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  1. Hi there, i'm trying to construct a modular surface station concept. This has been my last try: The vessel in the middle have had a ground anchor, it exploded as i docked the third vessel. After i docked the fifth vessel and joined using the KSC tracking station it was kicked few hundred meters up in the air, parically exploded and broke apart Managed to set up four vessels again, next time when i used the tracking station to control it, it was trown up and broke in two parts and exploded again The effect seems worse when i use the KSC tracing station to jump on it, compared to when i approach slowly with another vessel My question now is how may we build a vessel that reduces this effect or how to make it more robust against it or reduce the effects causing it? Already searched the forum and other places on the internet about it - there are few outdated opinions about it, some say more struts, other say less autostruts... As you can see i've got 20 landing struts and 24 wheels, all "locked autostruts heaviest part" - if there's any problem with it, i surely triggered it. May more "real" struts or more ground anchors be a solution? Or may it be better the other way - most flexible joints and no struts? Or is or it solveable with RCS / reaction wheels and SAS? I'm also playing on a DarkMultiPlayer server, that makes it worse i guess. But i think this effect takes place in vanilla as well? Looking forward for ideas, kind regards, Michel_0 KSP Version: v1.12.3.3173 Windows player x64, 1.12.1 Making history, 1.7.1 Breaking ground, Win11 x64 EDIT: The vessels got big reaction wheels, plenty of RCS and liquid fuel thrusters. I made sure to shutdown all thrusters, turned RCS and SAS off before i left the station (and it still was as i rejoined).
  2. It has been over a week without any reply from official staff, which brings me back to this question: ?
  3. Yeah... well... i that's why i put it inside of a spoiler. I tried to upload the file here, but this thread doesn't seem to support file uploads. Simply don't open the spoiler and you're fine. And if you open it - you'll need to scroll through it just as you would need to as if i upload it somewhere else, so i don't see any difference. Back on topic, is this the right place or do i need to report at [email protected] as described here? Is there any chance this gets fixed at all or are all devs busy with KSP2 and don't care about KSP any more?
  4. I think the exception is pretty clear and the situation easy to reproduce... However here you go, deleted the log, started KSP, created new game "test", swiched to VAB, added a sattelite part, clicked Save -> different Game -> Stock (3 times), you'll see 3 exceptions below. As you will see i've got the mod DarkMultiPlayer installed, i did not list it, because i'm sure it's not relevant to the situation and it also happens in a local game, no DMP session.
  5. What? Where? How? Steam doesn't show me any update and i'm already using:
  6. Hi there KSP Version: v1.12.3.3173 Windows player x64, 1.12.1 Making history, 1.7.1 Breaking ground, Win11 x64 What happens: The save button does not work Mods / Add-Ons: All Stock Steps to Replicate: Create or load any vessel in the VAB Open the drop down below the save button Select different savegame Select Stock on the opened list Click save Result: Nothing happens Fixes/Workarounds: None known (except copy the craft file manually on your harddrive) Other Notes/Pictures/Log Files: [EXC 21:41:09.814] DirectoryNotFoundException: Could not find a part of the path "<...>\steamapps\common\Kerbal Space Program\saves\Stock\Ships\VAB\<...>.craft". System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) (at <9577ac7a62ef43179789031239ba8798>:0) System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) (at <9577ac7a62ef43179789031239ba8798>:0) (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) System.IO.File.Open (System.String path, System.IO.FileMode mode) (at <9577ac7a62ef43179789031239ba8798>:0) ConfigNode.Save (System.String fileFullName, System.String header) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) ConfigNode.Save (System.String fileFullName) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) ShipConstruction.SaveShipToPath (System.String gameFolder, EditorFacility editorFacility, System.String localPath, System.String shipName) (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) KSP.UI.Screens.DirectoryController.<InitForCraftSave>b__63_1 () (at <39c0323fb6b449a4aaf3465c00ed3c8d>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <5336a8686ff14f17888ce9a9f44f29bc>:0) UnityEngine.EventSystems.EventSystem:Update() The path of the "Stock" location seems wrong. The log says "<...>\steamapps\common\Kerbal Space Program\saves\Stock\Ships\VAB\", but it actually would be "<...>\steamapps\common\Kerbal Space Program\Ships\VAB\", wouldn't it? Sounds like easy to fix to me - where would be the correct place to address this? Kind regards, Michel_0
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