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Found 353 results

  1. This is my second session of playing KSP Enhanced Edition on Xbox and when I loaded up a save, there was no Space Center. I was still able to access all the facilities on the side menu and load into them but when I started a new separate career mode save there was no space center. This bug is not stopping me from playing the game but leaves me in a space veiw of nothing when looking at the space center.
  2. Xbox One EE Cursor controls Career mode, hard setting, purchase of upgrades disabled because it doesn't work Bug: Contracts vanish from the list, moving from the mission control building after accepting a contract to the VAB then to the launch pad - upon arrival at the launch pad the selected contract was no longer present - returning to mission control indicated it was not on the "available" list, checking the "current" contracts showed none currently in progress, the "completed" tab was also empty despite half a dozen contracts having been undertaken and completed, cashed in etc. Notification messages for completion of contracts still present, but not in mission control. Expected behaviour: once selected a contract remains active until completed or discarded
  3. 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.
  4. Couple of problems found with the control schemes (Edit: just noticed #1 has been added and confirmed on the BugTracker). Can't buy researched parts in R&D building. For harder difficulties, you must pay an entry cost for each part after researching them so they become available. Now for a reason I'm yet to understand, the cursor is available everywhere but on H&D... Since the cursor is not available, after switching to the parts specific window - as in, after you first select a part through the part list window, a new window will pop-up with this part description - you simply can't switch the point of interest to this very window, therefore not being allowed to purchase the part. This would be quickly fixed if you could click on the purchase button, but no cursor available in R&D for no reason at all. Another problem one could quickly notice here is that on the bottom of that same window is the text "Hold <B>: More Info". If you do hold B (circle on PS4), instead of getting more info, you'll go back to the previous screen, since B (circle) is the same button to return in a window, lovely. (Minor, problem but a problem nonetheless, and may show that this happens on different windows as well): in the Tracking Station you can press LB/RB (L1/R1) to scroll between different celestial bodies, but in the controls App it tells you that when you have the cursor active, you can hold LB (L1) for precision mode. The problem is that even in cursor mode, holding LB will scroll to the previous celestial body. There seems to be an unnoticed problem going on with keys being used for multiple functions at the same time. With the Radial preset, for controlling your throttle you must hold LB (L1) and move the D-Pad Up/Down (instead of simply moving the D-Pad Up/Down and leaving LB + D-Pad for Maximum/Minimum instant throttle like it is with cursor settings). Not only the controls scheme is so limited to the point that for you to simply change this you must switch to another preset, which will change a lot more things than only this, you also have the LB (L1) conflicting between two functions again: LB (L1) + Axis movement is used to trim your craft, therefore you just cannot control your throttle and changing you craft attitude without trimming it and making it go all over the place. Like with problem #2, controls conflicting once again: at the VAB or SPH you can click X (Square) on a part to change some of it settings (like on a parachute to change it's deployment altitude). So, although you can use the cursor to change it's settings, you can also change to that window and use the Axis to scroll through the settings. For that, you switch back to non-cursor mode and press LB (L1) + Y (Triangle) (the same way you switch back and forth to the dialogue window during the tutorial). But with cursor mode on, if you press LB + Y you will also toggle between Snap Mode on/off. This is another minor bug, but can get a bit annoying when you have a window open but want to toggle between Snap Modes and it keeps switching windows. Ps.: Using this LB + Y combination in the R&D does not change the focus to the desired window, since by pressing LB (or RB) you will change tabs, scrolling between Technology and Science Archives.
  5. I have a problem with my targeting pod where its always purple, i dont know what i am doing wrong. It is very similar to this post here but i have the latest ksp 1.3.1 with the latest release of bdarmory november 4th 2017. Sry for bothering.Tks
  6. today i want to install RP-0 i try it with CKAN but i cant because in CKAN the version of my game is 1.3.1 but in my KSP is 1.2 if anyone want screenshots to help me im in the RO sever in discord my name is SirNoobly
  7. please delete this post. I figured out a fix for my problem
  8. Dear all, I have been playing career in 1.2 for a while. I just went to load a ship and found there were none in the VAB list! There should be somethnig like 30ships listed there. The ships are in the saved games folder, so what has happend, and how do I get them back? Help! The Space plane hanger and subassemblies are not affected just the VAB Restarting the game has not fixed it.
