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Found 24 results

  1. When I launch the game nothing happens, But when I run it via a terminal, I get Set current directory to /home/colin/Kerbal Space Program/Fresh Install Found path: /home/colin/Kerbal Space Program/Fresh Install/KSP.x86_64 X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 152 (GLX) Minor opcode of failed request: 3 (X_GLXCreateContext) Value in failed request: 0x0 Serial number of failed request: 105 Current serial number in output stream: 106 I run Arch Linux, with KDE. I am using an Nvidia GPU
  2. Please help me, this started like 2 days ago. I cant hold some objects, i cant right-click and i cant even rotate my camera. (Version is 1.12) Mods that i use: 999_KSP-Recall, AviatorArsenal, B9_Aerospace_ProceduralWings, BDArmory, Firespitter, NearFutureProps, PlanetaryBaseInc, PhysicsRangeExtender, RetractibleLiftingSurface, RetroFuture, SCANsat, SM_Industries, SXT, TweakScale and VesselMover. I hope this is the right forum, thanks in advance! https://imgur.com/a/eNSxlIw is the video. Fix: I think there were some incompatible mods that I used, I deleted some and KSP worked like brand new!
  3. So I installed KSC Extended, and it worked. Mostly. I've noticed things disappearing from the different launch sites. From the launchsites TCS05 to TCS19 there is meant to be a runway. Yet there isn't. I need help, it just is gone. Is it something related to my terrain settings? I've tried restarting the game. Any help appreciated!
  4. So I accept a simple RT-10 test on the Launch Pad, then I clicked the "run test" button (I set the thrust limit to 0 and the solid fuel to 100, so it won't fly away). When I clicked the contract bar, it displays: Test RT-10 hammer SRB:❌, Launch Pad: ✅, Kerbin: ✅, but why it's not complete yet?
  5. Recently when Upsilon Eeloo window opens, I've start building on new crew habitation Mongolian tents using fairings. But the fairings starts behave strangely when taken out from sub assembly: the fairing hit box is gone. Kerbals can just poke their head out of the fairing, and required rebuilding the fairings to regain the hitbox. Is this a bug or am I doing the fairings a bit wrong?
  6. The spinny thing on the wheel that looks like its from the lunar rover from apollo, the part on the wheel clips with the joint on the suspension, and it looks like that joint is locked into a different place that is meant to spin. I looked at the model, i have a modded 1.8.1 client. https://prnt.sc/twbp9b
  7. Title Says it all When I want to build my ssto,I Realized the mk1 fuselage has gone from the game btw im using KSP 1.9 Here the picture
  8. There are 3 hitbox that a fairing may have, 1. Hollow hitbox 2. No hitbox 3. Solid hitbox So what are they? Basically hitboxes a fairing could have in ksp and the most common is the Solid Hitbox. I've been doing Fairing domes so that's why I know these 3 fairings, so let's dive in what are these hitbox and why I'm here. The hollow fairing is the perfect one, a hollow inside that Kerbal can walk inside, and has a solid wall. The no hitbox is self explanatory, your Kerbal can just phase through without being blocked. The top two always happens at launch, cheated tests (aka using debug to move the dome to another area for test). So test are always perfect when it comes to EVA inside a fairing. But the third hitbox is the most annoying. The solid hitbox is where even the inner space is filled with a hitbox, a hatch that can work before would not work, and if they work the kraken will arrive. This commonly happens after reaching the destination after launch from KSC and it is annoying since everything you tested would not work now.You could see that the first picture the Kerbal is getting warped by the kraken, and on the second pic the Kerbal gets pushed out, indicating a solid hitbox. It's just pain seeing your work for the interior is just useless after this. So I want to ask a few questions 1. Why are there these 3 types of hitbox 2. Why do solid hitbox form 3. How can I remove the hitbox ( in the game file) 4. Is solid hitbox another bug. Any answer for either questions will be accepted, please help.
