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About TimKerbin

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  1. I'm running v1.2.2, and I have 31 mods installed. I've encountered a bug that seems to be mod-related as it doesn't happen in a vanilla version. Basically, every time I land something on the surface of a planet or moon, save, and reload that quicksave, the lander (lander, base, etc) suddenly jumps into the air, flips to one side and crashes to the ground. At first the ship is on the surface, but as soon as the physics kicks in (with the message 'physics easing in progress') it leaps off the ground. It doesn't matter if it's Minmus, Mun or Tylo, it doesn't matter how big or small, simple or complex the vessel is. I had an ore miner on the surface of Duna that I wanted to use to supply the station, but I can't even fly it because of this glitch. It just will not load correctly. I tried it in a vanilla copy of the save file with no mods and it seems to load fine. The problem is, if this is a mod, how do I pinpoint which one is to blame? 000_Toolbar BoulderCo Chatterer CommunityResourcePack ContractConfigurator CrowdSourcedScience DecoupleFromHeatshield DistantObject EnvironmentalVisualEnhancements GCMonitor HaystackContinued HullCameraVDS JSI Kopernicus MechJeb2 ModularFlightIntegrator NavBallDockingAlignmentIndicatorCE PlanetShine ProceduralFairings ProceduralParts RealPlume ReentryParticleEffect SCANsat scatterer SmokeScreen SVT TextureReplacer TooManyOrbits TriggerTech TweakScale VesselView I guess any of these could be causing it, except maybe the cosmetic, visual mods? Any ideas? Anyone else experienced this?
  2. TimKerbin

    Is this a loading screen? Can anyone identify this?

