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  1. So before I got the new update, I had a Saturn V that worked perfectly and would be able to get me to the Mun. After the update, however, I noticed my rocket kept wanting to steer itself upwards. I later turned on Aerodynamic Overlay and saw that there was a huge amount of body lift being produced where the Sepratrons and three monoprop. tanks (which weren't even on the outside of the craft) were located. I took off the Sepratrons and it seemed fine afterwards. So I believe this might be a bug of some sort.
  2. Things U will have to face: Bugs will combine until U DEAD!!! The PS4 will take a "lovely nap"or let U things explode in stead of load the things should load("WHAT A LAZY BOI") ... Although I only list two situation, I believe these two are enough to make you have a stroke or experience hell. FACE THE PROBLEM!!!DEVELOPMENT TEAM!!!
  3. I'm having a problem with a career mode game. This is my first career game! I got some contracts that ask me to put a satellite into orbit but don't specify altitude. When I go to the Track Station or Map View on a flight and hover the mouse over the orbit drawn on the map (Ap/Pe), the game doesn't show anything, it just throws a NullPointerException! I'm testing this without any mod! I think that maybe is related to the stock alarm because of this: [EXC 00:21:29.156] NullReferenceException: Object reference not set to an instance of an object AlarmTypePeriapsis.ShowAlarmMapObject (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) AlarmClockScenario.ShowAlarmMapButton (MapObject mapObject) (at <a5c262f7fe724eb9918d4487db8b635e>:0) KSP.UI.Screens.Mapview.MapNode.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at <a5c262f7fe724eb9918d4487db8b635e>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <9f35cb25d6a4409c8c02e911403f3f7f>:0) UnityEngine.EventSystems.EventSystem:Update() The game throws this every time I hover over the drawn orbit! Does anyone else have this problem? Thanks.: KSP.log: https://www.dropbox.com/s/t4zzx2sw1rl3nz8/KSP(Orbit).log?dl=0 Player.log: https://www.dropbox.com/s/c3hukab9awo7iov/Player(Orbit).log?dl=0
  4. When I set an alarm for a ship's maneuver node, it only works while the ship is in focus! If I go to KSC, the alarm doesn't work! Time doesn't even pass in the alarm indicator... This bug only seems to happen on maneuver alarms! Manual or transfer window alarms seem to work fine! * Hope this is a bug, not a feature! ** I'm playing KSP 1.12.0 on Windows 10 x64 Thanks.
  5. I built a large vessel (375 parts), saved it and then wanted to try a launch. But loading the launch pad never completed, instead I got the error message: "Loading Failed; Part 4294554710 is missing" and got back to the space center. Now I entered the VAB and tried to load my vessel. Again, it didn't load and I got the same error message. Then I restarted the game, tried again. Still the same error message (when trying to load the vessel). Then I verified the install in steam. Steam found 77 files failed to validate and have been reaquired. I started the game again and got the same error message. Then I verified the install again. Steam found 1 file failed to validate and has been reaquired. I started the game again and got the same error message. Then I uninstalled the game and installed it again. I tried again and got the same error message again. I have no mods installed nor did I ever have any. I'm running latest update on win10 on steam. The vessel (.craft file) can be found here: https://www.dropbox.com/s/ns6c0y2xyjv72a6/Fuel Station X1b.craft?dl=0 My System is generally well above requirements (AMD Ryzen 7 3700X on MSI X570 Gaming Plus; 32 GB RAM at 3200 MHz; ATI Radeon RX 5500 XT). Any help would be appreciated.
  6. I have a modded install (https://imgur.com/4zvTJbv Mods) and loading seems to be stuck on "Loading Part Upgrades" and I've tried looking for the mods other people said caused the issue for them and I don't have any (KIS, KSPI, Surface Lights) so I'm not sure what's causing this. Im currently trying to check every single mod but that will take a while so any suggestions help
  7. On reentry to Kerbin, I realised that my capsule didn't have any parachutes. Whoops! No worries, I can hop out, grab my science data from the capsule, parachute down. I reached the ground, grabbed a Surface Sample and an EVA report, double checked that I had the data on the Kerbal (Screenshot in link, not sure why it won't embed), and Recovered him. My mission summary showed that I had gained no science data, neither the stored stuff, nor the extra experiments I did, and my science value didn't increase at all. Is this a bug? Any way I can save like 300 science points? Screenshot
  8. My station has parts out of place, some missing, and some parts are floating, the docking ports are pushed out, or inside the core part, I just don't know how to fix it, I've tried to reload the save, go back to earlier ones, go to tracking station and back, I just don't know Does anybody know what this is and how to fix it?
