Jump to content

4x4cheesecake

Members
  • Posts

    2,464
  • Joined

Community Answers

  1. 4x4cheesecake's post in Is it possible to access versions Pre-1.0 (Alpha or Beta) of KSP though STEAM? was marked as the answer   
    Since this post got linked here, I want to mention that my method uses a different tool to allow the download of old game versions and I'm NOT going to cover the tool, mentioned in the linked thread.
    It is possible to go back to the version of KSP, which were released since somewhere around september 2013, so probably 0.21.1.
    As others mentioned, for some older version you can use the "beta" options but if you need a very specific patch version, you can use the steam console to get them.
    Unfortunately, this became a bit more iffy recently, since valve more or less blocked this option in the console as well...anyway, since this a feature used by quite some people, someone found a solution to work around this. If they really don't want us to download games through the console, they would remove the whole command...wouldn't they?

    READ THE WHOLE THING BEFORE ACTUALLY DOING ANYTHING!
    First of all, you need to know when the version you're looking for got released. You can use the Version History for this. 
    Then, you search for the entry of KSP on SteamDB and select the entry you need (KSP basegame or one of the DLC). Click on the corresponding AppID to get forwarded to the entry of the game.
    You also want to note the AppID for later!
    Now you have to select the depot you need (in this case choose the correct platform, like PC, Linux or OSX) and again, click on the ID and note it for later!
    The last ID you need is the manifest ID, so click on "manifests" and you'll see every single manifest ID with a corresponding date. Well, they recently changed it that you have to be logged in on the website through your steam account to see the whole list but that shouldn't be a big deal.
    For version above 1.5.1, you need to switch to the "win64" depot.
    Well, here comes the iffy part: you need to download the SteamDepotDownpatcher from github: https://github.com/fifty-six/zig.SteamManifestPatcher/releases
    I found this tool through the speedrun community, which often requires specific patch versions of a game to perform certain runs in a game. This tool will temporarily release the block established by valve and allows you to download games through the steam console again. It's a fairly simple procedure by changing a value in your RAM of the running steam instance. 
    Windows will warn you to execute this program since it is not singed and therefore not trustworthy for windows. I'm not going to tell you to run this tool as well, you have to decide on your own if it is worth the risk. Since the source code for the tool is hosted on github as well, you can take a look at, if you want.
    If you decide not to run it, I've wasted you time and there is nothing else I can do for you, sorry.
    If you decide to run it anyway, we can continue:
    First of all, you have to launch steam if it isn't running already. Then run the SteamManifestPatcher. It will open a CMD promot which shows you the changed value and if the operation was successful.
    Now we have to open the steam console: open a run prompt in windows (press win + R) and type in "steam://open/console" (without the ""), press enter and steam will open it's console.
    In the input field of the console, type:
    download_depot AppID DepotID MenifestID
    (of course you have to put in the IDs you've noted before)
    For example: If you want to download version 0.90.0 for windows, this command would be:
    download_depot 220200 220201 1535792782041218707 If anything was done correctly, you'll see the a red text in your console which is basically just what you've typed in, and below
    downloading depot 220201 (xxx MB)...
    You'll not see any progress bar for the download and steam will not notify you when it's done but you can see the network activity in the download section of steam. This kind of download is usually very slow, so don't expect to load at max speed, more like 300kb/s. Sometimes less, sometimes more.
    Once the download is done, the steam console shows something like that:
    Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_220200\depot_220201" (2155 files, manifest 1535792782041218707) You'll see the path to the files here as well, it's always <your steam install directory>\steamapps\content\app_AppID\depot_ID"
    And you're done
    The next time you close steam, the changes done by the SteamManifestPatcher are undone and you have to run the tool again if you want to download a game through the console again.
    BTW, if that isn't clear in the first place: this will only work if you actually own the game. You cannot download games or DLCs through the console if they are not in your steam library. I have no idea if this works on a shared family library.
    Also, you'll do this on your own risk I'm saying that because I can imagine that valve disabled this feature for some reason we don't know. If they ever decide to take actions against people/accounts who enabled it again, I'm not responsible for any kind of damage/penalty caused by this. I'm just providing the information how it can be done, everything else is up to you
  2. 4x4cheesecake's post in Steam KSP (x1.11.2) keep crashing on start was marked as the answer   
    well, it was worth a try
    I did some digging and found some similar issues of other games made in unity and this could be related to an unity issue running DX11 on onboard graphics.
    Luckily, KSP also supports OpenGL and probably still DX9, so we can try enforcing theses mode by using a startup parameter. To do this, right click the game in your steam library, go to properties and enter "-force-opengl" or "-force-d3d9" into the "Launch Options" field, like this:

