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  1. The title's self-explanatory, but here are the details. I'm experiencing some trouble with the hinges in my XF-85 Goblin replica. More specifically, they have a tendency to freeze up while in action. Sometimes it's one hinges, sometimes it's both, other times I get lucky and they're both working properly - until they don't. Even when I revert to SPH and launch again, whether or not the hinges would work has become unpredictable. Cute, but I didn't design this just to give salutes in Air Force parades. For the record, my original plan was to have it launch from a stability enhancer - but each test ended in explosions. Here's what I have set up for both servos. As you can see, I didn't mess with the symmetry. Could you please tell me how to fix it. If you want to mess around with it and/or provide a predictably working copy (one whose servos can be trusted to work every time), here's the craft file if you want to try it out for yourself. https://mega.nz/file/fL52CQLQ#1-We2O0mCHTyx6DXuppJ_yEjQ6kJLvw47aCDoTCp400 I don't really care for takeoff stability, since it was originally designed IRL to be launched from a host plane. After I got both wings down, once I got airborne it flew very well. Thank you all very much. P.S. For the record, I made the wings fold since the real-life Goblin was designed to be stowed in a bomb bay and then deployed once the bomber was attacked by enemy fighters. That project ended up getting cancelled in 1949 due to: Too many failures in the "attach to the mothership" part during testing. Lackluster performance compared to other jet fighters. Development of aerial refueling technology for escorting fighters. P.P.S. I based the general design somewhat off of fatology's pure stock copy of the Goblin.
  2. This is a kind of ongoing saga. I have a theory that game files that are upgraded from one version to another (e.g. 1.7 -> 1.8 -> 1.11) may be subsceptible to creeping problems. One example is "stuck docks". Clicking Undock does nothing except start that "ticking noise" in the background that you know means you are logging exceptions. My state of the art was identifying the pair of docks and generally finding one in a "state = Docked (docker)" but its counterpart is in a state of 'Ready'. Simply resetting both to docker and dockee respectively has been enough in the past to unjam them. Not today. [EXC 21:08:46.250] NullReferenceException: Object reference not set to an instance of an object Part.Undock (DockedVesselInfo newVesselInfo) (at <dc0e5f458c0f4571ad839b9c4153f347>:0) ModuleDockingNode.Undock () (at <dc0e5f458c0f4571ad839b9c4153f347>:0) BaseEvent.Invoke () (at <dc0e5f458c0f4571ad839b9c4153f347>:0) UIPartActionButton.OnClick () (at <dc0e5f458c0f4571ad839b9c4153f347>:0) I have extracted the entire craft from the .sfs file and there are only three docks. One is legitimately Ready (forceTweak = 100) and the other pair (mutually docked) have force 145 and 55. Their dockUId fields point to the corresponding uid correctly. So this looks like a new situation to me. If anyone possesses more advanced magic and can identify the ailment and remedy, I would appreciate the knowledge.
  3. Hello everyone. I'm currently in a rather awkward situation after putting my first spacecraft into an orbit around Kerbin. Since i did have a crew pod along with the spacecraft that was to be deployed in said orbit, i'm now in the undesireable situation of having 3 Kerbals stuck aboard a crew pod in that same orbit. I know i made a huge mistake (but realized it too late). The mistake being the fact, that i've forgotten to add any engines to the crew pod mentioned earlier that would've enabled me to de-orbit that pod. So i've found myself with a crew pod that i'm not able to get back to kerbin. Any recovery craft i've built so far have faile by either flawed structural integrity or by simply falling short of the desired orbit and encounter point. If anyone has any kind of solution to this problem, that would be much appreciated. Thanks in advance. Edit: the capsule in question is just a capsule with an inflatable heat shield (which is deployed). Also, the orbit it is in (just like the spacecraft that was to be deployed) is elyptical with its apoapsis further away from Kerbin than the periapsis. Here's an image of the Orbit the pod is stuck on (yes, the 2nd orbit is the one, my recovery crew recently got stuck on)
  4. When I try to load up Kopernicus on KSP 1.12 (along with some other mods, mainly OPM) it stays on the "Loading" screen and won't actually load. I know it's Kopernicus since I removed it after this happened and everything worked fine. Can anyone help?