  9. KSP Version: 1.3.1.1891 (Windows 7 x64), fresh install, fresh sandbox savegame. I keep this particular KSP install for such testing only. Mods / Add-Ons: All Stock Description: if there is a long enough part inside a cargohold that consists of two shorter ones, then drag is applied to the payload. (I think its because the game thinks that payload part is clipping through the cargobay. Although visually it is only clipping through its front or its back as it is longer than the cargobay.) I also think the problem is known. But I'm not sure. Also I'd like to know if it's gonna be fixed or not. The reason I'm reporting this is because there are many modded parts that are longer than the longest cargobay available. Fuel tanks for example. It also limits how one should attach their payload inside cargobays. UPD: not every part bugs. Incomplete list of parts which I've tested (yes = causes the bug): - FL-T800 Fuel Tank: yes - Modular Girder Segment XL: no - M-Beam 200 I-Beam: no - Mk1 Cockpit: yes - Orange Tank: yes - RT-10 Hammer Solid Fuel Booster: yes (omg i've ignited it inside my cargobay.. omg.. oh nevermind it didnt explode) As a lil' bonus I've also tested the situation when a small part is placed between two cargobays. It didn't bug at all (tested with 2x FL-T200 Fuel Tank). Steps to Replicate: 1) Create a plane with two connected short cargobays so they make a longer one together. 2) Put a long enough part inside - its length must be longer than one of the short cargobays. Example: two connected Mk3 Cargo Bays CRG-50 and an Orange Tank inside. 3) Attach additional parts like a Cockpit, landing gears and an engine (if the payload isnt a fuel tank - then attach a fuel tank too of course). 4) Launch the craft. 5) Make aero forces visible in parts' gui menu through the debug menu. 6) Open the payload right-click menu. 7) Accelerate and watch its drag. Result: The payload's drag isn't zero although it must be as it is fully enclosed. Fixes/Workarounds: - attach the payload differently (if there are multiple crafts or parts as a payload); - use different nodes; - use the largest cargobay available; - don't put larger parts inside Other Notes/Pictures/Log Files: Both Mk3 and Mk2 cargobays have this problem. I believe its an internal technical logic problem, not a bug. Its just how the game calculates drag. But still it is a problem. Craft files: Mk2: https://www.dropbox.com/s/kk4h6y8h4alamx0/Bugged Mk2.craft?dl=0 Mk3: https://www.dropbox.com/s/fe4zaluf436nniq/Bugged Mk3.craft?dl=0 Screenshots (the right part-menu reflects the payload on both screenshots): Thank you Squad for making one of the best games! No sarcasm involved. Bugs happen. (I believe there is no need to include logfiles. Will attach if Im wrong.)
  10. RabidMouse

    Insane Science in Career Mode?

  11. My North kerbin weaponry mods nuclear bombs have stopped working. It is only the bombs as nuclear rounds and rockets still work. I have tried deleting .dll's, re installing BD armory/NKW and installing different versions of each, as well as verifying KSP's cache, I would love to know if anyone can help with the bombs, as its really pitiful to see a tsar bomba hit the ground and spit out a tiny explosion that does nothing.
  12. I recently put a space station in orbit of the Mun, along with a few relay satellites. The next time I launched my game and went to the map screen, they weren't there. They were in high, stable orbits, and the icon list in the tracking station says that I have no stations or probes available. Using 64 bit KSP. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 USI Tools - 0.8.17 B9 Animation Modules - 1.0.5 B9 Part Switch - 1.7.1 B9 Aerospace - 6.3.1 B9 Aerospace - 6.3.1 B9 Aerospace Procedural Parts - 0.40.11 BetterTimeWarpContinued - 2.3.7.4 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CSIFreighter - 0.1.7 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Firespitter - 7.5.1 Interstellar Fuel Switch - 2.4.6 RasterPropMonitor - 0.28 Kerbal Attachment System - 0.6.2 Kerbal Joint Reinforcement - 3.3.1 KerbalAtomics - 0.3.5 Kerbal Engineer Redux - 1.1.2.8 Kerbal Foundries - 2.0.1.5 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 KSPWheel - 0.9.4.15 Infernal Robots - 2.0.10 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 Kerbal Alarm Clock - 3.8.4 TweakScale - 2.3.4 UbioWeldingLtd-Continued - 2.5 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.23 [x] Science! - 5.6 Logs: https://db.tt/GQW6xaOhqk https://db.tt/XRlo7zAxNm https://db.tt/pqGoFyzmye
  13. Yo, @bewing: I know you test all the contracts to look for any bugs, and I think I've got one for you. I accepted this contract to recover a module from solar orbit, but it does not appear in the tracking station. Sorry for posting this here. Not exactly sure how to go about posting bugs. I've never signed on to the bug tracker. Things like this happen now and then, but I just ignore it because it's not a big deal and doesn't really affect my game. However, I know that running down this kind of thing is what you do, so I thought you'd wanna know. I have the savegame if you want it. And apologies to Gameplay Questions followers for posting here.
