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  1. Ok odd issue but whenever my kerbals go on EVA the jetpack disappears from their inventory. I've tried putting a spare jetpack into the ship inventory and equipping it outside but then when the kerbals gets back in it disappears again. Slideshow of events https://imgur.com/a/hTztYTz Player.log file https://drive.google.com/file/d/1T-VUMAHQQVFuuw4hFofNd6K5iA5c0Q2h/view?usp=sharing
  2. Today, when I opened ksp, I noticed that the Swivel and Reliant engine models have been changed, but their restocked effects have also disappeared. Later I found them in other categories (like stock parts). I also noticed that the bobcat engine had restocked effects. Last time there was nothing like this and I did not delete, update or add any mods. Here is image with engines and my GameData folder. Can I fix this somehow?
  3. 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.
  4. So i downloaded this "bluedog" mod QUITE A WHILE AGO and i deleted the files and it was all fine, Now that i have a NEW COMPUTER. <<<<<<< Somehow, the files creeped onto my computer without downloading or cloud save. Can someone tell me how to delete only the modded ones? Some of them are quite tricky to figure out if its stock or not, so i want a good soluteino please! https://imgur.com/a/64qUI77 Update: i went to the wiki and there was a list of all stock crafts, so i just deleted the ones that werent on that list. but wasnt there a stock arine 5?
  5. Hello. I have encountered a problem with the game, for some reason, I cant quicksave or save, im trying to get my ship into orbit(i have done this before and ive saved my game in while doing these maneuvers many times before). When I try to save, or return to the space center the game is unresponsive, if I click the button nothing happens. I've looked into the game log and it says this: [EXC 17:34:39.944] NullReferenceException PopupDialog.Dismiss (System.Boolean KeepMouseState) (at <a1ca58b5ca7140639de29a81de5e3f32>:0) PopupDialog.Dismiss () (at <a1ca58b5ca7140639de29a81de5e3f32>:0) QuickSaveLoad.OnSaveAsClose (System.String saveName, System.Boolean pauseGame, QuickSaveLoad+FinishedSaveLoadDialogCallback onSaveAsCloseReturn) (at <a1ca58b5ca7140639de29a81de5e3f32>:0) QuickSaveLoad+<>c__DisplayClass31_0.<ConfirmDialog>b__0 () (at <a1ca58b5ca7140639de29a81de5e3f32>:0) DialogGUIButton.OptionSelected () (at <a1ca58b5ca7140639de29a81de5e3f32>:0) DialogGUIButton.<Create>b__23_1 () (at <a1ca58b5ca7140639de29a81de5e3f32>:0) UnityEngine.Events.InvokableCall.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.Events.UnityEvent.Invoke () (at <12e76cd50cc64cf19e759e981cb725af>:0) UnityEngine.UI.Button.Press () (at <2d96a890bfa54a0e8b00b1a5c3019a1a>:0) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <2d96a890bfa54a0e8b00b1a5c3019a1a>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <2d96a890bfa54a0e8b00b1a5c3019a1a>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <2d96a890bfa54a0e8b00b1a5c3019a1a>:0) UnityEngine.EventSystems.EventSystem:Update() Thanks for reading and every comment is appreciated. Cheers. Edit: Nevermind, somehow by reversing the flight to launch the problem solved itself.
  6. hello, im new to the forum so sorry if this topic already exists or if it is in the wrong place i have recently downloaded a lot of mods and now all the parts are missing, including the ones from vanilla game. i have uninstalled the game, all the mods, all save files and reinstalled all again. problem persists. the mods im using: -all of near future (and far future) -USI life support -community tech tree -Dmagic orbital science -Kerbal attachment system -Kerbal Inventory system -Kerbal planetary base system -stockalike station parts expansion redux can someone please point out wich mod is causing all parts do disappear? i downloaded them from curseforge.
