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About me



Found 12 results

  1. Recently when playing KSP, I have been having this very frustrating problem. I am really not sure how to fix it and if anyone has any suggestions I would be really grateful. (This also only happens in KSP so I am 100% sure that my graphics card isn't a problem, it is a GTX 1060) Thank you Video of the problem
  2. Today i was testing the trust of some engines and i built a pretty stupid craft. When I put it on the runway it started driving itself at about 9 m/s. The brakes can't stop it. I think it is running on kraken power. I don't know what is causing it, but here is a video of it happening. https://youtu.be/6c1Xnjf-ktk P.S. I hope this is the right place to put this thread, I couldn't find a category for bug reports...
  3. http://bit.ly/ingamedatebug If you can't see what happened, I opened a save in which the in-game date was in Year 20. When it loaded, the date was, for some reason, changed to Year 1. What's happening?
  4. I have found propellers won't work when partially submerged. This put a stop on creating stock boats and aquatic rovers. Here is an experiment to demonstrate: Here, propellers have it going like no one's business But here, same set up, and you're quite literally dead in the water I hope this is an oversight and not intended. Sure, water propellers are slightly different, but it's not like an airplane prop would be useless. It would be great to see this patched, so we can build stock propeller powered watercraft, for Eve, Laythe, and just on Kerbin.
  5. The game crashes immediately upon launch. A window opens with a white screen and the in game cursor, but then crashes. Heres the crash reports: https://imgur.com/a/sB4JZvR https://www.dropbox.com/s/cn2pm6nph1hrysu/output_log.txt?dl=0
  6. So I spent an hour or so building a drive-able strand-beast. I built the front half first and and used wheels for the back half. I said bloody hell it works. The three legs in front are pulling the thing around. So I ditched the wheels and put in three more legs on the back half. I programmed them so that they would be asynchronous with the front half to make the thing ride steady. Somehow, even though I hadn't edited them, the front legs just stopped working. I was using a single KAL 1000 to control 12 parts and initially in the editor it worked properly but when I went to launch, several of the hinges stopped working. Now here's the weird thing, Upon reverting to the hanger, those same parts were broken inside the hanger too. This is defiantly a bug. I reloaded the same ship file and still broken. I hope squad fixes this one quick. I can offer the craft file if it helps, but I'm not sure how to upload it.
  7. I'm running the OPT parts mod as well as firespitter. Every time I load in this particular vehicle, which is using parts from the OPT mod, it spawns about a KM in the air above the runway. Looking at the debug menu gives me the error "ground contact! - error Moving Vessel up 997.025m". I'm willing to bet that its just a part i have on the plane acting up and i'm gonna do some more testing but I was wondering if there was a known fix for this or if there was a way to stop the game from trying to self fix any ground clipping issues. It seems kind of strange for the game thinks that the solution to the problem of ground clipping to spawn the craft a Kilometer into the air. Sidenote: I did some research on this problem before posting this and one of the fixes that someone found was to just remove the Firespitter mod. I tried that but it still didn't fix it. I thought it might have something to do with the fact that OPT is out of date, however I put all of the parts that I have on my current craft onto a completely new craft in a new file and it worked just fine.
  8. I couldn't find the bug report thread. My two bases on the Mun were partially sunk into the surface of the Mun when I loaded into them in 1.4.3 with MH 1.2. Whatever patch of 1.4.3 was available for download about 10 minutes before I posted. Mac OS 10.13.4. Two mods: MechJeb and KerbalAlarm. Aside from Mechjeb the bases in question are completely stock. KerbalAlarm is just a timer or reminding me to pay attention to my vessels when they're coming up on maneuvers or whatever. All I did was go from the tracking station to two bases stationed on the Mun. When they loaded, the bases were half submerged in the surface of Mun, and were instantly propelled upwards. One of them has RCS jets so I was able to land it safely, but the other one is a mobile base with no RCS, and was smashed to pieces. In either case there was not time to get screenshots. I installed 1.4.3 using the Mac OSX installer. I don't know what is meant by a "clean install". As I had to restore 1.4.2 from my backup drive, the output files have been expunged from existence. I didn't load any other bases or vehicles because I didn't want them to be smashed. Does it matter that both these bases are within a kilometer of two different Mun arches, and not on level ground?
  9. Oh hello! I'm south korea ksp user HoDeok. Few days ago i build fairing rocket and i found that rocket has non-resistance! even Compression column too! https://youtu.be/e9dyv3dVEsw Test in Eve, Jool, kerbol.... result is same. I apologize to can't write english well. thanks for reading!
  10. Could someone try this on a fresh install or an unmodded save?: Try to get any amount of Open-Source commitment after 50% Patents licensing. On my game, it looks like Patents Licensing is adding Field Work and Contract percentages together, instead of applying them to their relevant sources separately. BACKGROUND: It looks like the Patents Licensing strategy actually adds together the percentage gains from contracts and field work, while Open-Source Tech Program does not. I want to commit 54% to Open-Source and 46% to Patents Licensing, but it appears that 49% commitment to Patents is all one can do with any other science gains strat, though you can commit to 100% Patents. I generally never encountered this before due to starting a new career every time I fill out the tech tree, or maybe commit 100% to Patents. This is the first time I've tried to reach 100% (or 99% at least) reputation, and has never come up before.
  11. KSP Version: Kerbal Space Program - (WindowsPlayer x64) en-us What Happens: Target ship jumps in physical warp when rendezvous Mods / Add-Ons: All Stock Steps to Replicate: 1) Launch one ship to orbit 2) Launch second one 3) Rendezvous first and second ships to distance less than 1000m and more than 300m and make their relative speed <1m/s 4) Focus one of the vessels 5) Press Alt+. to start physical warp x2, x3 or x4 6) Observe how jumps target ship 7) Press / to return to x1 speed 8) Observe how target ship returns back to initial position from 3-4) Result: Target ship jumps in physical warp when rendezvous Fixes/Workarounds: I found no one. Please, help. Other Notes/Pictures/Log Files: When ships get closer than 200m this bug disappears. I.e. target ship don't jump when I perform physical warp. Here are few screenshots made one after another. You can see on the timer there is not much time passed. Also you can see relative speed between current ship and target one is 0.1m/s. The only thing changes is physical warp speed: Last screenshot was made after previous 4 to show that on x1 speed target ship is still on its old place. It's absolutely clear install, no mods present. I can provide save file with exactly this situation and VAB files for both ships (just tell me where should I send them). How can I fix this problem? I tried to look for solution for it, but found no one. Please help me, don't delete this thread! At least PM me if I doing something wrong, because I really confused.
  12. I looked for but did not find a thread like this, so I created one. Apologies if I missed an official thread somewhere. The new forums have their advantages and there are still some glitches to be worked out. This thread is to capture the known glitches so that members will know whether an issue they're seeing is already being addressed, so they don't have to report it (and the mods don't have to answer the same question again and again ) This is not a suggestion box for changes to the forum, and calls to revert to vBulletin are most definitely off topic. Also let's not ask for timeframes to resolve these issues. I'd expect the mods and staff are as motivated as any of us would be to get everything running properly as soon as they can. With that in mind, here are the issues I'm aware of that staff or a moderator have said are known and being worked on: 'number of views' count does not update unwanted quote boxes re-appear in editor, some users cannot remove them Members I Follow link (Activity => My Activity Streams => Members I Follow) always returns an error page: I'll do my best to add others as they come in on this thread or as I see them elsewhere. Moderators, please feel free to edit this OP at will to update or correct the list. Thanks for all your work in managing the transition!
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