  9. I installed 1.12 this morning, before that everything was working well. It seems like people have had this problem in every version, but never solved it: quicksaves and every button in the escape menu stop working, kerbals bug if they plant a flag (the naming window, if opened, is invisible), cant recover vessels,... The "crash" happens a bit after I load the last save. If I reload, everything works fine for several seconds and then it breaks, for seemingly no reason. However sometimes it fixes itself, later it bugs again, ... But now all my saves are definitely broken, it doesnt fix itself anymore. When i look at the console, this is what is displayed upon trying to quicksave: Exception : ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index Thanks ! edit1: Also, is there a command to quicksave ? I made a lot of progress and dont want to lose it. edit 2: After experimenting: It seems that decoupling a side booster causes the problem. I have 3 very simple symmetric boosters. After decoupling the first booster, I can quicksave ONCE and then the bug appears. I load the quicksave done after the first decoupling, and again, I can quicksave ONCE and then the bug appears. I do the same for boosters 2 and 3 and then load the save in which I have separated all boosters. Then the bug appears, I cant quicksave at all. If I decouple all boosters at the same time, the bug also appears. If I do not decouple, it works fine. IF I DECOUPLE IN THE AIR (well in vacuum but not touching the ground) NO BUG. I WAS DECOUPLING WHILE LANDED ON MINMUS.
  10. Fresh install version 1.12.0 win64 (not Steam), no mods Playing science sandbox, returned from Minmus with a lot of science. Clicking recover vessel does nothing, same with go to space center. Also cannot go to space center, tracking station or quit to main menu via menu. Save game produces no save game file. When i loaded the 'persistent' save file, it put me at the vessel recovery screen, and it gave me much more science (about 1000) than i had gathered (150 or so). It's as though it gave me the amount that i had gathered for every time i had clicked 'recover vessel'.
  11. Game become unresponsive, when try to go to the esc->options (settings) menu while playing default scenarios, nothing helps, some part of the ui just freezes, you can press some buttons, but nothing happens. And to exit, I have to use only alt+f4. Clean Install, no mods.
  12. I don't know if this is a bug or not, neither I'm sure that is caused by this mod (I need some more tests). My problem is that the items on the PAW of my capsules keep changing order constantly. In 1 minute of flight, the items keep changing positions! Happens when I do some action that needs to update the PAW (store some experiment, that increase a counter): (https://imgur.com/a/Ah1VUw0) Does anyone else have this problem? Do you know how to solve it? * I initially thought it was the fault of the TAC-LS mod, but after I uninstalled this mod, the problem still occurs, but with much less intensity... Maybe it's because with TAC-LS, a lot of items are inserted in the menu, and it's not really that mod's fault! Thanks.
  13. So I have this werid bug where when I create a maneuver node, the green “progress bar” becomes transparent, the games FPS drops to 5 and when you click on a part, the menu does not show up. After I return to space center or tracking station, FPS is still bad and the mods icons all change to the mechjeb logo. I know for sure it’s a mod but what mod? I will provide a screenshot and possibly a log soon.
