards, as the method used to render them changes when zoomed out.

This issue may be related to the map offset bug.

Workaround.

The lines should be drawn in windowed mode, so experiment with fullscreen and windowed with different resolutions, it should also work in fullscreen hen the KSP resolution is the same as the desktops.

 

Official Addons.

* Asteroid Day broken (Fixed for 1.2)

Spoiler

Asteroid Day.

The Asteroid Day pack is currently broken in 1.1.2

An update is now available on Curseforge.

 

Parts.

* Aero parts in R&D. (Save migration issue)

Spoiler

Aero parts in the tech tree, found by nafgan.

Several aero parts were moved in the tech tree for 1.0.5, so saves from 1.0.4 will show them in both the old and the new nodes.

These will be correct in a new career but if you are migrating a 1.0.4 save to 1.0.5 you will need to unlock those parts again.

 

* Heatshields not slowing down the pod enough. (Gameplay change)

Spoiler

Heatshields are not slowing down the pods enough during re-entry, found by GoSlash27.

Heatshields add a lot of mass to the pod, and improvements in how aerodynamic forces are handled in 1.0.5 mean that the extra inertia of the heat shields mass causes the pod+heatshield to take longer to slow down.

This can result in the pod being too fast to deploy parachutes until very near the ground.

Workaround.

Just like the NASA Curiosity rover, you can put your heatshield on a decoupler or separator and decouple your heatshield when past the hottest part of re-entry.

 

* Jetwash missing from Wheesely and Goliath. (Intended)

Spoiler

Jet wash missing on the Wheesely and the Goliath, found by Azimech.

This is actually a deliberate change due to the thrust reversers on both engines.

 

* TR-38D Decoupler won't decouple. (Fixed in 1.2)

Spoiler

The TR-38D won't decouple, pre-1.0.5

This happens when struts are fitted to the decoupler, and is because of the physicsless nature of this part.

Workaround.

Don't fit struts directly to a TR-38D.

Edit the GameData/Squad/Parts/Structural?Size3Decoupler/part.cfg, changing PhysicsSignificance = 1 to PhysicsSignificance = 0

 

Performance.

* Lag in KSP.

Spoiler

Lag in KSP

Performance in KSP can be badly affected by other software running on your computer, some can even cause KSP to crash.

If you are suffering from lag try disabling any unnecessary programs, and if you are on Windows try a clean boot to run your computer with the minimum of software and drivers.

Also, the following programs are known to cause lag in KSP:

Fraps.

 

* Long load times.

Spoiler

KSP takes a long time to load.

KSP can take a very long time to load if certain other software on your computer is active, and if you have unused network adapters (Windows).

Currently Hamachi is known to cause KSP to load slowly, so if you are using Hamachi try disabling it, and other software that create virtual network adapters could have the same effect.

Unused network adapters need to be disabled in the Windows control panel.

Sometimes, it's the only network adapter on the system that is causing the issue, and disabling that will 'solve' this problem, though updating the adapters drivers should work, see here for more info.

 

R&D.

 

Resources and ISRU.

* Drills on asteroids are overheating

Spoiler

Drills on asteroids are overheating.

Workaround.

 

 

Tracking Center.

 

Tutorials/Scenarios.

 

 

 

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