  5. I modified one of the stock crater crawlers to suit my play style, managed to land it safely on Eve using cheats (I'm quite new to the game, i'm playing sandbox to wrap my head around the mechanisms before I start a career). Once I'd landed I realised that the crawler was sliding down a sand dune at about 19m/s, the vehicle began to roll and I saw that the wheels were turning. TL/DR: I'm upside down on Eve and my wheels are turning on their own. I can't stop them please help
  6. Whenever i try to load up kerbal space program it gets to the end then stops. and says, "Loading expansions/Serenity" and it just sits there log file?:https://drive.google.com/file/d/177jjnAjfy-5eb1a_MtEZdUneud7YEAf4/view?usp=sharing I am not very experienced So let me know if you need anything else I will put a picture in soon. Picture: https://drive.google.com/file/d/1ol0oG2UddmC97k8F0daJp-PzDgtf7yHX/view?usp=sharing
  7. I was pretty happy that i got a lander on Mun. But it crashed when it tried to land. So how it only has one engine and a drill-o-matic and a ore converter. But the drill cant reach the ground since my lander is sideways. Now my two kerbals are just laughing the pod. So... what do I do?
  8. Hi all. So I was building a rocket today, with a fairing on top. Inside the fairing there is supposed to be a small lander. The engine of the lander is positioned right on top of the fairing’s base piece, and this creates a “cylinder” around the engine. When I deploy the fairing, the lander is free, however the “cylinder” is still around the engine. Can you please tell me how to fox this problem?? Thanks.
  9. So, i updated my ksp 1.7.3 to 1.8 I tried to start it with my mods,didnt work, it go stuck in the loading time to the start menu. Without mods, it got stuck in the main menu, the 1.8 update window showed, but it go frozen so i cant click anywhere. If i click while its frozen, the game crash. Any ideas?
  10. I was trying to land on the mun for the first time.Lets just say it didn’t end well.I was about to land but i didn’t slow down enough.i heard an explosion but it looked like it was okay,the only part that was missing was a battery.i went eva and planted a flag.when i was about to take off i realized that the engine was missing.Now jeb is stranded with no way of getting home
  11. I just made a ring station with the Kerbalism mod parts. I assembled it in orbit using the Cormorant Aeronology Space shuttle. I attatched the final part with the Canadarm 2 and undocked. The shuttle moved like 5 metres away from the station but it wouldn't move,, except roll. Same with the station. So even though it was seperated from the station, it was stuck in that place next to the station. I tried everything to move away from it but it won't move an inch. Then i loaded a quicksave from 10 mins before but then almost everything, including kerbin "disappeared and you could see everything like a ghost, because they were transparent. I got really annoyed and went back to the space center. Then i found out the center was like a ghost as well, everything was transparent. I clicked on the VAB and the game crashed. Any ideas of what is going on? I did a lot of stuff in that world and i don't really want to do a re-install or anything... thanks
  12. I'm in the rather unpleasant situation of having a Kerbal, his craft and a truckload of data stuck on Minmus. I have pretty much zero monoprop left in the ship - just enough for a 100m jump upwards. I guess that situation's not exactly uncommon, but the problem here is that in order to recover not only the astronaut but also the science, I'll have to dock with the stuck craft (Docking Port Jr. on top, Docking Port below) to transfer the science from the Storage Unit and back to Kerbin, unless there's a way for a Kerbal to transfer 7 experiments (multiple surface samples and EVA reports) into the new ship without docking. The lander in question ran out of fuel for the way home despite refueling in LKO and I'm not sure if refueling twice (at 130km and 19,000km) will help or cost more fuel than I'll gain (both stations have a capacity of 2 FL-T400 tanks each). Attached is a screenshot of my science tree progress to give you an idea of what I'm working with. I'm playing in Science Mode, so KSC upgrades or craft cost don't matter.