    Just close the window afterwards and try to launch the game again.
    When I think about it, you can also try to disable the steam overlay since it is also listed in the stack trace of your crashed thread:
     
  3. 4x4cheesecake's post in Kerbal stuck on EVA facing one direction was marked as the answer   
    In your screenshot, SAS is disabled. Turn it on and you should get full control again
  4. 4x4cheesecake's post in Is it possible to access versions Pre-1.0 (Alpha or Beta) of KSP though STEAM? was marked as the answer   
    Since this post got linked here, I want to mention that my method uses a different tool to allow the download of old game versions and I'm NOT going to cover the tool, mentioned in the linked thread.
    It is possible to go back to the version of KSP, which were released since somewhere around september 2013, so probably 0.21.1.
    As others mentioned, for some older version you can use the "beta" options but if you need a very specific patch version, you can use the steam console to get them.
    Unfortunately, this became a bit more iffy recently, since valve more or less blocked this option in the console as well...anyway, since this a feature used by quite some people, someone found a solution to work around this. If they really don't want us to download games through the console, they would remove the whole command...wouldn't they?

    READ THE WHOLE THING BEFORE ACTUALLY DOING ANYTHING!
    First of all, you need to know when the version you're looking for got released. You can use the Version History for this. 
    Then, you search for the entry of KSP on SteamDB and select the entry you need (KSP basegame or one of the DLC). Click on the corresponding AppID to get forwarded to the entry of the game.
    You also want to note the AppID for later!
    Now you have to select the depot you need (in this case choose the correct platform, like PC, Linux or OSX) and again, click on the ID and note it for later!
    The last ID you need is the manifest ID, so click on "manifests" and you'll see every single manifest ID with a corresponding date. Well, they recently changed it that you have to be logged in on the website through your steam account to see the whole list but that shouldn't be a big deal.
    For version above 1.5.1, you need to switch to the "win64" depot.
    Well, here comes the iffy part: you need to download the SteamDepotDownpatcher from github: https://github.com/fifty-six/zig.SteamManifestPatcher/releases
    I found this tool through the speedrun community, which often requires specific patch versions of a game to perform certain runs in a game. This tool will temporarily release the block established by valve and allows you to download games through the steam console again. It's a fairly simple procedure by changing a value in your RAM of the running steam instance. 
    Windows will warn you to execute this program since it is not singed and therefore not trustworthy for windows. I'm not going to tell you to run this tool as well, you have to decide on your own if it is worth the risk. Since the source code for the tool is hosted on github as well, you can take a look at, if you want.
    If you decide not to run it, I've wasted you time and there is nothing else I can do for you, sorry.
    If you decide to run it anyway, we can continue:
    First of all, you have to launch steam if it isn't running already. Then run the SteamManifestPatcher. It will open a CMD promot which shows you the changed value and if the operation was successful.
    Now we have to open the steam console: open a run prompt in windows (press win + R) and type in "steam://open/console" (without the ""), press enter and steam will open it's console.
    In the input field of the console, type:
    download_depot AppID DepotID MenifestID
    (of course you have to put in the IDs you've noted before)
    For example: If you want to download version 0.90.0 for windows, this command would be:
    download_depot 220200 220201 1535792782041218707 If anything was done correctly, you'll see the a red text in your console which is basically just what you've typed in, and below
    downloading depot 220201 (xxx MB)...
    You'll not see any progress bar for the download and steam will not notify you when it's done but you can see the network activity in the download section of steam. This kind of download is usually very slow, so don't expect to load at max speed, more like 300kb/s. Sometimes less, sometimes more.
    Once the download is done, the steam console shows something like that:
    Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_220200\depot_220201" (2155 files, manifest 1535792782041218707) You'll see the path to the files here as well, it's always <your steam install directory>\steamapps\content\app_AppID\depot_ID"
    And you're done
    The next time you close steam, the changes done by the SteamManifestPatcher are undone and you have to run the tool again if you want to download a game through the console again.
    BTW, if that isn't clear in the first place: this will only work if you actually own the game. You cannot download games or DLCs through the console if they are not in your steam library. I have no idea if this works on a shared family library.
    Also, you'll do this on your own risk I'm saying that because I can imagine that valve disabled this feature for some reason we don't know. If they ever decide to take actions against people/accounts who enabled it again, I'm not responsible for any kind of damage/penalty caused by this. I'm just providing the information how it can be done, everything else is up to you
  5. 4x4cheesecake's post in Issue-Parts Without Decouplers Detach Mid-Flight was marked as the answer   
    I've build a few test crafts and can agree partially. These boosters really don't like to be surfaced attached to each other. In some configuration it works fine but others don't seem to create a proper joint between the parts. Sometimes, a few booster never even left the launchpad and the remaining craft turned into a effervescent tablet...
    I have to disagree though. Adding a "small hardpoint" between the boosters allowed me to add as many as I wanted:
    These are roughly 190 boosters and they are holding together perfectly fine. At a smaller, more realistic scale, I was also able to change a previously unstable design to become stable by using this method.
  6. 4x4cheesecake's post in Issue-Parts Without Decouplers Detach Mid-Flight was marked as the answer   
    I've build a few test crafts and can agree partially. These boosters really don't like to be surfaced attached to each other. In some configuration it works fine but others don't seem to create a proper joint between the parts. Sometimes, a few booster never even left the launchpad and the remaining craft turned into a effervescent tablet...
