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  1. Recently, I've been having trouble while attempting to startup the game. The game seems to be working fine when going through the loading screen, but when the main menu loads up, I am unable to click any menu buttons. I've tried changing the screen resolution and taking some mods from the GameData, but nothing appeared to work. I've uploaded the log file and a screenshot of the current mods down below. Please notify me if there is a fix to this issue. The log file: https://drive.google.com/file/d/1hcBhUYLLfz7O0hGwe5Txlnzh9GrMxAAh/view?usp=sharing
  2. i was trying to launch my sea dragon replica but when i get into space the apoapsis starts to increase despite the engines and rcs being off. its really annoying but i have no idea how to fix it.
  3. I installed some visual mods to make my game a bit nicer to look at, but now I found out the kerbals visors are pink. I dont know why, or what mods are doing this. help? Here is a screenshot that I had to upload as artwork because Steam Overlay hates me and is broken: Installed mods: (As seen in the GameData folder) BoulderCo CalmNebula EnviromentalVisiualEnchancements KerbalVisiualEnhancements Kopernicus ModularFlightIntegrator Reflections & Skybox scatterer Squad (of course) TextureReplacer
  4. I'm pretty new to ksp I started using mods recently (i'll give you the list of the ones im using) and now every time i spawn a spaceplane or a rocket using parts from the OPT mod it goes to the speed of light and explode any idea on how to solve this? Mod list: Near Future Props MechJeb2 OPT SCANsat SpaceY Lifters Station Parts Expansion Redux Romfarer B9PartSwitch and Module Manager Just by taking a look at my mods folder i saw i have 2 Module Manager dll is it bad ? Is that the problem or should i not care ?
  5. So i bought the game a couple of days ago but the controller control scheme seemed to me more complicated than the m&k original controls, I've been trying m&k connected before the bot up but the game only registers the keyboard or the mouse but not both at the same time, no matter what usb port i try for each. Is there any way to resolve this? maybe using an adaptor to connect both to one usb port?
  6. I am making a mod right now and I have encountered some bugs that I cant seem to solve. This gas planet is having lighting issues Planet texture bugging out bad
  7. Hello! I seem to be having a problem with the toolbar/part selection menu, and I believe they are related. Problem: Randomly, (But most likely not) my game will decide that I cant click on things and start duplicating the toolbar. Log keeps throwing this like 10,000 times: "Exception: NullReferenceException: Object reference not set to an instance of an object" Video 1: https://drive.google.com/file/d/1UohE_cePNQDlox9CChwqlkkNQVK_58RA/view?usp=sharing Video 2 https://drive.google.com/file/d/1rDzeitBvOd2LS8UWP0t2HvnPPMNdUKpy/view?usp=sharing Going to the KSC, tracking station and home screen doesn't fix it. When going to start menu the toolbar still shows up and is very buggy. !The strangest part of the whole thing is the repeated toolbar buttons! Quitting and restarting the game doesn't fix it either. Though the problem doesn't show up until I do anything. It stops me from using action groups, using toolbar items, staging, using map view. and clicking on parts, although sometimes the window will show up really short and skinny and you have to scroll. When that happens I see "Place help text here" in the window alot. 'SOMETIMES' when I click on something via the staging menu it works just fine but it still wont let me click any of the buttons or another part. I think it it has something to do with mechjeb. I have launched things and clicked on them on launch, in Sandbox this time though, and it works fine. Once I reach orbit, though it begins to malfunction. Relaunching the same craft and cheating it to the same orbit path does not produce the effect immediately. Spacecraft controls like throttle and attitude still work though. Stuff I already tried but isn't the cause: Cheats Entering Space Switching craft Leaving flight scene with part clicked Going to Space Center and back through tracking station Modded parts Decoupling. Kerbaled or Unkerbaled Craft. (Unmanned) _______________________________________________________________________________________________________________________________________-________________-________________________________________________________________________________________________________________ Any idea what could be causing this or if there is a mod to fix it? The screenshots cover most of the problems that I have seen so far. Edit: I deleted a maneuver node after going to TS (Tracking Station) and back and it was fixed, I staged but then when I clicked on a reaction wheel it started again.
  8. so I used the new ground anchor to create a core point for a Mun base I'm making, and I've landed and attached the living module, as seen in the left photo, however, whenever I quicksave and load, switch to a far away craft and back, or just boot up KSP, the anchor and the module are suddenly floating, as seen in the picture on the right, and it only happens when the module is docked, even if I undock the module after the fact, the core just remains floating, has anyone else experienced this bug?
