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Everything posted by 4x4cheesecake
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These are line 1508, 1509 and 1510 of your log file. Apparently, the localozation file is the only config file found in your KSP install... Can you do me a favor and check any stock part for a config file? They are located in subfolders of KSP_install_directory/GameData/Squad/Parts/... There are folders for categories of parts and they should contain some model files (.mu), texture files (.dds) and config files (.cfg). I think, the config files are missing in this case, even though, this should not happen especially after verifying the game files through steam. You can try a full reinstall (If you got a savegame -> create a backup, uninstall through steam, manually delete remaining game files and install it again). If you are lucky, this will already solve your issue...if you are not lucky, it is something similar to this issue and something is automatically deleting your gamefiles:
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Uhm...ok, I'm running out of ideas here So, the best I can do now is: Pinging @Gargamel, he knows the other cases of this issue as well and always got good ideas, maybe he got some additional ideas. Also pinging @bewing because he got this insane issue solving skill (and a cute avatar ) I'll come back to you if I got some new ideas.
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Well, first of all: Cool that it worked Since steam, explorer and ksp itself are fine, the issue seems to be caused by windows defender. I'm curious why it decides in rare cases to see any thread in KSP files... You can try to put the KSP install folder in the 'Exception' list for windows defender (I'm actually not quiet sure if it is possible at all to deactivte it for testing purposes). I hope this will solve your issue.
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Unfortunately, yes Well, something I haven't thought about the last time, is to use some kind of file monitoring tool which may allow you to find out which program messes around in your KSP install. Actually, microsoft provides such a tool: https://docs.microsoft.com/en-us/sysinternals/downloads/procmon Run it, click on 'Tools' -> File Summary -> By folder and brwose to your KSP install directory and double click it. A new window should pop up, showing you every process which access the directory. Keep it open, switch to steam and verify your game files again so steam should load t he missing files and also, whatever causes this issue, will delete them again. Switch back to the monitor tool and check which process access your KSP install directory, hopefully it will not just show the explorer.exe but another program. Not quiet sure if that's how this tool works, haven't tried it before. You can also look for some other thirdparty tool if you want.
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Huh, again this issue? Well, something is messing around with your KSP install and deletes essential files (for example the localization folder, that's why you don't see the usual loading screen texts). The first time I've seen this issue here in the forum, the reason was the crappy twitch/curse launcher. If you use it as well, uninstall it and try again. The second time, we didn't found out which program caused this issue but my other guess would be a antivirus software, so you probably want to deactivated it temporary for testing purposes.
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Yeah, I've noticed all the posts of you, I just thought I may point you in a more promising direction since I think you try to find out why your game crashes. Btw.: The 'Texture resolution is not valid for compression' entry will also be created for stock textures from the MH expansion, so I think it is more like an info and not an error/warning.
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[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
4x4cheesecake replied to maja's topic in KSP1 Mod Releases
You have to look away so the magic can happen. Rovers are known to be shy, so just switch to another scene or watch the progress secretly from the tracking station -
Are you sure this is possible for 0.17? The oldest steamdb entry I can find is from November 13, 2013 which should be equal to KSP 0.22 but I cannot test it right now
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[WIN] Flyby Finder V0.86 [KSP1.3]
4x4cheesecake replied to PLAD's topic in KSP1 Tools and Applications
That's why I switched to "Precise Maneuver". It doesn't mess around with the prograde vector while editing the normal vector but it contains a button to do "perfect" inclination changes. Also, you will probably never hit the perfect transfer window since FBF doesn't know anything about the ship position in orbit so you will always need a second,third...burn to do some corrections, especially when you go for multiple flybys and you need to adjust the time for the ejection burn. Sometimes, because your ship will be on the wrong side of the start planet at the calculated UT, sometimes because a moon will be in your way. You better don't try to get every encounter in a single burn, it will drive you crazy -
Bda need help
4x4cheesecake replied to Jeb federation's topic in KSP1 Technical Support (PC, modded installs)
It needs to be in your game data folder, like: ksp_ install_ directory/ GameData/ ModuleManager.dll -
Bda need help
4x4cheesecake replied to Jeb federation's topic in KSP1 Technical Support (PC, modded installs)
You are right, you will need Module Manager and physics range extender. Most issues like these can bei avoided by reading carefully through the OP of the mod release thread. Most times, the dependencies are linked as well: In this case, i can find Just a link to physics range extender, so here is one to Module Manager: Installing both dependencies should fix your issue -
Right, that's why I've build a second module so the hab module will contain the crew, a lab and a service module (fuel cells, batteries, fuel tanks) and the science module contains the experiments, a drill, ore tank, ISRU etc... Actually, I should add some more functionallity to the rover, right now, it is just a toy^^
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I don't need any fuel but I want some I've build a second module which contains a drill, ISRU, science stuff etc which will be docked to the habitat module. I just like to build the stuff so it is actually useful. A station with room for 5 kerbals, antenna and docking port can be build with 4 parts but I wouldn't name the result a 'station'
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So I've tried the Mun STS 2 again...most parts of the mission went like I've planned them (unfortunately, I cannot find the savegame which contains the flag to mark my landing spot) but after landing on the Mun, I realized that I accidentally used some of the fuel from my payload, so I have to rate this try as invalid. For training purposes, I returned to Kerbin anyway and ended in a ridiculous landing which was awesome and awful at the same time xD It took me 3 maneuvers to set up my return trajectory (escape mun, change inclination, dropping Pe to 60km) and after all these maneuvers, I just got 28m/s dV left. The awesome part of the landing: The KSC was on the wrong side during my first flight through the atmosphere but just by controlling the pitch of the orbiter, I managed to reach an orbit with a periode of 3h, so the KSC will be in the perfect position after one more orbit. I used some of my left fuel to drop the Pe to ~25km and was able to aerobreak into a suborbital trajectory which should bring me right to the KSC. Until now, I was actually really proud^^ Well, the awful part is still missing....I overshot the KSC and made a bad decision, but take a look on your own (this time with music but probably not the best choice ) Btw: How is it possible that my orbiter used fuel from the payload even though fuel crossfeed on both docking ports is disabled? I know, it is better to disable fuel flow on the tanks instead but they are a little bit hidden and I was sure disabling crossfeed will work as well...
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
4x4cheesecake replied to Galileo's topic in KSP1 Mod Releases
I don't like to remove or edit stuff which originally belongs to a mod. This will usually cause some troubles if the mod get an update or I have to reinstall the game for some reason and I forget to remove/edit the same stuff as before. Using a self-written MM patch to edit configs will prevent most troubles during an update and can be copied to any other install, so that's the way I like to go. If it is not possible, well...I have no other choice. That's what my MM patch does. It changes the lastname to 'Kerman' but it does not affect the very first Kerbals. Jeb, Bill, Bob, Val and the first 6 Kerbals which can be hired are still named 'Gaelan', every other Kerbal will be named 'Kerman'.- 7,349 replies
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- galileos planet pack
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