  14. I remember this being the reason I gave up playing KSP on my iMac a year or so ago, and it seems the bug hasn't been fixed yet. In the VAB or SPH (but also sometimes while flying an active craft as well), the buttons are rarely clickable (they highlight, but clicking has no effect, sometimes it helps to hold the mouse button down for a few seconds, sometimes it doesn't), the scroll bar on the parts panel seems to get stuck to the pointer and not be able to click off it, the camera randomly spins and changes angles without warning, it's basically impossible to build anything. As soon as you line a part up (after managing to get it clicked and created in the first place) the camera starts spinning on its own. If it spins to the right, sometimes holding down the right arrow button for 3-5 seconds will stop it, but it'll start spinning again after a few seconds. And if you somehow manage to be lucky enough for the camera to stay still for a moment, then you can't place a part because clicking on the attachment point has no effect and it just drags around with the pointer. Posted this on the Modded Installs section since I have a couple of addons, but this problem persists with a clean install, with every update, doesn't seem to have anything to do with mods. Has anyone else encountered this problem? OS Sierra 10.12.16 Late 2015 27" iMac 3.2GHz i5 8GB RAM AMD R9 M390 2GB KSP version 1.3.1.1891 (OSXPlayer)
  15. I have a larger-sized SSTO with the LY-60 and LY-35 landing gear. I noticed that after the 1.3.1 update, if the craft is landed, and on any planet, if you accelerate time... When you try to come back to 1x time, the craft leaps off the ground a bit. On Kerbin it's not too horrible; although, if linked up to a station or fuel line it can trigger explosions. On low gravity worlds, like Minmus, it's obscene! The craft vaults off the surface a good 10-20 meters, and can really mess things up! The same thing will happen if you try to load a save game, the craft will leap off the surface. So my questions are... Anyone else have this problem? ...in the event it might just be me and a few mods I have? (which are very few) Has it been a known issue for awhile and I just haven't noticed? Or was this a possible bug introduced with the 1.3.1 update?
  16. hi ! i think i have a glitch ,when i load on my lander (with my kerbals) i can't "quicksave "or save (echap + Save Game) but i can load (pressing F9) the button space center don't work (same with echap + space center , nothing...) and when i go on map i can't switch with other vessel but i can switch in front of me and voila.
  17. I've launched the following craft twice, it's got an antenna, batteries, and solar panels. Only after separating the first stage (solid rocket booster + fairings) it no longer is a valid unmanned probe. Note that the fairing is the root part. After rerooting to the OKTO and launching it a third time (no other changes), everything worked fine
  18. Can someone tell me definitively how struts and fairings in the stock game are supposed to interact? I recently found myself fighting against KSP 1.3.1 to keep my struts where I want them. The game seems to treat these interactions inconsistently depending on the order you place/edit parts, whether you use Undo, etc. Some scenarios I've observed on a recent craft I was constructing: Connecting struts before fairings built Works fine Connecting struts through fairings after they are built Works in the editor most of the time, except: Occasional inconsistency within symmetry groups e.g. Sometimes when connecting the end of a strut to a surface inside a fairing, even though the "seed" strut I'm placing goes right through the fairing, I notice the mirrored strut terminates prematurely when it hits the fairing surface. The ship in question is symmetric across the relevant planes so there's no good reason I can see for the behavior to be inconsistent. Manually placing the struts individually at the same locations, without using symmetry, works fine. Trying to strut from a part inside one fairing, to a part inside a different fairing, usually doesn't work. Varying behavior, either: The game simply "deletes" the strut when you try and place it Or the editor "picks up" the part you are trying to pin the end of the strut to, detaching that part (and its children) from your craft (very annoying). Or it works in one direction but not the other (e.g. see above spoiler). Not sure if this is intentional. If so, it's a pretty naive attempt to prevent prevent the player from doing this as there are many ways around it. I've noticed cases where if you've already set up a situation like this (e.g. by running the strut before the fairing was built) then it totally screws up your ability to place struts anywhere on your craft afterward. All new placements start exhibiting one of the two aberrant behaviors above (strut is immediately deleted, or picks up target part instead of pinning strut). When I started seeing this, it seemed consistently reproducible. Reloading the game / craft didn't help. You need to delete the offending strut(s) to make new struts work properly again. Disconnecting and reconnecting a fairing base without deleting / rebuilding the fairing Doesn't seem to affect struts that pass through it Undo / Redo DISASTROUS results - seems to trigger "regeneration" of all struts in a manner that makes them consistently end at the first fairing surface they hit. Launching from VAB/SPH Maintains strut connections / orientations from VAB? (I know older versions sometimes reoriented your struts sending them flying out at weird angles but I think they fixed this one). Loading craft in Editor Maintains the saved strut connections (no "regeneration" trigger). Loading / Quickloading craft in flight Maintains the strut connections the way they were on your craft when