  9. im having a problem where i right click the heat sheild and it only says jettison im trying to do a quest
  10. I am building a space tug that moves its arms out of the way from the object it is towing and re-aims it's main thrusters located on the arms based on direction of travel. I am trying to use weak motors to save cost and weight, but I am finding that the toggle locked actions don't do any good. They dont seem to trigger and toggling requires them to be in the right state to start. I wish there was a way to say at the start of a movement unlock that part, and once moving is complete to lock it again. Also setting the play head to 0 after getting to the end is nice too so I dont have to add those steps into the custom action groups.
  11. Just built a large SSTO with 6 Turbojets, 4 Rapiers, and 4 Aerospikes weighing in at around 132t fully loaded. It managed to escape Kerbin atmosphere on multiple tests with very few Issues. in atmosphere at around 2km above sea level it could easily cruise at 700+m/s with the turbojets thrust capping out somewhere around 250-300. I saved my game and left my computer for an hour to go run some errands and when I got back the SSTO's engine performance for some reason changed drastically. At 2000m above sea level the engines can't even achieve a thrust above 190 and the SSTO struggles to get past 300m/s. I have made no changes to the craft prior to its successful test flights and the weight in the editor has remained unchanged. Is this some sort of bug?
  12. Hi folks, I'm new to the forum but playing for a while now but now I ran into something very weird. After I got Breaking Ground I started a new game and at some point I decided to make a helicopter/drone using the new motors I watched some tutorials and then tried to do my own but I ran into something I find very weird. As I increased the torque the propellers did spin faster but no lift, only a lot of vibration. I then opened the debug tools and enabled display of aero forces. The weird thing I noticed was that as the propellers were spinning the lifting force kept alternating up and down instead of only being up. At some point I got one that worked ok but no clue how to do it again or what's wrong. I tried with Elevon 5, FAT-455 Aeroplane Control Surface and even a few wings with the same thing happening Also how can I add screenshots on this forum? I only found a button to Insert image from URL Any help is greatly appreciated!
  13. If you press the LEFT ARROW key and press the RIGHT ARROW key, the right will react preferentially. Conversely, if you press the RIGHT ARROW key and then press the LEFT ARROW key, the left will not be the priority but the right will still be the priority. Devloper HATE LEFT?(?) (This bug(?) is real) Plz stop the left disgust!
  14. I sent probe to equal orbit, game said, that orbit was equal, probe had required things (solar panels, materials bay, antenna), and it said, that every part of contract is done except: "Build an unmanned probe that has an antenna and can generate power". So, why the contract isn't completed? Everything was ticked except that thing. Why?
  15. I've been playing around with some texture alterations today, as some preparation for a story series I'm planning to work on and I found something odd about the lighting of the kerbal characters. The issue is that the gloves don't appear to be lit correctly, as if ther normals in that part of the mesh are incorrect. Here's an image to show what I mean, which has a character with a pure white colour texure, all detail coming from the normal map. If you look at the character's left hand, which is facing the sun, it appears darker on the sun side (back) than the shadowed side (the palm). in fact it has the same colour value as the shadowed side of the right arm, which recieves no direct light. Most likely it's been there for a long time and I've just got used to it and mentally filtered it out. It was only because I was tinking with the textures that it caught my eye. My first reaction was that I'd screwed up something in making my changes, but I confirmed this wasn't the case, by first removing all the none stock textures. This gave the same result (dark back of the hands), so not an error I'd introduced. I then checked this on different planets (didn't make any sense, but did it just in case) and found the result was the same, the hands were lit wrong. I also had a look at this in v1.2 and the results was again the same, dark back of the hands. I even dug out the oldest build I have around (1.0.4) and still the hands were wrong. After playing the game for so long and doing a lot of art work based on screenshots, I'm a bit shocked that I've not noticed this before.