  13. Some time ago I hauled a quite decent mining and refueling space station to Minmus orbit to foster my interplanetary ventures. To do this I built a tug vessel with a lot of dV mainly consisting of a large fuel tank, four Nerv rockets engines and an Advanced Grabbing Unit (instead of a docking port) for lugging stuff around. The decision to use the Advanced Grabbing Unit instead of a docking port was done because I planned the vessel to be reused as an asteroid pusher once the space station was finished. The station was split in two parts, hauled to Minmus and assembled there, using the vessel mentioned above. So "grabbing" and "releasing" worked fine at least once. After the station was completed, the tug vessel was left "docked" at the space station by grabbing a docking port. This worked fine. The problem is: I cannot release/undock the space station's docking port. Whenever I click on "Release" on the action menu of the AGU nothing happens, the claw remains attached. Immediately after clicking "Release" the button "Release" and "Free pivot" disappear. If I click "Disarm" the animation covers the AGU, a click on "Arm" reveals the closed claw again, and "Release" and "Free pivot" buttons reappear. Then again clicking either "Release" or "Free pivot" do not do anything (no free pivoting either). I tried this repeatedly, also tried restarting the game and reloading from a save, of course. Question: Is there any way to detach the claw and perform my asteroid mission? Or is my tug vessel doomed to stay clawed to the mining station forever? My last resort will probably be hacking the sfs file and selectively overheating the docking port part of the space station the claw is attached to. But I'd rather keep the docking port...
  14. So i'm fairly new to this game and i decide i wanted to build a probe, so i did and i built a rocket with mk3 cargo doors to put it into space. My goal was to try and get into orbit then open the cargo doors and have the probe released. Once i got into orbit and opened the doors, activated the radial decouplers nothing happened. The probe was just sitting in the doors and it wasn't even attached to anything. i tried wiggling the ship around but nothing happened still. If Anyone has any idea on how to fix this it would be appreciated. Thank you. Screenshots~ http://prntscr.com/fl68xe http://prntscr.com/fl691w http://prntscr.com/fl697k http://prntscr.com/fl69eq
  15. Hi, I have a problem when downscaling engines. When i downscale some engines to 0.625 m or 0.300m the rockets get kind of stuck on the launchpad. When i release the launchclamps the rocket is able to rotate in any direction arround its center of mass. but it cant move. Modlist:
  16. Oke i have a problem and I'm wondering if anyone knows the answer. Everytime i create a new plane/ssto or what ever, I have the problem that the plane is not moving. I use full thrust but no speed. I can retract the landing gear and the plane stays hovering. I think it might be a problem with a mod. Who can help me. thx Mod list: { "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2017.04.18.12.57.38", "identifier": "installed-default", "spec_version": "v1.6", "recommends": [ { "name": "ModuleManager" }, { "name": "Karbonite" }, { "name": "USI-Core" }, { "name": "KAS" }, { "name": "TweakScale" }, { "name": "NearFutureConstruction" }, { "name": "CommunityTechTree" }, { "name": "NearFuturePropulsion" }, { "name": "B9PartSwitch" }, { "name": "NearFutureElectrical" }, { "name": "RemoteTech" }, { "name": "SCANsat" }, { "name": "USI-LS" }, { "name": "B9" }, { "name": "B9-props" }, { "name": "RasterPropMonitor-Core" }, { "name": "B9AerospaceHX" }, { "name": "MarkIVSpaceplaneSystem" }, { "name": "ExtraPlanetaryLaunchpads" }, { "name": "Trajectories" }, { "name": "UKS" }, { "name": "USI-EXP" }, { "name": "USI-FTT" }, { "name": "InterstellarFuelSwitch" }, { "name": "USITools" }, { "name": "CommunityResourcePack" }, { "name": "FirespitterCore" }, { "name": "NearFutureElectrical-Core" }, { "name": "CommunityCategoryKit" }, { "name": "SmokeScreen" }, { "name": "B9AnimationModules" }, { "name": "DeployableEngines" }, { "name": "NearFutureProps" }, { "name": "KIS" }, { "name": "Konstruction" }, { "name": "GroundConstruction-Core" }, { "name": "AT-Utils" }, { "name": "ConfigurableContainers-Core" }, { "name": "InterstellarFuelSwitch-Core" }, { "name": "RoutineMissionManager" }, { "name": "HyperEdit" }, { "name": "MechJeb2" }, { "name": "MechJebForAll" }, { "name": "KerbalEngineerRedux" }, { "name": "QuantumStrutsContinued" }, { "name": "DMagicOrbitalScience" }, { "name": "ContractsWindowPlus" }, { "name": "OuterPlanetsMod" }, { "name": "ProgressParser" }, { "name": "ContractParser" }, { "name": "CommunityTerrainTexturePack" }, { "name": "Kopernicus" }, { "name": "ModularFlightIntegrator" }, { "name": "CustomBarnKit" }, { "name": "KerbalAlarmClock" }, { "name": "KWRocketryRedux" }, { "name": "KWRocketryRedux-InstantPwr" }, { "name": "JanitorsCloset" }, { "name": "FuelWings" }, { "name": "ModularFuelTanks" }, { "name": "StageRecovery" }, { "name": "Toolbar" }, { "name": "CxAerospace" }, { "name": "RealChute" }, { "name": "OPTSpacePlaneMain" } ] }
  17. I just landed on Tylo, but I made the mistake of putting the ladders as seen in the photo. I don't know how to get to the capsule, Jebediah cannot climb, does anyone know if there's a way? Maybe with some mods? I've tried jumping Thank you
  18. I am still fairly new to the game, I managed to get jeb to the mun, but he's out of fuel. I have tried time and time again to create a design that can get him home. If anyone could help me out, it would be appreciated. I don't have a large amount of tech unlocked yet, so my request is to help me out with a rocket that can get there and at least get him back into munar orbit without running out of fuel. I really need to get jeb home. Thanks. Current Tech Tree:
  19. Hey again Kerbonauts. About two days ago, I could not save/load/Go too KSC, but i could do everything in flight as normal, exept when pressing the "Savegame/LoadGame/SpaceStation/Retrive Wessel", i even saw i pressed the button "in", but nothing happend, i was stuck in flight. This was after a landing on the Muun + a retur too Kerbin and landed there. I could save the game, while at the Muun, but somewhere from at Muun - until landing at Kerbin, somthing went wrong With the game. . Since this "mission" had taken sum time, and i didnt know when it last saved. i didnt just didnt wanna restart the game. "Solution" as said after i landed, and couldnt retrive the wessel (or anything as stated above, i could not get too KSC or out of flight), i notised the game autosaving.... I then went into EVA and hanging from the ladder I just pressed Start and "Go to KSC". This time, i got a Warning "If you exit blablablabecouse of eva, you will go back too you last save...." (think it even stated how long ago that save was made) So i did, And it worked.... I got a load in KSC, that was able too retrive the Craft With my science And Crew ^^ Tho, i'm not sure if one can "push" the game to do a Autosave, Landing seems too do it... but maybe sending a radiomessage or sumthing makes it save too...
  20. My load screen has been stuck for 20 minutes on the same file. It happens everytime I start the game, but I coud start it after the 1.2 update. It seems to be in a stock part called "mediumDishAntenna" (screenshot at the end). I have tried verifying the game files (from GOG Galaxy). Here is a list of the mods installed (all updated): Advanced SAS For All (AdvancedSASForAll 1.0.1) Alternate Resource Panel (AlternateResourcePanel v2.8.1.0) Chatterer (Chatterer 0.9.91) Community Resource Pack (CommunityResourcePack 0.6.0.0) Contract Configurator (ContractConfigurator 1.19.0) Contract Pack: SCANSat (ContractConfigurator-ContractPack-SCANsat v0.6.0.1) Contract Parser (ContractParser 4.0) Contracts Window + (ContractsWindowPlus 6.4) Distant Object Enhancement (DistantObject v1.8.0) Distant Object Enhancement Real Solar System config (DistantObject-RealSolarSystem v1.8.0) Engine Lighting (EngineLighting 1.4.5) Filter Extensions - Plugin (FilterExtensions 2.6.0.1) Interstellar Fuel Switch (InterstellarFuelSwitch 2.2.3) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.2.3) Kerbal Alarm Clock (KerbalAlarmClock v3.8.