  7. Land almost anywhere, with a plane.. How? When you build your plane, put parachutes on the front and back of the plane, on the top of course.. I have landed a 747 on a sloped Mountain, With good Brakes, so you dont go whizzing backwards. Good for them contracts, where you have to land somewhere specific.. When you are near your target.. cut throttle to half, go retrograde, bring your speed down to zero, launch parachutes.. Adjust your Left and Right, A/D , if you need to go forward, just increment your engines with Shift, then X to stop. Float Down. At 1Km your chutes should Open fully.. Making it Easier to navigate. Align your Plane with the Angle of the ground.. Upon Touchdown. Apply the Brakes.. And Hopefully You have Succeeded. Congratulations.. Very difficult to Impossible on slopes more than 45 degrees.. Parachutes.. Thats how I land my Planes.. Because I am Useless at trying to land, even on the runway at KSC.. Practise makes perfect, unless your like me, and no amount of trying will do it.. So Parachutes are your way to go.. BTW. I played a game, years ago.. . Jump, Jump, Jump, into the Lava.. Jump, Jump, into the Lava, Jump into the Lava, Etc times by 1000.. Jump, Jump, Jump, guess what? Yep, Straight into the Lava.. Three weeks into the game.. The next door neighbours teenager.. I asked him, if he could get me past the Lava Lake, with appearing and disappearing Stepping Stones.. One Go.... WOT... He got across the Lava Lake first time... Anyways, Have FUN.. KSP, is Amazing..
  8. So this is my first post to the forum. Not sure what's causing it but when I attempt to launch this craft it goes well , then there is an explosion ABOVE the nose, the craft will then accelerate ridiculously fast and begin to disintegrate. I am not too worried about fixing it as it only seems to affect this craft, but I figured its interesting enough to share. I have included the logs, and files and a list of installed mods, it should all be in this file: https://www.dropbox.com/sh/5l2bt4x7xlqgcrt/AABPCu-s-nIyo2YxD9Ic7KyHa?dl=0
  9. Hi, So I created a addon, which is hosted on SpaceDock. The image is displayed when the full page display the addon but not when searching/listing addon. Do you know what are the requirements for the small addon image ? Thanks for any hints
  10. Hi everybody, I am very new to KSP modding and I am learning Blender at the same time so... it might be something obvious that I don't know about. I have created a model with Blender including a collider and a material with a KSP shader and an UV map. This model was exported into a mu format. And with the right cfg file, it does show up in game. Yeah! BUT the texture is not aligned with my model / UV map. I am not sure why. Any hints ? I have configured the UV map with Blender. And I have created a texture dds file using the exported layout of the UV map but it does not seem to be respected. But I have a single UV map attached to the model so... I am a bit lost to find the reason... Thanks in advance for any hints. ----------------------------------------------------------------------- Blender 2.83 Bill Curie (taniwha) io_object_mu KSP 1.10.1
  11. this weird shadow happens when Im near the ground I dont know why it happens
  12. I have used the communitron 88-88 many times on deep space missions. I used them all the way beyond eeloo. So what confuses me is that it won't connect to the KSC. I have quickloaded many times and it won't fix the problem. And it's not a problem near the KSC. And from what I can tell it's not broken or else it wouldn't be able to extend/retract. Is this a bug, or is not possible to connect from Dres, or am I behind something (because I am not from where I am looking.) The Sun was in the way of Dres and Kerbin so I found it. Moderators could delete this post if they deem so.
  13. i keep loading ksp and as soon as i get to main menu it crashes please help! Edit: Solved.
  14. I am running KSP 1.9.1 with both expansions and with the most common mods. Having just started a new career game, I am currently just getting the early-game contracts which ask me to achieve any orbit around Kerbin (no specific orbital inclinations). As can be seen in this screenshot from the tracking station, the probe is orbiting Kerbin. Yet all the contracts asking for it do not recognize the vessel having achieved orbit. Can anyone help me with this? Update: I managed to fix the problem by restarting the game, going to the tracking station, taking control of the vessel from there and after about 10 seconds all the contracts suddenly recognized I was in orbit / completed.
  15. 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
  16. EDIT: Fixed! It was a txt instead of a CFG file. Windows 10 is annoying! Hello, I'd like to write a patch that nerfs all reaction wheels, including ones added by mods. I saw this code in an old reddit thread and tried making it work but I can't seem to figure it out: @PART[*]:HAS[@MODULE[ModuleReactionWheel]] { @MODULE[ModuleReactionWheel] { @PitchTorque *= 0.20 @YawTorque *= 0.20 @RollTorque *= 0.20 } } I put this in my gamedata and it seems to do nothing. Does it have to do with load order? I tried adding a ":LAST" on the top line but I really don't know what I'm doing so that didn't work either. Thanks for any and all help!