  16. I am being offered a contract to ferry 3 tourists to 'Isamund's Wreckage' and have them 'tour the station' there for 18 days. The 'Isamund's Wreckage' is a Mk.I command pod, left over from a rescue mission. It has a capacity of 1. Is it possible to complete this mission by using a 'Claw' Advanced Grabbing Unit and locking a larger vessel to the Mk.I command pod, or would I need to play musical chairs in space for 54 hours? Also, I have never seen this type of contract before. Is it new in 1.3.1?
  17. I constructed a large 362 part heavy SSTO. It was able to land on Mun, Duna...all sorts of places. But upon loading the craft from any landed environment, the craft will bounce upwards and often destroy itself due to flipping over. With closer inspection I noticed that when the game is loaded, for the very first few frames, the wheels will clip into the ground and thus create the bounce. This also happens when exiting time acceleration. What is causing this and how can I stop it!!!??? FYI I'm using five LY-99 landing gears. Are they the problem? Please Help Forum...For you guys are my only hope...
  18. I've been designing this SSTO to go to Minmus for the past few days, and I've encountered a problem that I just can't seem to solve. Even with the center of lift behind the center of mass, the plane flips over upon liftoff like the COm is in front of the COL. Does anyone know what's going on? I've tried everything and it doesn't seem to work. Craft File: https://www.dropbox.com/s/vt720udwauxqzkg/Minmus Aircraft Mrk_ 2.craft?dl=0 Mods needed: OPT Space Plane Parts
  19. I don't know if anybody else has been experiencing this issue, but my green comm lines to show connections between the craft and the groundstations or any relays are not showing up on the map view. The comm network works fine and the little tab on the flight screen still shows if I have a kerbal on board, how good my connection is ETC. Thanks Hope this pic helps.
  20. You know these contracts. They require you to mine a lot of ore somewhere you don't need any ore and lift it to orbit of another celestial body (or even land it there). While I always wondered, why I should ship ore from Ike to the Orbit of Duna, given the fact that I had a complete ISRU station on the surface of Duna, I accepted the contract anyways as I had mining equipment on Ike as well. And 400k for flying from Ike to Duna is a pretty good payment. Now once I reached the required amount of ore on Ike, I realised I had too little fuel to get to Duna. No problem. In that case I simply transferred the interplanetary transfer vehicle from Duna orbit to Ike orbit... But upon switching to the vessel in Duna orbit the contract was paid out as it was completed. Turned out the vessel I switched to had ore onboard which exceeded the requirements of the contract. To make a long story short - these kind of contracts are miswritten. They only require "mine x units of ore here" and "have x units of ore in orbit there". Knowing that, I exploited the bug more often. I don't know. But at least three times I got paid for mining on Ike and having totally unrelated ore in orbit of Duna.
  21. Hi all, Does anyone know if it is known that fairings in fairings are not occluded? Drag indicators show that they still see the atmosphere when in another fairing..
  22. Hello, it's me again. I am playing the same playthrough as Scott Manley's "Kerbal Spaceships are Serious Business", and i've downloaded all the mods (i think) but when i start playing, i have way more parts than Scott did have available to start off with (eg many crew cabins and control wheels instead of the two control wheels and one crew cabin that Scott had). also, my runway to start off with is fully upgraded, but it still says level one on it. any suggestions on how to fix this? Thanks!
  23. So I just built and shipped a large tanker in my career game. Unfortunately, when I try steering, the wheels will not turn or rotate or anything. It doesn't roll down hills either. This is on windows in 64x KSP.
  24. So I accepted a contract to build a base on Duna. One of the requirements is to have a resource converter on the base. Yet in testing (and previous experience) the 1.25 meter ISRU doesn't count for some reason. This is a problem because 1. The 2.5 meter ISRU is bigger than I want. 2. I have a nice setup in which the 1.25m fits inside of a cargo bay for the planetary base mod so aesthetics would be bad (this is going to go on YouTube) 3. The 2.5m is bigger. 4. The contract doesn't specify which converter it wants anywhere. So this raises a question. If I fulfill all of the requirements, except the ISRU one, then should I just complete the contract via alt + f12 or would that be wrong? I just want to see some other peoples opinions and ideas on the subject.
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