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Found 46 results

  1. S.A.V.E automatic backup system current version: 1.5.5-3121 Have you experienced some kind of major bug in a plugin? Did your save game got corrupt or have you lost all your ribbons in FinalFrontier, because of a single stupid mistake the developer (who is me unfortunately) has made? No? Well, you are lucky then. If you have experienced this, S.A.V.E may come to rescue. This plugin will handle automatic backups of your save games for you to prevent loss of data. As most other software, this software comes with no warranty of any kind. If you use it, you do it at your own risk. All releases until 0.9.11-319 will not backup your ship templates! And a word of warning: I have tested this on Windows only. I do not know, if S.A.V.E works correctly on a MAC or on Linux. Important! Please read! This plugin will store the backups at the location on the file system that is set by the user! It may write on any location on the file system if the user changes the default location. Please keep this in mind, if you are setting S.A.V.E to a different backup location. The default location for backups is: <KSP-HOME>/backup. There is a subfolder for each save game. Each backup is stored in a folder YYYYMMDD-HHMISS. Folders containing a .nobackup file are not included in any backup. So if you do not want to backup a game or a subfolder of a game, just create a file of that name there. Download: Spacedock license: LGPLv3 Features: Completely automatic; it will create a backup after a save Backups can be stored anywhere in the file system ("a king who must say 'I'm the king' is no real king" -a backup on the same hard disk is no real backup) Configurable backup interval Configurable minimal number of successful backups Configurable maximal number of backups Configurable time in days to keep backups Backup of all games at once Restore functionality Automatic backup before a restore is done. Compressed backups Cloning a game from a backup Screenshot: Hints: Setting "days to keep backups" to 0 will keep backups forever (as long other constraints are not violated). Setting "max number backups" to 0 will keep an unlimited amount of backups (as long other constraints are not violated). Setting both "days to keep backups" and "max number backups" to 0 will never delete any backup (not even failed ones). The value of "min number of backups" determines the number of successful backups that have to be kept in any case.
  2. I was told that KSP loads in the entire persistent.sfs file into memory. is this still true?
  3. I noticed this in the 1.2.2 changelog: +++LoadGameDialog When a game is saved it now creates an associated metadata file - called .loadmeta alongside the .sfs. This file contains a hash of the sfs save. When the loadgame dialog opens it will compare the hash in the .loadmeta file with the hash of the savegame, and if so it will use the data in the .loadmeta file for the load dialog details instead of parsing the whole save file. Ew. Gross. Really? You take my nice clean Saves directory and clutter it up with a bunch of garbage? Can I suggest the developers eliminate this disgusting, amateur hack and put the cached information in the sfs files themselves, near the beginning of the file? The dialog could just read up to the end of the cached data. That would provide the same speedup, without littering the user's folder with files that are meaningless to them. It should be trivial to do this in a way that maintains compatibility with old/new saves. That's my friendly and opinionated two cents.
  4. Last Night I hit the "Maximum number of saves taken, delete some saves" well you cant use stock tools for this you have to use the ingame Load Menu to delete. I started to delete saves and then something weird happend.. Auto 'saving' started to take 2-3 minutes.. everytime I deleted an old save it got slower and slower. So apart from fixing the bug.. can we just have a small dialog that lets me 'block delete' from a date and before. I can pretty much delete 37 of my 40 saves. Also if deleting is triggering these issues .. a dedicated Load button on the main title would let me also clean up without the auto save firing off and taking forever to let me cleanup saves thanks bolloxim
  5. Hey all, A frustrating one for you. My 1.3.1 Career save has suddenly started misbehaving. KSP loads to the menu as usual but the persistent and renamed quicksaves do not load when 'resume' is selected, instead crashing the game. Even more frustratingly, there are no crash logs to try and narrow down the problem. KSP: 1.3.1 Windows 64bit Problem: Career save crashes on load. KSP initializes as normal, when selecting resume career save, the screen goes black, the gray animated loading tab in the bottom right appears and the planets rotate a little, then a windows error pops up ("something caused KSP_64 to stop working") and it crashes to desktop. Mods installed: Lots! But it has been working reliably for at least 2-3 weeks on an offline Laptop, nothing has been updated and steam is in offline mode. There are some outdated mods on the install but I've been using them with 1.3.1 since it came out with no issues. Reproduction steps: Reverting to a backup save works, but any saves made after this point refuse to load. The game works fine for as long as i want, but the saves made after the initial loading become dysfunctional. I have tried re-naming quicksaves to persistent and this also does not work. Removing all ship and sub-assembly files (not the folders themselves) doesnt seem to make any difference. Log: None generated So, my questions are - firstly is there any way to get it to generate a output log to try and track down the issue? Or any other tips or hints to track down the gremlins? Secondly, is there something on the last craft I was using that's causing the issue (a simple satellite round Ike, mostly stock with some Scansat, Karbonite, RLA and ProbePlus parts)? A mod causing chaos (I am going to start removing them one by one, but I'm not sure I'll have many crafts left after!)? Or, more depressingly, is their something deeper wrong with the savefile itself and I'm just going to have to start again? *cries* Anyhow, sorry that's not particularly illuminating. Thanks in advance for your attention. BF
  6. I couldn't find anything so I wonder if it would be possible for someone to do: A small prgoram that lets you browse your savegame node for node, search and edit it and declutter it. If you for example would like to remove the entries of certain mods you could use the program to scan for non stock nodes and the look closer at them. If you for some reason want to dump and erase your reports of mun you could do that. etc. I know there was something that let you do some of the things I mentioned, if I remember correctly but that was years ago. Edit: This seems outtaded but looks almost like it: Cheers.
