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finglebob

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  1. Thanks again. Have now done exactly this i.e. used Steam to "add non-steam game" and pointed it my 64bit exe. I get a different splash screen but beyond this everything looks exactly the same as before once the game starts loading. Oddly enough (or not) I've since re-added the offending mod, and lo and behold the game runs! No idea why, but I'll take that thanks. Not that it's really part of this discussion, but it beats my why half this stuff isn't already in KSP by default (atmospherics, planets etc).
  2. Thanks for the help! As it happens, I ended up doing what you suggested i.e. removing mods in groups until it loaded. I then restored a few until it broke again. The culprit appears to be the "Real Solar System" mod. Without that the game loads. Since I don't have desktop icons, how do I check which version of the game is being loaded? Currently looking into that now, but it's not clear how I confirm this.
  3. I'm posting here because although I'm running on Linux, I didn't see a specific forum for that platform, plus I imagine my issue isn't Linux specific. Please feel free to move this elsewhere if necessary. Okay so been running KSP fine for couple of months. Just last night decided to install some mods after I read some interesting posts on Reddit. After looking through what looks like slightly older/out of date stuff on Realism Overhaul, and seeing that there is now no RSS mod listed, I installed CKAN and ran it under mono. Using the GUI, and filtering only by "compatible" I installed what are essentially texture and atmosphere updates, including scatter, plus some mods like Now when the game loads (no surprise?) it hangs and then quits, but always at the same place, which is when loading: squad/spaces/mk2InlineInternal at which point it quits. Now I could of course go back and remove all the installed mods and then reinstall them one by one, booting the game each time, but that seems like a rather lengthy fix. I've checked thoroughly with CKAN and noted for each mod installed that all dependencies, recommends, suggestions and conflicts (none) are satisfied. Do any of you clever bods happen to know where I might be looking for the culprit? Do I need to remove some of the "default" config settings added with the mods? Or do I just remove all and start again. Thanks :0)
  4. Indeed it might. I'll take a look and confirm that for you. Thanks for taking a look.
  5. I'm on Steam+Linux, if that makes any difference. Can try it here and enable debugging, if anyone thinks that might help
  6. Thanks yes, I know about saving rockets etc. My point above was more that whatever the saved status of something, if I use "ctrl+z" at any time before launch, I get a warning box pop up telling me that my rocket has no control systems - as if somehow during the "undelete" some part got erased. The only way I can then get out of the VAB is to build a new rocket from scratch
  7. Thank you both for your answers. I seem to have overcome the block. What I did was to begin a new rocket and build it all from scratch. This time, it's let me go to the launch pad! I have the Spark attached to a (newly constructed) rocket powered by the LV-T45. This may be related to a different issue I've had, which is that if I, for example, click and delete inside the VAB and realise I've deleted the entire rocket, I use "ctrl+z" to undo. Yes, the rocket comes back, but if I then try to launch, it tells me that my rocket has no active control systems! and I have to then begin again by selecting a command module from the build panel. Might be some odd glitch. A bit annoying to have to keep building rockets from scratch, but if it lets me keep playing...
  8. I really don't know what to make of my current game status, or whether I'm being incredibly dim (always a possibility ;0)) or whether there truly is just something massively screwy about my installation. I'll explain: I'm in career mode. I have R&D as far as "advanced rocketry". I took on a contract - showing up in the Mission Control archives as completed - to "Haul RE-15 "Skipper" into orbit of Kerbin. I did this. I did however, recover the craft forgetting to take a crew report. No biggie except I got no science for the contract. Now, I have an active contract to "test 48-7S "Spark" liquid fuel engine in flight". Inside the VAB currently, in my "engines" panel, this 48-7S Spark is shown, but in a green-shaded box. If I try to use it, it tells me "contains untested experimental parts" and won't let me to launch. However - and here's the weird bit - despite having completed an earlier contract with the "Skipper" engine, this engine no longer appears anywhere, and is not available. Furthermore, it is now a part of "Heavy Rocketry" inside R&D. This is so confusing! I've completed a contract with an engine that I now no longer have, and have accepted a contract to test an engine, and which is available to select, but I am not allowed out of the VAB with. What am I doing wrong?
  9. Thanks - will bear that in mind in future. Don't recall now whether this was the case or not :0)
  10. Hey ho, thanks guys for being on the case! :0) Just to resolve this... (palm smacks forehead): I completed the contract in the 'opposite order' i.e. instead of waiting to fall via re-entry, I just boosted up massively and hit the checkpoints on the upward trajectory. Contract completed! However, this does raise a slightly different and wider issue. This is a wonderful game. But it strikes me as unhelpful to word a contract and allow its execution open to wider interpretation, (obviously experimenting is a part of the fun ;0)) and yet fail in some way without it being clear why. To explain: if a contract MUST have such a narrow scope, then surely I shouldn't be getting green ticks for 'altitude' and 'in flight' IF the only way to meet the contract MUST be on the upward flight path. Not suggesting we want hand holding everywhere, just perhaps had I failed to meet terms like 'in flight' once I'd passed AP, perhaps I'd have arrived at the solution easier, and without assuming it was the game's fault (which in a way it kinda is). I noted this the other day in an abandoned career. I had a contract to test a drone chute. So I just attached one to my command capsule. Despite having altitude and pressure set correctly, EVERY TIME I lifted off, the chute opened immediately. It was only once I attached it to the side of the craft i.e. a fuel tank, that I could complete that contract. Promise not to go on at length every time ;0) Good to know how to report should I need. Many thanks - keep up the great work :0)
  11. Hi all, Loving, LOVING this game, which I purchased for Steam/Linux just a few days ago. Very happy that this is something of a work in progress, but I confess that it seems the Linux platform might be getting a little less love? Hey - there's a growing number of us out there ;0) Anyhow, that being the case or not, I've run into a *real* issue now (beyond the earlier reported graphics issue of flickering/corrupt pixels while inside the hangars, and the general great difficulty in click-selecting objects). I'm on my third restart in career mode. I've just taken on a contract to Test Heat Shield (0.625m) and the game won't recognise when I achieve the necessary requirements. In this challenge, I have to make between 1550.0m/s to 2,000m/s. Twice now I've managed to re-enter from a high orbit, and all checks except speed are green. As the craft speeds up on re-entry, I'm traveling at over 1600m/s and STILL the green tick won't appear. So I'm stuck on two contracts, unable to clear this one. I could re-start again :0/ but would like to know if there's a way I could help by maybe submitting stats or data, just in case these are things that can be ironed out? As I say, happy to accept it's under active development, but this game ain't free... ;0)
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