  9. Please, can someone check if this bug also happens for you? Have 2 heavy vessels (A and B) with biggest docking ports already docked, set the alignment for each port to extreme values (Amax- Bmax, Amin-Bmin, Amax-Bmin, Amin-Bmax), undock and redock (A+B). Does the whole vessel (A+B) break in two or more pieces?
  10. Hello! Not too long ago i've tried playing Kerbal Space Program again, well i have all of the DLC's on but... the screen stays on "loading expansion". I have no mods enabled since i've actually never modded the game (yet, i wanted to do it tho.) Is there any possible fix to this? would love the help.
  11. everytime i try to use tweakscale. the crew dissapears making the craft unusable, i can only use unmanned probes. can anyone help?
  12. When duplicating multiple parts in both the SPH and VAB, all parts attached to the one I duplicated are offset in random directions and it really slows down larger builds. Here is a simple plane with no offsetting suffering from the bug. I had all of my mods installed before the bug started, so it doesn't seem like they were the problem, but here they are anyway: BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) ClickThrough Blocker (ClickThroughBlocker 1: Distant Object Enhancement Continued (DistantObject v2.0.3.1) Distant Object Enhancement Continued default config (DistantObject-default v2.0.3.1) Docking Cam (DockingCamKURS Docking Port Alignment Indicator (DockingPortAlignmentIndicator Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3: Kerbal Engineer Redux (KerbalEngineerRedux Kerbal Joint Reinforcement - Next (KerbalJointReinforcementNext v4.1.15) KSP Recall (KSP-Recall v0.2.2.1) ModularFlightIntegrator (ModularFlightIntegrator Module Manager (ModuleManager 4.2.1) PlanetShine (PlanetShine PlanetShine - Default configuration (PlanetShine-Config-Default scatterer (Scatterer 3:v0.0831) Scatterer Default Config (Scatterer-config 3:v0.0831) Scatterer Sunflare (Scatterer-sunflare 3:v0.0831) Toolbar Controller (ToolbarController 1: TweakScale - Rescale Everything! (TweakScale v2.4.6.8) VesselMover Continued (VesselMoverContinued v1.12.0) Waterfall Core (Waterfall 0.8.1) Zero MiniAVC (ZeroMiniAVC 1:
  13. Hello everyone, I encountered a problem when using the "Unpaid Research Program". When I set this strategy up (in my case at 80%) in the administration building and then successfully complete contracts, I always lose reputation. This should not happen according to the description of the strategy. No other missions were failed, declined or expired during these periods. Neither did any Kerbal die or any other event occur. Precise Description: When I set up the "Unpaid Research Program" strategy at 80% and then accept a contract that originally would have yielded 10 reputation, 0 science and 1000 funds, the contract will show that I will receive 2 reputation, 3.7 science and 1000 funds. This would be correct. Once I complete the contract, I will instead lose reputation (this should never happen from this strategy), while gaining the correct amount of science and the amount of funds remaining unchanged. Conclusion: KSP does not implement the "Unpaid Research Program" correctly as described in the administration building. Example (explanation below each image): In this image we see the state of the game before a contract. The current reputation value is shown in the red warning message as 392, science is 1125.7 and funds are at 432998. We also see that only the "Unpaid Research Program" strategy is currently active and that it was set to 80%. In this image we see the completion notification with the correctly modified rewards according to the active strategy. In this image we can see that reputation has dropped to 391 (-1) and that science increased to 1127.1 (+1.4). Question: Is this behaviour indeed faulty, as I suspect, or am I not understanding something that is going on here? Thank you for your time and effort in addressing my problem.
  14. There's over a dozen threads in the technical support section reporting that several tutorials are bugged, the most prominent being the getting to orbit tutorial. Most of them have 0 replies and range from 2014 to 2017, a span of 3 years. This is not even counting the numerous threads on Steam and Reddit. I just tried the suborbital and orbital tutorial today after the latest update and it is still BUGGED. Even if you activate SAS targeting mode and manage throttle as per the instruction, you run out of fuel every single time. I don't think that the space craft is even capable of getting to orbit. Are the tutorials going to get fixed or what? It's not that hard to build a space craft capable of orbit. For a beginner it is the most frustrating thing ever. I remember trying it for a whole day in 2015 and eventually not touching the game for half a year.
  15. Hi, I just installed KSRSS and all the dependencies and stuff, and I used Sigma Dimensions for 2.5x rescale, but there was a bug on startup! I can't upload the KSP.log and Logs/Kopernicus file, and I couldn't find the ModuleManager.ConfigCache file in my KSP directory.