    I have to disagree though. Adding a "small hardpoint" between the boosters allowed me to add as many as I wanted:
    These are roughly 190 boosters and they are holding together perfectly fine. At a smaller, more realistic scale, I was also able to change a previously unstable design to become stable by using this method.
  7. 4x4cheesecake's post in Mission failed / No situation report available. Need .cfg was marked as the answer   
    Interesting...I've noticed this issue as well but didn't notice that it happens to parts of ReStock Plus...
    Couldn't find the patch you're talking about so I wrote one myself. Took me a while to figure out a way to target just these parts but I'm confident this patch will do the trick and it worked perfectly fine during my tests:
    @PART[*]:HAS[@MODULE[ModuleTestSubject],#tags[*restock*]]:FINAL { !MODULE[ModuleTestSubject]{} } This will prevent parts from ReStock Plus to be choosen for test contracts
  8. 4x4cheesecake's post in Main menu buttons not working because of the Kopernicus mod(bis) was marked as the answer   
    Absolut perfect, thank you
    With you log, I was able to replicate the issue and found the solution pretty quick
    I have a wild guess: you played this game like 6 years ago already or you used to run an old version of it? Well, there is a mod .dll in your game which doesn't belong there:
    D:\Programme Files\Steam\steamapps\steamapps\common\Kerbal Space Program\Plugins\CleverBobCat.dll Remove it and the main menu buttons will work again. It belongs to a mod which is outdated since probably 6 years and shouldn't be in this directory anyway. This will not affect any of the mods you've installed.
    To address some other issues:
    1) Like I already said, you still got a conflict between BoulderCo and AVP. I assume you want to run AVP so just remove BoulderC, that should fix issues with the atmosphere and clouds.
    2) There is a version discrepancy regarding kopernicus: you run the latest version of kopernicus (1.11.1-34) but not the latest version of ModularFlightIntegrator (1.2.9.0 instead of 1.2.10.0). This doesn't seem to cause any issues but you may want to reinstall it anyway, just to be sure
  9. 4x4cheesecake's post in Cheat Menu/New Custom Kerbals? was marked as the answer   
    Press Alt + Z or Alt + Y (may depend on your keyboad layout) to open the overlay of Nvidia GeForce Experience and remove or change the keybinding for the FPS display in the settings.
    Alternatively, you can also access the KSP cheat menu by pressing ctrl + alt + F12 (this will bypass the Nvidia stuff) or just pause the game with ESC and click on "show version info" in the pause menu
  10. 4x4cheesecake's post in Can not start ksp in 1.9.1 was marked as the answer   
    Welcome to the forum
    That's a weird issue, your game throws a "TimeZoneNotFoundException" which apparently prevent your game to load.
    You should check a few things:
    1) Open the date/time settings of windows and check if a timezone is set for your pc. If not, set the correct timezone there and try to start the game again.
    2) Check the windows registry: Open the windows search and type "regedit" to find and start the registry editor. Then navigate to "HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\TimeZoneInformation" and you should find various informations about the configured timezone:
    Write down the value of "TimeZoneKeyName", in my example it would be "W. Europe Standard Time", for you, I guess it should be "China Standard Time"
    Now, navigate to "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Time Zones" and check, if there is an entry with the same name you've noted before.
    If any of these entries in your registry is missing, then it is the cause of your issue and we have to figure, how we can fix it.
  11. 4x4cheesecake's post in Downgrading below KSP 1.0 on Steam? was marked as the answer   
    It takes some effort but it's possible to download very old versions of KSP through the steam console. There are quite a few tutorials on this topic in general since it's possible for every steam game, for example this one:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994
    The oldest available version should be 0.22, but I'm not absolute sure about this. The "manifest" list doesn't contain version numbers, just dates when theses were added to the library but if you compare it with the version history of KSP, you get an idea which manifest is required for a specific version:
    https://wiki.kerbalspaceprogram.com/wiki/Version_history
    Also, keep in mind that steam doesn't provide full download speed for these old versions. It is slow....really, really slow and you don't get a progression bar. You may have to wait for an hour or two to get finish the download.
  12. 4x4cheesecake's post in No clouds with RSS+RSSVE (1.6.1) was marked as the answer   
    That's a bad mistake, logs are ALWAYS helpful
    In this case, it contains stuff like this:
    [EVE TextureConfig]: Unable to parse config node: OBJECT { name = EarthAuroras type = TEX_CUBE_6 isCompressed = True isReadable = True texXn = RSSVE/Textures/MainTextures/EarthAuroras/EarthAurorasXn texXp = RSSVE/Textures/MainTextures/EarthAuroras/EarthAurorasXp texYn = RSSVE/Textures/MainTextures/EarthAuroras/EarthAurorasYn texYp = RSSVE/Textures/MainTextures/EarthAuroras/EarthAurorasYp texZn = RSSVE/Textures/MainTextures/EarthAuroras/EarthAurorasZn texZp = RSSVE/Textures/MainTextures/EarthAuroras/EarthAurorasZp } And then you scroll up to the part where the textures are actually loaded to find stuff like this:
    Load(Texture): RSSVE/Textures/MainTextures/EarthAuroras_LR/EarthAurorasXn And that probably explains the whole issue already. The texture path in the config are different from the actual path. The "RSSVE/Textures/MainTextures" directory contains sub-directories for "High Resolution" (_HR) and "Low Resolution" (_LR) textures but the config expects a single directory.
    To solve this, choose one resolution of textures and remove the "_HR" or "_LR" extension of the directory names (you may want to remove the other directories which contain the unused textures) OR add the extension to the filepath in the configs (since there are multiple configs, this will take more time though).
  13. 4x4cheesecake's post in Low FPS landing on Duna was marked as the answer   
    You still run Kopernicus 1.7.3-1.
    Try the latest version of Kopernicus (1.7.3-2), it fixes a serious FPS issue like yours.
  14. 4x4cheesecake's post in Quick Search Spacecraft Models was marked as the answer   
    Not in stock, but there are at least two mods for this. Both are very similar, the OP of these threads should give you an good first impression:
     