    Well it did appear on April 1st and I haven't seen it since, and I do have MechJeb2 authored by Sarbian. Seems like the mystery is solved...?
  3. Can anyone tell me what this is? Am I going crazy? Is this a new loading screen I've never seen before, or is it malware? A cat scrolling across the screen with a rainbow trailing behind it?! WTH? I don't know whether to be concerned or amused. If this is malware then why have I only seen it when loading KSP? And this is the first time I've ever seen this! I scanned my entire PC and it didn't find any malware, adware or viruses. Squad?Anybody? LOL https://ibb.co/h9XrfS Squad?Anybody?
  4. UPDATE: Typical. I post a problem here then find a possible solution soon after! I increased 'Max Physics Delta-Time per Frame' to maximum, and reloaded the quicksave. The ship loaded correctly and continued to do so after several reloads. I honestly have no idea if one has anything to do with the other, I don't even understand what that setting does.
  5. I have just wasted an hour and a half trying to do 3 contracts all on or around Bop. I landed to rescue a kerbal on the surface, and saved. Went away for a bit, and came back. When I loaded the quicksave, the ship spontaneously exploded and flew apart, even though it was rested on the surface. When the quicksave loads the ship looks fine, but as soon as the physics kicks in, all hell breaks loose. No matter what I do I cannot reload this damn ship safely, I cannot resume this game unless I relaunch the entire mission (I still have 12 years to complete the contracts so it is doable, but I can't be bothered atm, I might resort to cheating from the debug menu instead!) . Just what the hell is going on, Squad? Was I stupid in thinking I would actually be able to resume a saved game and control a ship from the surface of a moon? Yes I have 33 mods installed but I really don't see why that would be a problem here. It looks more like a problem with the physics engine to me; the ship only flies apart when the message "Easing in physics..." appears. I tried deselecting "Ease in gravity" in the Options but I don't know what that does, and anyway it didn't seem to make any difference. And the KSP log file records NOTHING pertaining to this error, from what I can see. I had this exact same problem with a manned lander on Tylo. A simple ship with landing legs would literally bounce into the air and fall over when loading the quicksave, and on Tylo there's no chance in hell of righting it again! And again, it only did this when it was easing in the physics. KSP seems to be making a habit of this, and I'm pretty sure it isn't my fault. Not this time. KSP v 1.2.2; 16GB RAM; 2GB video RAM (Crossfire enabled); Windows 7 Home Edition 64-bit
  6. Usually KSP generates a bug report and stashes it in a folder, but it doesn't do it when this error happens. It seems more like a Windows problem, or maybe just a 'out of memory' issue? Since the beginning of October this error has occurred 6 times, and each Windows error log report is exactly the same: Faulting application name: KSP_x64.exe, version:, time stamp: 0x57c0c942 Faulting module name: unknown, version:, time stamp: 0x00000000 Exception code: 0xc0000005 I have 16Gb of RAM, 2GB of dedicated video RAM, as well as 40GB of virtual RAM. I have 33 mods installed (through CKAN) and I'm just wondering if I've hit the limit. The last mod I installed was MechJeb and up until that point I didn't get any crashes at all except maybe one or two, but they generated bug reports. This one doesn't. It tends to happen switching scenes, for example going out of the Tracking Station to the Space Center, usually after I have finished a contract and recovered vessel and crew. Gameplay itself is pretty smooth, although I do get lag from time to time. KSP has been AMAZINGLY stable for me since it moved to 64-bit, and I thank Squad for taking the time to make it happen! I just wondered if anyone else has had this crash. Do you think I need to check my memory? Or maybe it's a mod? Here are the mods I'm using; CKAN reports no conflicts and all are uptodate and compatible with my version of KSP (1.2.2): 000_Toolbar BoulderCo Chatterer CommunityResourcePack ContractConfigurator CrowdSourcedScience DecoupleFromHeatshield DistantObject EnvironmentalVisualEnhancements GCMonitor HaystackContinued HullCameraVDS JSI KerboKatz Kopernicus MechJeb2 ModularFlightIntegrator NavBallDockingAlignmentIndicatorCE PlanetShine ProceduralFairings ProceduralParts ReentryParticleEffect SCANsat scatterer Squad StageRecovery SVT TextureReplacer TooManyOrbits TriggerTech TweakScale UniversalStorage VesselView I guess I need to try to reproduce this error in a vanilla, unmodded playthrough. I'll let you know.
  7. I'm playing v1.2.2. Sometimes I really, really hate the contract system, it's so infuriating. I have just wasted 4 hours doing a contract worth over 800,000, 55 reputation, and which includes the following 4 objectives: Flyby Minmus Flyby the Mun Flyby Duna Lastly, have vessel in sub-orbital flight above Kerbin (this objective must be completed last). I entered flyby and orbit of the Mun; I entered flyby and orbit of Minmus; I then used Kerbin to sling me to Duna and entered flyby and orbit there. I then entered orbit of Ike, landed, planted a flag (another separate contract fulfilled) then got back into orbit for the journey home. Each time the contract system was keeping track with the usual green tick to confirm completion. However, when I entered the encounter with Kerbin on the return, and set the periapsis, all said objectives had been reset. It was like I had been doing nothing for 4 hours. Nothing changed when I entered atmosphere; I assumed re-entry would fulfil the final objective. It did not. I was in sub-orbital trajectory and it said nothing. (Does 'vessel' mean the whole ship, or just the command pod/s containing the crew?) Mission Control said the contract had all but the last objective as 'Complete'. In other words, I have to do this contract all over again with a new vessel, through no fault of my own. There's no guarantee it won't happen again. The game just does not do a good job of keeping track of completed objectives. Sometimes it treats identical objectives in separate contracts as complete, even though each contract specifies it must be done with a newly launched vessel. Sometimes objectives reset when entering solar orbit and only return when you enter an encounter; this can be confusing and concerning as you aren't sure if all your objectives have been saved. In this case, they weren't! I have over 12000 science points; 42million credits, 92% reputation. I love doing contracts, but either I am missing something, or the system is just broken.