you saved (I think). Much of the red behavior feels buggy and ill defined. If it's the intent that struts aren't allowed to pass through fairings, then all of the above user actions (except loading a craft in flight) should act the way the Undo button does - i.e. trigger strut "regeneration" and check for collisions, truncating them at the first surface they hit. Otherwise, the Undo thing really needs to be fixed, as well as the edge cases above. I'd be OK with defining different behavior for struts placed before / after fairings are built (this would seem to offer the player the most flexibility as to whether they want to strut through a fairing, or to the surface of one) but then the game shouldn't go mucking around with previously placed struts which I connected before I built my fairings. If it does want to re-evaluate my preexisting struts for new collisions (e.g. when placing a new part that may intersect the strut), then maybe it ought to keep track of which collisions existed before the operation began so those can continue to be ignored when the operation completes (particularly when less straightforward actions re-trigger said analysis). I think that would result in a more consistent and predicable player experience, where KSP wouldn't shoot you in the foot later by "helpfully" deciding on a whim to rejig your struts. I don't know if this behavior is new to 1.3.1. IIRC from the changelogs it looked like Squad was doing some work with struts in 1.3.0 and 1.3.1. I generally avoided stock fairings and tended to use Procedural Fairings instead (which seemed to behave in a more deterministic manner). But when the new release dropped, I decided to try playing without mods for a while (for unrelated reasons: to see if mods or the stock game was responsible for some performance issues I start to see after doing lots of launch / reverts in a row). The only mod I had loaded when I investigated all this was Kerbal Engineer Redux (KER) and I'm pretty convinced it's not causing the problems. I am not submitting a formal bug report, I just want to know how things are supposed to work and whether others are seeing similar behavior. (If so, I'd love it if a QA person from Squad could pick this up and run with it from here. Feel free to move this topic to another forum if appropriate).
  19. So, I made a modded engine based off of the Mainsail. It works great! However, when I change the model to anything other than the Mainsail, the engine proceeds to: Turn on Make noise Consume fuel Produce no movement or drive plume of any kind No matter what I do, after changing the model, the engine refuses to show any sign of thrust or a drive plume. Right clicking shows that it is producing the correct amount of thrust, but it isn't moving the craft. It can't be a thrust-weight issue, because the drive produces 50,000 kn of thrust against a 3.75m fuel tank and a 1-2 Command Pod, both of which are stock. The debug console throws exception: nullreferenceexception object reference not set to an instance of an object over and over. Does that have anything to do with it? Anyone know how to fix this?
  20. Hello! I just downloaded KSP from Steam, and i wanted to start, but everytime it crashes. NOTE: I've no Mods installed, i started the game right after the download finished And here the Crash Dump file: https://drive.google.com/open?id=0B_kVF672_SCmVTBXbThZZlNVcDg
  21. I was unable to find any bug report thread, so I guess I'll just post here then.... With that out of the way: - In VAB the move tool generates multiple ghost handles when I move an object via the move tool and then try to click on any other object with the place tool selected. I can move them like normal handles, but only the "real" handle actually moves any parts around. EDIT: I discovered that I cannot use the place tool after this happens until I switch to the rotate tool and back... I am using the Editor Extensions Redux mod (hence the symmetry x11) which "does not support" 1.3.1. However, the mod works exactly the same as in 1.3.0 (with this slight tweak) and probably does not have anything to do with this phenomenon. I have not yet tested this in the SPH, more on that later. I'll edit this post with anything else I find, but that's all for now...
  22. Hugo Kerman

    KSP Glitch

    Whenever I start drilling it makes me go underground, then once i enter into "physics" i get thrown into the air On Ike https://streamable.com/cbbey Video Above P.S. Jebediah Died
  23. What in the world happened here? (I tried flying directly into one of the domes, bracing for a crash. Nothing happened, though.) These don't appear to be navigational zones. Nothing corresponding to them appeared in the Tracking Station. They did appear on the planetary map, though, as pink dots. I haven't encountered this issue before, ever. It was the first time I ever carried a rover with Lynx parts aboard a stock cargo plane. It may also have been my first airplane flight since installing KSP Interstellar, but it doesn't use any KSPI parts, nor did I see any pink domes when launching a rocket that did use KSPI parts.
  24. I currently am orbiting Duna with a probe containing several DMagic Science experiments. When i arrived on Duna i forgot to calculate how far Kerbin would be, so i cheated to extend the antenna's range. It communicates fine, but i cannot transmit science. i tried reloading but still nothing. [EDIT]-I fixed the issue by completely restarting the game.
  25. I am having some visual bugs with E>V<E and/or scatterer and/or sci fi visual enhancements. So basically there is a weird ring around the sun and i also have distant object enhancement and was looking at jool and saw that it too had the bug. I have included some screenshots so you can see what is happening. If you know what is causing this or how to fix it please leave a reply