  14. Hi Everyone who probably plays KSP, I have a bug where I installed KSP 1.81 fresh install with no mods, and I just open up settings to change the res and graphic options, then it just gives me a black screen and it does not let me exit, everything else works fine, but the settings menu does not. can someone help? Black screen image here is my GameData Folder
  15. For whatever reason, i can't use any in flight menu controls. I can't revert flights, quit to main menu, save/load or even return to the space center, i can only resume game, log posted below. https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing Edit: removing Flight manager for reusable stages seems to have done the trick
  16. I have an uncrewed miner with 6 drill juniors that is mining an asteroid at the supposed rate of 0.06 units of ore/s (which would mean that my ship would be gaining 0.6Kg/s while the asteroid loses that amount) but the asteroid is losing a bit more than 1Kg/s. At this point I thought that the junior drills would be very inefficient but no, something even weirder is happening: the total mass is increasing. To sum up, the drills are extracting at lower than expected rate of ore and therefore my ship is gaining less than expected rate of ore, the asteroid is losing ore at a higher than expected rate, but the total mass of ship + asteroid is increasing (there's no conservation of mass)
  17. So i wanted to get to minmus with my new base. I got to orbit and created maneuver but some weird white lines appeared. If i will finish the maneuver node and then remove him they will stay. I want to get rid of this weird bug because i can't see anything on the map with them. I have a lot of mods. I already tried loading old saves, restarting ksp and also restarting pc. Here are all the images of my mods: 1) https://ctrlv.cz/FUsJ 2)https://ctrlv.cz/TI2G 3)https://ctrlv.cz/nNn9 4)https://ctrlv.cz/ejwU 5)https://ctrlv.cz/sc44 Here is a video that i recorded from the game: https://1drv.ms/u/s!Av4IMDV4UzT7jkEbhaFDiA8n1PQX?e=WE5oAP
  18. I have an uncrewed miner with 6 drill juniors that is mining an asteroid at the supposed rate of 0.06 units of ore/s (which would mean that my ship would be gaining 0.6Kg/s while the asteroid loses that amount) but the asteroid is losing a bit more than 1Kg/s. At this point I thought that the junior drills would be very inefficient but no, something even weirder is happening: the total mass is increasing. To sum up, the drills are extracting at lower than expected rate of ore and therefore my ship is gaining less than expected rate of ore, the asteroid is losing ore at a higher than expected rate, but the total mass of ship + asteroid is increasing (there's no conservation of mass)
  19. Its very weird but UI is complety borked and its not even listed on ksp.log. Its is just so out of shape. I think issue may be because i updated mod while in game but yea the ui was destroyed. Heres issue: Sometimes Ui will not even exists or be even more broken. This is just in flight
  20. I was trying to get a stable orbit around Kerbol (the sun), and the tragectory then bugged out and went to a verticle that would go straight into Kerbol.
  21. (PS4) I've had an issue where occasionally when I try to launch a craft, it will load a completely different vessel. It seems to load the auto-saved craft when this happens. Deleting the auto-save craft will subvert the issue but trying to launch after doing this will sometimes send you to the space center screen, and not the launch pad or runway. It's not a game-breaking bug, but it does get annoying when trying to make modifications to a craft, only to then launch the version with no modifications. Also first post!
  22. I'm running a heavily modded install, will post the full modpack below. For whatever reason, I've been running into heat problems without any parts actually producing heat, primarily in timewarp. This has caused me to lose a fair few vessels and kerbals already, and i have no idea how to fix it. Some crafts are currently only playable with the maximum heat temperature ignore cheat, while nothing should feasibly be producing all this heat. I think it might have something to do with background resources or system heat, but these are both dependencies which i really wouldn't want to get rid of. Anyone know of a fix? Log: https://drive.google.com/file/d/1fu6IxL2HXY8JmbwWxjS_dJ53y_8MmSgp/view?usp=sharing Flight Manager for Reusable Stages (FMRS) Continued (FMRSContinued [x] Science! Continued (xScienceContinued 5.26) AirlockPlus (AirlockPlus v0.0.11) AmpYear (AmpYearPowerManager 1:V1.5.9.0) Astrogator (Astrogator v0.10.2) AT Utils (AT-Utils v1.9.6) B9 Part Switch (B9PartSwitch v2.17.0) Background Resources (BackgroundResources 1:V0.17.0.0) Beyond Home (BeyondHome 1.5.2) Breaking Ground (BreakingGround-DLC 1.6.0) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1: Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.3) Community Trait Icons (CommunityTraitIcons v1.1.1) Connected Living Space (ConnectedLivingSpace Cryo Tanks (CryoTanks 1.6.0) Cryo Tanks Core (CryoTanks-Core 1.6.0) Cryogenic Engines (CryoEngines 1:2.0.0) DeepFreeze Continued... (DeepFreeze V0.30.0.0) Deployable Engines Plugin (DeployableEngines 1.3.0) Distant Object Enhancement Continued (DistantObject v2.0.2.0) Distant Object Enhancement Continued default config (DistantObject-default v2.0.2.0) Dynamic Battery Storage (DynamicBatteryStorage 2: Easy Vessel Switch (EVS) (EasyVesselSwitch 2.2) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3: Far Future Technologies (FarFutureTechnologies 1.1.0) Firespitter Core (FirespitterCore v7.17) Global Construction (GroundConstruction Global Construction Core (GroundConstruction-Core Heat Control (HeatControl 0.6.