  8. I'm playing v1.2.2 so I don't yet know if this issue has been addressed in the latest version. I do a lot of rendezvous and docking so it helps to have the target highlighted. However I have found that sometimes "Show vessel labels" in the Settings has been spontaneously turned off and deselected, meaning vessels I am docking with are no longer highlighted in yellow or show 'distance to'. Often I have no idea this has happened until I am actually trying to dock. I played for 2 hours straight and found this setting had somehow been turned off during gameplay; I had not turned it off manually. I had to save and quit and reselect it in the Settings menu. This has happened four times so far and it gets a bit annoying, especially if I'm docking at night. It seems to happen randomly, whether I am docking in space or setting a target on the ground. I have no idea why actual gameplay would randomly deselect this option in this way; no other settings - including "Always show closest approach" - are affected and all other changes I make in the Settings menu are saved (yes I do hit Apply>Accept when exiting the Settings menu!). Anyone else encountered this? Is it a bug, or maybe something I am doing? Here are all the mods I am running; is it possible one of these is doing this? I don't see why. 000_Toolbar BoulderCo ContractConfigurator DecoupleFromHeatshield DistantObject EnvironmentalVisualEnhancements HaystackContinued HullCameraVDS Kopernicus ModularFlightIntegrator PlanetShine ProceduralFairings ProceduralParts ReentryParticleEffect SCANsat scatterer Squad SVT TextureReplacer Trajectories TweakScale
  9. I've gone from being completely indifferent to ion engines, to absolutely loving them. I thought I'd do a little tribute to Cassini (Kassini with a K, obviously!) as it approaches its Grand Finale. So I put together a little probe (yes I know it looks nothing like Cassini, artistic license!) and sent it to Jool. I honestly had no idea if this thing would even do anything around Jool, but to my utter amazement it did. In fact this little thing had enough delta-v to do a flyby of ALL of the moons in the Joolian system, as well as get into a circular polar orbit around Jool with enough fuel left over for a final de-orbit burn when the time is right! It worked out so well, I strongly recommend ion engines to any fellow Kerbonaut who, like me, never gave them a second thought. Yes they take FOREVER, and you have to use physical time warp A LOT, but their delta-v puts the nuclear engine to shame. Kassini
  10. I'm running v1.2.2 This is so frustrating! I had a contract to mine 1050 units of ore from Minmus and return it to Kerbin. I have tried THREE TIMES now to complete the contract and it only ever gives me 3 out of 4 criteria: Acquire 1050 units of fresh ore from Minmus COMPLETE (I collected 1065 units, but does this matter? It says it's complete!) Have 1050 units on your vessel COMPLETE Maintain stability for 10 seconds COMPLETE Land your ore on Kerbin INCOMPLETE Right now, this second, the damn ship is sitting in the sea, ore intact! If this isn't "landed on Kerbin" what the hell is? What am I missing?! I have tried jettisoning the ore once landed, I have tried landing on both land and sea, I have tried Recovering the Vessel, I have tried going into the Tracking Station and reloading the ship from there; and it still won't give me it! This was my first 'mining ore' mission and I was pleased it worked, but I am not going to waste another 2 hours designing and testing a ship if the game's going to behave like this on mining contracts. The contract gives me over 500,000 credits, and I spent more than that on this mission! I want that money back. EDIT: Could it be it literally means I have LAND the ore, on a lander, with engines and parachutes, back on Kerbin? If so, HOW WAS I SUPPOSE TO KNOW? Sometimes these damn contracts can be so ambiguously worded!
  11. I had a tourism contract - something I've done zillions of times before - and when I got to Kerbin orbit I noticed something was missing. THE TOURISTS! Doh! it was just like that moment in Home Alone when she's on the plane and notices something is missing... In the end I sent Jeb up with the tourists to dock with it. The problem was neither craft had docking ports and tourists can't do EVA (even though they get XP for some reason), so I put the grapple on Jeb's ship and docked that way. I don't know whether this is a bug or by design but if you dock with the grapple you can still transfer any crew, even tourists who can't do EVA and there's no docking port! I bet the Kerbals have invented a teleporter and no-one's told us... God I love KSP. I have lost so many hours of sleep to this damn game!
  12. Sorry to be so dense but which sub-forum is it now on? These mods are so confusing. Scatterer config only seems to mention Laythe and not Kerbin...even though evidently Scatterer affects Kerbin; EVE only has a bunch of DLL files, no config files. I'm convinced that BoulderCo clouds.cfg holds the key - if I remove the entire BoulderCo folder and relaunch KSP both Kerbin and Laythe have no clouds, only atmosphere.
  13. Sorry if this is in the wrong forum, it's not really a bug or fault in a modded install, just a how-to question about mods. Feel free to move it to the right forum if you disagree.I'm running v1.2.2. All I want to do is swap atmosphere textures so that Laythe looks like Kerbin and Kerbin looks like Laythe (See image). But no matter what I change, it doesn't work. I'm useless at this sort of thing, does anyone know code and know which file references I should be changing and/or copying? Nothing I do seems to work. Here's the mods I am running. The only relevant references I've found is in the 'BoulderCo/Atmosphere/clouds.cfg' file, but maybe this is handled by more than one mod. I tried copying exactly Laythe's settings and pasting them over Kerbin's, changing its name accordingly (using a backup as reference). Whatever I'm doing it's either incorrect or not enough. Even after I save the files and quit and relaunch KSP, both Kerbin and Laythe remain unchanged. It's driving me nuts, I prefer the way Laythe looks, and I'd rather Kerbin looked like that! How hard can this be!
  14. TimKerbin

    The New Monoliths (Spoilers)

    Is it true these monoliths unlock new tech? I found a monolith on Minmus and the "milestone" message said in pink letters "Experimental motors". However, when i checked the Science Tree (which is complete) there was nothing unlocked, no "Experimental motors" branch visible. I'm running v1.2.2.