  17. output_log.txt: https://drive.google.com/file/d/1xm1M4yXhy8bpcrZ34TAQKagcAe74QooP/view?usp=sharing&nbsp; Mod list: https://drive.google.com/file/d/17u2u_NzirG_-btJXpXSnayormWGtDoPh/view?usp=sharing When loading the game, the loading screen stalls on the "Nerv" nuclear engine. After checking the logs, I found that the game attempts to load the "ExperimentalRocketry" node twice, throwing a duplicate key exception on the second loading attempt. I checked the ModuleManager.TechTree file (if you'd like to see the entire file, let me know and I'll upload that as well), and found the following two entries in it: RDNode { id = experimentalRocketry title = Experimental Rocketry description = The closer the top of your rocket is to the stars on the launchpad, the easier it is to reach them. Well, that's the theory. cost = 1000 hideEmpty = False nodeName = node8_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-veryHeavy pos = -952,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } RDNode { id = experimentalRocketry title = Experimental Rocketry description = Don't take "experimental" lightly. cost = 1000 hideEmpty = False nodeName = ct_experimentalRocketry anyToUnlock = False icon = RDicon_rocketry-experimental pos = -927,1635,-1 scale = 0.6 Parent { parentID = veryHeavyRocketry lineFrom = RIGHT lineTo = LEFT } Parent { parentID = highPerformanceFuelSystems lineFrom = RIGHT lineTo = LEFT } } I'm quite certain that these are the two duplicate entries causing the issue, but am not certain what mod(s) are causing the problem or how to fix it. I am hoping someone can help me determine that, or may have already run into this issue.
  18. I got the Breaking Ground DLC for free but I do not have the new space suit model nor can I find any way to get it. Any reasons why this is the case?
  19. i play in 1.3.1 here's my mod list https://gyazo.com/186e58b2f68967d65a9f21c4c36568be Here's my error log https://mega.nz/#F!FJF3mIDT!AMpc7oA9m8oeus85DJd2mw im sorry im not good at this lol its late at night, im tired, i just want to play ksp. I've tried validating my game files and everything, nothing seems to work
  20. I swear, I'd be more worried about the state of my memory if I could ever remember how bad it is... Recently I know I've read something in an add-on's description about it being able to unlock some/all tech tree nodes, and also re-lock it afterwards, but I'm jiggered if I can remember which add-on it was and my search-fu had failed to come up with anything helpful. I even resorted to just paging back through the last couple of weeks' worth of updated threads in the hope that I'd find it that way, but after checking all likely suspects I'm still empty handed. Also, I'm sure I've seen in one of the many parts mods out there includes a mk2 tri-coupler - that is to say, three mk2 fuselages are connected triangle-style. I can't recall if they connect into a 2.5, 3.75, mk3, or other custom fuselage, and again everything I've tried search-wise has come up with nothing. Any ideas? Anyone? Beuller?
  21. (SOLVED)So i'm not an expert at programming, so could you help? output log error log
  22. EDIT: just launched in 64-bit, it works now ¯\_(ツ)_/¯ I was playing the game, reverted to launch and it had one of its random crashes, but now it will go through the process of loading all of the assets but close itself before showing the main menu screen and not display any kind of error message. I didn't change anything between the game crashing and the game no longer loading. I am running mods, a screenshot of my modlist is provided. Modlist Error log text:
  23. while i know that mechjeb and kerbalOS exists, they both require me to look at the rocket, taking up a bunch of my time. all my refuelling makes the rockets both very large (to limit the number of flights) and the time spent flying the same mission quite long. while i understand it might be quite dificult, is it possible to record some basic information about a flight, and just create a payload in the wanted orbit? while just spawning payloads is probbably is the easy way i imagine it showing up on the map as if it is being flown as a "blip" moving along a track showing the original path to the desired orbit. an even more ambitious wish were if i could record a flight, and go back to control some of the dropped stages so spaceX levels of reuse becomes feasible.
  24. I was dinking around with replacing the texture on a modified copy of a stock part. In my part config I have: MODEL { model = Squad/Parts/Structural/mk1Parts/Fuselage texture = Mk1Structural, Pebkac/Parts/FuelTank } I've done this on other parts before. My part config and texture are loaded at the location specified for the texture. The modified part loads in the game, but it still shows Squads texture. Am I missing something, or does the graphic at the model's location take precedence somehow?
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