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.1.0) Kerbal Reusability Expansion (SpaceXLegs 2.0.3) Kerbal Stock Part eXpansion - maintainted (KSPX v0.2.10.1) KSP Interstellar Extended (KSPInterstellarExtended 1.9.11) KW Rocketry Redux (KWRocketryRedux 3.0.12) KW Rocketry Redux - Instant Power Response Configs (KWRocketryRedux-InstantPwr 3.0.12) Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.5) Magic Smoke Industries Infernal Robotics - Legacy Parts (InfernalRobotics-LegacyParts v2.0.0) MechJeb 2 (MechJeb2 2.5.8.0) Module Manager (ModuleManager 2.7.2) Near Future Construction (NearFutureConstruction 0.6.4) Near Future Electrical (NearFutureElectrical 0.7.8) Near Future Electrical Core (NearFutureElectrical-Core 0.7.8) Near Future Electrical Extras: Decaying RTGs Patch (NearFutureElectrical-DecayingRTGs 0.7.8) Near Future IVA Props (NearFutureProps 0.5.1) Near Future Propulsion (NearFuturePropulsion 0.7.4) Near Future Solar (NearFutureSolar 0.6.2) Near Future Solar Core (NearFutureSolar-Core 0.6.2) Near Future Spacecraft (NearFutureSpacecraft 0.5.1) Olympic1's ARP Icons (Olympic1ARPIcons v0.10.1) Procedural Fairings (ProceduralFairings v3.17) Progress Parser (ProgressParser 5.0) RasterPropMonitor (RasterPropMonitor 1:v0.27.1) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.27.1) RCS Build Aid (RCSBuildAid v0.9) RCS Sounds (RCSSounds 5.0.1) Real Plume (RealPlume 2:v10.5.1) Real Plume - Stock Configs (RealPlume-StockConfigs v0.10.9) RealChute Parachute Systems (RealChute v1.4.1.1) SCANsat (SCANsat v16.6) SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.17.0) SpaceY Expanded (SpaceY-Expanded 1.2) SpaceY Heavy Lifters (SpaceY-Lifters 1.14) Station Science (StationScience 2.0) Tantares LV (TantaresLV 17.0) Toolbar (Toolbar 1.7.12) TriggerAu Flags (TriggerAu-Flags v2.8.1.0) Tundra Exploration - Stockalike Dragon V2 and Falcon 9 (TundraExploration 0.8.6) TweakScale - Rescale Everything! (TweakScale v2.2.13) Ven's Stock Part Revamp (VenStockRevamp v1.9.5)
  21. it krakens when i use [] to switch vessels. soimetimes also, my rockets are "stuck" on the pad. http://steamcommunity.com/sharedfiles/filedetails/?id=692108590 http://steamcommunity.com/sharedfiles/filedetails/?id=692108493 also, occasinal blackscreen http://steamcommunity.com/sharedfiles/filedetails/?id=692108679 log: https://drive.google.com/file/d/0B8EAjKTlkqEqVnJ3aFktX1RaSVU/view?usp=sharing line 68952 is where the krakening happens
  22. I am trying to migrate my saved game from 1.0.4 to 1.1.2, I skipped 1.0.5 due to computer speed problems. 1.1.2 seemed to solve that so I was ready to migrate. But, some of my rovers are motionless. at least one, a mobile mining base I sent to Eve, just slides along the ground slope, slowly, wheels do not react to user input, but rocket engines do, still, they have no effect, engine motors do not work. It is like it is stuck. Even going to the VAB and creating a new one, doesn't works, just gets stuck on the launch pad, the same way. wheels seem to be a bit stuck into the ground. other rovers (other models) do not suffer from this (so far, as I checked 2 or 3 more, any clues?
  23. I've noticed this issue on both Kerbals on EVA, and craft. It's just now that I've realized they're the same problem. What will happen is, I'll have a Kerbal on EVA, and I'll use my jet pack to fly around. Sometimes, when thrusting in one direction, the thruster gets stuck on, and stays on until I click the thruster again, in the same direction, twice. If I do nothing, he will continue to thrust in one direction, I assume until he runs out of fuel, even with no hands on the keys. Landing on Gilly right now, I had a spacecraft begin rotating out of control. Even with SAS, it just rotates faster and faster. I'm not sure what stops it, because in a panic I just start mashing keys, but maybe it's the same "click twice in the same direction you're rotating" thing. I would assume I had Windows StickyKeys on, or some keyboard problem, but this never happens in space, or if it does, I haven't seen it. It only happens when on or very near the surface of a planet. Does this happen to anyone else? This has been happening to me since at least 1.05.
  24. Help! I have an astronaut (Valentina) stuck in orbit without any propanol fuel left. I sent up a ship to save her, but it missed and too is stuck in orbit without fuel, so close and yet it can't seem to reach her. Without fuel, I can't slow down. However, in this run, I have challenged myself not to leave any astronaut behind, so I need to save both of them. How?
  25. Hello everyone, I am new and although I have been playing ksp for a while I got 6 kerbals stuck on the mun in two spots with only their capsule. Can I get them back to kerbin or at least my space station with an apoapsis of 130,000 and periapsis of 100,000 wihout cheats? Thank you in advance -Ribby Kerman
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