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About killbotvii

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  1. Please don't go too hard on me if I shouldn't be posting here anymore, I figured that the reason I was ignored in the main OP was because I didn't post in this thread, which is the one that the OP mentions as the other place to post bug reports. I hope this isn't considered necroing in this case. Posting my original comment below. --------------------- I'm having a very frustrating issue where, even though I've opened every hatch and even have unused docking ports, my kerbals cannot move through the station freely at all. I've included a screenshot so that you can see for yourself. Sorry if this has been answered before, but I did look around before asking.
  2. EDIT: Didn't spot the link to the development thread in the OP until now. My apologies.
  3. Anyone have a copy of the previous version of the mod? CKAN updated a bunch of my mods and now it crashes during initial loading. I'm trying to downgrade those mods so that I can play again.
  4. So, good news and bad news. The good news is that I'm pretty sure I know what's causing the crashes. The bad news is, if I'm right, my save file is corrupt. I tried loading my sandbox save and it worked perfectly without any mods removed yet. Assuming that this is the cause of the issue, is there anything to be done? I do have a ton of named quicksaves. EDIT: Solved it. I loaded into my sandbox save and then loaded my newest quicksave in my normal game. It worked. I wonder how the save got corrupted though? EDIT 2: So the problem is actually not entirely fixed, unfortunately. While I can get into the game through the method I've described, I have to do it every time now. It crashes everytime it tries to load persistant.sfs. It doesn't matter if I rename something else to that, it'll still crash if it reads a save with that name. What is going on?
  5. Forcing dx11 was one of my attempts to make it stop crashing, so that isn't it, though I'll still remove it. I'll try your other suggestions.
  6. I'm sorry for being annoying. I was under the impression that the output log was put in the crash log folder, which didn't generate. I didn't think it would be in a random folder called KSP_x64_Data.
  7. I was playing the game just fine when, after I left the VAB, it suddenly started endlessly loading. After a while, I force quit the game and reopened it. I first noticed something was wrong when it loaded the game seemingly before the loading bar was even done, stopping at roughly 80% or so after loading the mobile processing lab. It still got into the main menu just fine, but then then once I loaded my save, it crashed the instant it loaded the space center. The most frustrating part out of all of this is that it's not generating a crash log folder. All I can do is give you all my mod list, which is as follows. EDIT: I found the output log. KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - Toolbar - 1.7.13 Ablative-Airbrake - 0.2 Astrogator - 0.6.2 AugmentedReality - 0.1 AutoAsparagus - 2.2.5 AutomatedScreenshots - 0.7.9 B9 Part Switch - 1.7.1 Chatterer Extended - 0.5 Chatterer - Community Category Kit - 1.2.2 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 Connected Living Space - Contract Configurator - 1.22.2 Contract Reward Modifier - Crew Light - 1.5 Custom Asteroids - 1.4.1 CustomBarnKit - 1.1.12 DistantObjectEnhancement - 1.8.1 DMagic Orbital Science - CapCom Mission Control On The Go - Contract Parser - 1.0.5 Contracts Window Plus - Progress Parser - 1.0.6 Easy Vessel Switch - 1.2 ExtensiveEngineerReportContinued - 0.0.3 Extraplanetary Launchpads - 5.7.2 Ferram Aerospace Research - 0.15.8 FMRS (Flight Manager For Reusable Stages) - 1.2.4 Interstellar Fuel Switch - 2.5.1 JanitorsCloset - 0.2.20 JSIAdvTransparentPods - 0.1.13 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Engineer Redux - Kerbal Inventory System - No Fun - 0.1.2 Kerbal Joint Reinforcement - 3.3.2 Kerbal Inventory System - 1.4.4 KronalVesselViewer - 0.0.6 Historian Extended - 1.2.7 KSP-AVC Plugin - Less Grindy Science - MagiCore - 1.2.1 Maeneuver Node Evolved - ModularFlightIntegrator - 1.2.4 Docking Port Alignment Indicator - 6.5.2 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Olympic1's Icon Packs - 0.10.3 Outer Planets Mod - 2.0 PartCommanderContinued - Kerbal Planetary Base Systems - 1.4.2 PlanetShine - PoodsOPMVO - 0.3.4 Portrait Stats - 1.0.13 Precise Maneuver - 2.2.5 QuickExit - 2.1.2 QuickGoTo - 1.3.2 QuickMute - 1.2.2 QuickSearch - 3.1.2 QuickStart - 2.1.3 RealChute - 1.4.3 RealPlume - Stock - 0.11.4 Recovery Controller - 0.0.1 RecoverableEmergecyKerbalTransport - 0.4.3 AmpYear - 1.4.6 DeepFreeze Continued... - 0.23.4 RetractableLiftingSurface - 0.1.3 SafeChute - 2.1.6 SCANsat - Ship Manifest - ShipSectionsContinued - 0.0.2 SmartStage - 2.9.6 StageRecovery - 1.7.1 StateFundingContinued - Stock Visual Enhancements - 1.2.2 Strategia - 1.5 Stock Visual Terrain - 2.0.4 TimeControl - 2.5 Trajectories - 1.6.6 Kerbal Alarm Clock - 3.8.4 Alternate Resource Panel - 2.9.1 Transfer Window Planner - 1.6.1 TweakScale - 2.3.4 Universal Storage - 1.2.2 UpgradesGUI - 1.5 EVAParachutesAndEjectionSeats - 0.1.13 VesselViewerContinued - 0.8.4 KSP Interstellar Extended - 1.13.9 IVA Kerbal Identifier - 1.0.2 WildBlueTools - 1.19 Kerbal Actuators - 1.0.3 Buffalo - 2.0.8 EDIT 2: Solved. Turned out to be save file corruption.
  8. This was asked before a year ago but never answered, so I figure I might try my luck and ask too. Would you consider adding Kerbalism support? Being able to monitor radiation and life support statistics would be amazing.
  9. What is the rate that shielding drains at? Is there a formula I can use to calculate how much shielding I need for a given mission, like, for example, a trip to the Mun and back? I searched both the wiki and this thread pretty hard before posting here and came up with nothing, but I apologize if this really has been answered before. EDIT: Found the answer.
  10. Believe it or not, it seems that this is even weirder than I thought. Somehow I was reading the gauge wrong. I was indeed losing tons of rep, but not money as well. No, instead I gained THOUSANDS of research points. Tens of thousands. What?!
  11. I was convinced that it was a punishment of some sort from the mod for using it in Career mode. I didn't think it was the GAME punishing me! XD
  12. I just know that when I use the landing mode, it put my reputation below like 500 and my funds went from like 6 million to 8000 something.
  13. Is there a way to remove the money and reputation penalty? I want to use this to be able to compensate for not being able to quicksave. I can't quicksave because a mod permanently disabled it somehow. Adjusting the quick save option in the options menu does nothing. EDIT: I've noticed that some things don't hurt my money or rep, while others, like using hyperedit to help land, do.
  14. I don't have much more info than that. I'll attach a solar panel or antenna and it refuses to deploy with a message saying that they can't deploy when stowed. I'll post screenshots shortly. As for the debug logs, you mean from the standard logs file, right? I hope I'm not being annoying at all with this.