  16. Hey guys I'm new in the forum and seeking for help. The engines are working fine, but maneuver nodes and dV readout are broken. Can anybody explain to me why this is happening and if this can be fixed? I can't really use this craft, except by manually calculating start mass and end mass before every burn. Restarting the game didn't fix it. Neither did redocking the craft. I imagine this is a pretty casual bug even though I couldn't find any posts about it. I have a few visual mods but stock parts and physics. I'd really love to know if there is a fix to this problem. Thanks for the help https://imgur.com/hmQKEGO
  17. Hello, I've found an issue where I can reliably produce a NullReferenceException that results in an unresponsive clone of a Kerbal stuck on a ladder. I'd like to find out if this is a well known issue since the bug reporting process seems to be pretty involved, and I am pretty lazy. To produce the bug: 1) Have two craft with docking ports near each other in space, one with an engineer on board. This can be accomplished by decoupling a craft from your space station, for example 2) With the craft carrying the engineer, target the docking port of the second craft (So that the pink markers appear on your nav-ball). 3) EVA your engineer and use the EVA construction mode to remove the docking port of the second craft that you targeted in step (2). 4) Board the engineer onto his/her original craft. The engineer should now be present inside the craft, but a clone will be stuck on the ladder outside. I have the base game installed, no mods, version (WindowsPlayer x64) en-us. From the log: [LOG 03:43:34.572] [FLIGHT GLOBALS]: Switching To Vessel Bill Kerman ---------------------- [LOG 03:43:34.575] [PlanetariumCamera]: Focus: Bill Kerman [LOG 03:43:34.601] [ApplicationLauncher] SetVisible: [LOG 03:43:34.602] [ApplicationLauncher] SetHidden: [LOG 03:43:40.479] Event Weld Started not assigned to state Ladder (Idle) [LOG 03:43:46.196] Event Weld Started not assigned to state Ladder (Idle) [LOG 03:43:50.277] Event Weld Started not assigned to state Ladder (Idle) [LOG 03:44:04.682] [FLIGHT GLOBALS]: Switching To Vessel Station Beta ---------------------- [LOG 03:44:04.683] [PlanetariumCamera]: Focus: Station Beta [LOG 03:44:04.697] Camera Mode: AUTO [EXC 03:44:04.723] NullReferenceException: Object reference not set to an instance of an object ProtoTargetInfo..ctor (ITargetable tgt) (at <cd473063d3a2482f8d93d388d0c95035>:0) Vessel.ResumeTarget () (at <cd473063d3a2482f8d93d388d0c95035>:0) Vessel.MakeActive () (at <cd473063d3a2482f8d93d388d0c95035>:0) FlightGlobals.setActiveVessel (Vessel v, System.Boolean force, System.Boolean clearDeadVessels) (at <cd473063d3a2482f8d93d388d0c95035>:0) FlightGlobals.ForceSetActiveVessel (Vessel v) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.proceedAndBoard (Part p) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.BoardPart (Part p) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.<SetupFSM>b__424_53 () (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalFSM.RunEvent (KFSMEvent evt) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalFSM.updateFSM (KFSMUpdateMode mode) (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalFSM.UpdateFSM () (at <cd473063d3a2482f8d93d388d0c95035>:0) KerbalEVA.Update () (at <cd473063d3a2482f8d93d388d0c95035>:0)
  18. The image freezes after exiting map mode, but I can still control my rocket and switch to map mode and back. In other words, I can't see the rocket because of the frozen image. Sometimes it is a black screen, sometimes a white screen. In this case, all interface elements are active. Some words may be spelled incorrectly because I am using Google translater. link to images: https://drive.google.com/drive/folders/1XJn483GOSJdDmHZd_dUouz7inEsXyOxC?usp=sharing
  19. I've been having a problem with my game. Sometimes when I change scenes some of the mod icons on the toolbar will start duplicating themselves, the only ones that seem to do this are persistent rotation, servo controller, and waypoint manager, these icons also seem to duplicate themselves on the main menu when I quit from my save. I'm not sure what's causing this but I'm going to attach my mod list both debug and output logs and then image of the problem any help is appreciated. Nearly all my mods were installed through CKAN. Thanks in advance! debug log Output log picture of problem, (couldn't insert)
  20. 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
  21. 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.
  22. 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!!!
  23. 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.
  24. 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.
  25. 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
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