  15. 4x4cheesecake's post in Need help in VAB was marked as the answer   
    Do you force KSP to use opengl? That's usually the culprit of this issue.
  16. 4x4cheesecake's post in Crash on loading end was marked as the answer   
    You run out of memory:
    92% memory in use. 3962 MB physical memory [312 MB free]. 5962 MB paging file [1 MB free]. [snip] Could not allocate memory: System out of memory! You can try to:
    uninstall a few mods increase the paging file (there are like a million "how to" in the internet, just google it ) get more RAM
  17. 4x4cheesecake's post in black screen was marked as the answer   
    Thanks
    That's odd because it actually is an access authority issue, like I already thought, but I've never seen it happen in a steam directory 
    From your log:
    UnauthorizedAccessException: Access to the path "Z:\SteamLibrary\steamapps\common\Kerbal Space Program\settings.cfg" is denied. So two things you can do:
    Move the KSP directory somewhere else (for example: "C:\KSP" or maybe even try "Z:\KSP") and create a desktop short cut to the new location or add it as a non steam game back to steam, if you prefer to launch it through the steam launcher. KSP doesn't use any kind of DRM, so multiple copies in any directory are fine You can try to change the ownership of the KSP directory. There are plenty of tutorials out there, like this one: https://windowsreport.com/take-ownership-windows-10/
  18. 4x4cheesecake's post in No water was marked as the answer   
    So what's inside the "ModuleManager-3.0.6" folder? If it contains another ModulerManager.dll, it will definitely cause some issues.
    Well, then you already found the culprit of the issue Like I said, it's heavily outdated and comes with a plugin which is unlikely to run properly (DIskController.dll).
    Btw: Did you install scatterer on it's own or was it bundled with another mod? If it is the one which is bundled with the "Kargantua System", it will conflict with SVE.
    Honestly, the Kargantua System is poorly packed, with no other mods (especially planet packs) in mind. It bundles scatterer but mixed with their own configs, instead of separating them so as soon as you switch to another version of scatterer, it will break.
    Remove this pack at least for testing purposes and if you installed any other mod from this bundle (EVE, scatterer, ModularFlightIntegrator... ), try the latest version of these mods instead.
  19. 4x4cheesecake's post in Remove from symmetry option missing was marked as the answer   
    Are "Advanced Tweakables" enabled in the settings?
  20. 4x4cheesecake's post in Recovery Icon Bug! was marked as the answer   
    That's an odd issue. I've tried a few things and I probably found a solution, try the following steps:
    Launch a vessel on the runway, a single probecore is fine Recover the vessel immediately (the launchclamps on the pad should also disappear) Recover/destroy every other debris on kerbin and in space (this will probably result in a "debris" blob floating around) restart the game (this fixes the floating blob) That should fix it for now but it will probably happen again, especially with the clamps but every time you recover a vessel, the clamps should disappear as well. If these steps doesn't fix it for you, here is your savegame without any debris:
    https://www.dropbox.com/s/wb8cgt29grarbi4/persistent.zip?dl=0
  21. 4x4cheesecake's post in -Solved- was marked as the answer   
    The wiki contains a list of every easter egg, the one you are looking for is at: 68° 25′ 48″N 117° 1′ 48″E
     