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Atomics (KerbalAtomics 1:1.2.1) Kerbal Atomics - NFE Integration (KerbalAtomics-NFECompatibility 1.2.1) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.2.1) Kerbal Engineer Redux (KerbalEngineerRedux Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.2) Kerbal Reusability Expansion (SpaceXLegs 2.9.1) Konstruction (Konstruction 1.4.0) Kopernicus Bleeding Edge Beta - DEV RELEASE (Kopernicus-BE UBEE_1111_80) ModularFlightIntegrator (ModularFlightIntegrator Module Manager (ModuleManager 4.1.4) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.1) Near Future Electrical Core (NearFutureElectrical-Core 1.2.1) Near Future Exploration (NearFutureExploration 1.1.1) Near Future IVA Props (NearFutureProps 1:0.6.4) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.1.2) Near Future Propulsion (NearFuturePropulsion 1.3.1) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.1) Near Future Solar (NearFutureSolar 1.3.1) Near Future Solar Core (NearFutureSolar-Core 1.3.1) Near Future Spacecraft (NearFutureSpacecraft 1.4.1) Parallax (Parallax 1.0.1) Persistent Thrust (PersistentThrust 1:1.7.5) RecoveryController (RecoveryController 0.0.4) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.3.1) ReStock+ (ReStockPlus 1.3.1) Scatterer Sunflare (Scatterer-sunflare 3:v0.0723) Ship Manifest (ShipManifest Space Dust (SpaceDust 0.3.3) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.4.0) Stockalike Station Parts Expansion Redux - Metal Surfaces (StationPartsExpansionRedux-Metal 1.4.0) System Heat (SystemHeat 0.3.7) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.3.7) System Heat - Resource Converter Configuration (SystemHeat-Converters 0.3.7) System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.3.7) Throttle Controlled Avionics (ThrottleControlledAvionics v3.7.2) Toolbar Controller (ToolbarController 1: TriggerAu Flags (TriggerAu-Flags v2.10.0.0) TRP-Hire (TRPHire USI Core (USI-Core 1.4.0) USI Exploration Pack (USI-EXP 1.4.0) USI Kolonization Systems (MKS/OKS) (UKS 1:1.4.1) USI Life Support (USI-LS 1.4.0) USI Tools (USITools 1.4.0) Waterfall Core (Waterfall 0.5.0) Zero MiniAVC (ZeroMiniAVC 1:
  23. KSP: Win10 64bit Problem: When starting the game, "Texture resolution is not valid for compression: 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\...' - consider changing the image's width and height to enable compression", and textures do not load.(ex: Tundra's Center's runway is present, however, textures are mostly gone) Mods Installed: AnimatedDecouplers B9PartSwitch CustomPreLaunchChecks KerbalEngineer KerbalKonstructs KerbalReusabilityExpansion RetractableLiftingSurface Stock folder: Squad TundraExploration TundraSpaceCenter TundraTechnologies ModuleManager.4.1.4.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree (All latest versions, Installed via Ckan) Reproduction Steps: Install all mods installed, along with dependences. Run the game, you will encounter errors. when the game loads, some textures will be missing. Log: https://www.mediafire.com/file/38fxjhj8b5ks636/Player.log/file
  24. A lot has changed since I last posted here. I've now set myself up with a PC and installed a number of mods, including Galileo's Planet Pack (which is terrific, by the way). The pack adds many new outer planets, unreachable with stock antennas, so one of the R&D nodes adds antenna upgrades for the Communotron 88-88 (the umbrella one) and the largest of the relay dishes, which are now rated for 1.00T instead of just 100G. Ever since I researched this node, the CommNet just breaks every time I launch a vessel from the VAB. The craft on the launchpad has no connection to the space center whatsoever. I go to the Tracking Station and the CommNet lines are gone. The logs are absolutely filled with spam, but here's one section: [EXC 19:26:17.574] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) PartModule.ApplyUpgradeNode (System.Collections.Generic.List1[T] appliedUps, ConfigNode node, System.Boolean doLoad) (at <2afc64dea36946459d4707808bdac511>:0) ModuleDataTransmitter.CommPowerUnloaded (ProtoPartModuleSnapshot mSnap) (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetVessel.UpdateComm () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetVessel.OnNetworkPreUpdate () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNode.NetworkPreUpdate () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.Network.Net4[_Net,_Data,_Link,_Path].PreUpdateNodes () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.Network.Net`4[_Net,_Data,_Link,_Path].Rebuild () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetwork.Rebuild () (at <2afc64dea36946459d4707808bdac511>:0) CommNet.CommNetNetwork.Update () (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) The post linked below details a similar issue, but doesn't give a solution to the problem. Can anyone help me fix the problem?
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