  22. 4x4cheesecake's post in "Incompatible mod" popup stuck and uncloseable was marked as the answer   
    Well, like in the other thread, I don't have a solution for you but
    why do you think this is obviously not the case? You don't run the latest version of TweakScale, so I guess it's worth a try to upgrade to the latest release so the windows doesn't pop up in the first place. (I've peaked into the source code of TweakScale and the build-in version checker is less restrictive in the latest release and allows every KSP version since 1.4. Your version (2.4.0.6) allows just KSP 1.4 - 1.5)
    You should backup your savegame though, just in case some existing crafts don't like the upgrade for any reason.
  23. 4x4cheesecake's post in Intermittant reduced EVA thrust was marked as the answer   
    Probably you got too many snacks?
     
  24. 4x4cheesecake's post in Auto strut option missing was marked as the answer   
    Wild guess: You're in a career or science game? Then you need to unlock the regular struts in the techtree before you can use auto struts  
  25. 4x4cheesecake's post in Why speed of debris doesn't recalculating after parachute deploy. was marked as the answer   
    Well, KSP creates a "physics bubble" around your active craft which got a radius of ~25km. Physics are calculated for every part within this bubble, everything else is just "on rails" and follows the last calculated trajectory. Chutes (and drag in general) take no effect. This mechanism reduces the amount of necessary calculations.
    Additionally, like you already said, if a part is marked as debris and falls below 22km above Kerbin and it is outside of the physics bubble, it's removed from the game.
    The size of the physics bubble and the "auto-remove" altitude cannot be changed in a stock game, you have to work around it or use a mod which solves the issue (FMRS, Stage Recovery, Physic Range Extender for example) in one or another way.
×
×
  • Create New...