  7. Hi all. With the addition of 1.4 update I recently had the following error message 'incompatible version of ksp' and a prompt to delete my save game. Needless to say, this was undesirable as I have many hours clocked on my save. The solution for me was to create a NEW career mode (new save). Then transfer the quicksave.sfs files from my corrupt save folder into the new game folder and load the quicksave from within the new game. Oddly the files are the exact same but KSP rejected my old save folder. (I even gave my new folder the same name) Not sure if it was the craft files as i'm going to remove them anyway because i read they are fazing some old parts out of the game. I have no part mods anyway so it would be also odd if this was the problem. All mods seem to work, abeit with startup error, so i don't know what the actually problem was. Hope this saves someone the trouble of restarting their career mode.
  8. Hi there. A really annoying bug have occurred many times in my KSP. Sometimes while im in orbit i can't save a game or recover vessel or do anything but load another save. I'm able to steer my ship and do what i want with it. This thing happens even sevral times in a row: i saved my game while i was on trajectory to Mun and i couldn't saved anymore when i was on Mun's orbit. I tried to load previous save but it happend again. Please do something about it.
  9. computer got accidentally turned off during sub-orbital flight above kerbin quicksaved luckily just before my foot rested on the off switch but when my pc restarts and i load up ksp my career save says 'just started' and when i click 'load' nothing happens any way to fix this issue and recover my hard earned space program? thank you so much for any support this is killing me
  10. Having and issue with Kerbal Enhanced Edition for Xbox One Playing Career Mode, Custom Difficulty. When I try to save I get a pop up saying "Too Many Saves" in red bold letters followed by "You reached the maximum amount of saves. Delete some other saves to be able to make new ones." This issue occurred in original KSP, however it would ask at that point if you want to overwrite. This error happens every time, and occasionally causes the game to freeze. I have Revert Flights turned off and to keep myself from cheating I turned off quickloading as well. When I try to load a save I get text stating "Loading of saves is not allowed in this game." This is followed by the game freezing, and the icons at left of KSC disappear from the screen. Have had several crashes where when attempting to save, return to KSC or return to main menu the game stays at the pause menu and does not do any of those actions. I would like to know of any work around other than deleing this save file. My other save file is working fine, but it is only at save #4 or so. Also Xbox One only gives the option to delete all saved data, not individual save files. I still have the original game installed as well if this is cause for any interaction. Thank You -PixelGranny
  11. KSP crashes on me, usually when I load a save file (F9 or alt-F9), or when I switch to a station in orbit from the tracking station. But, it's not consistent and I can't reliably reproduce it. Often, the same action works fine after restarting KSP. I don't think it's out of memory, because my resource monitor shows 2 gb free when it crashes. I can't figure out how to read the crash diagnostics to find out which mod is causing the problem. I'd really appreciate some help tracking down and fixing this. Windows 7, 64 bit KSP 1.3.1.1891 Windows Player x64 en-us All files including complete mod list with versions, ship files, save files, and a crash folder are in this zip file: http://www.seas.upenn.edu/~chip/test/crash.zip Let me know if I left out any useful information. 2017-12-10 is the saved game, and 2017-12-30_212056 is the folder generated when KSP crashed. "quicksave" and "Ayrie I & Phoenix II docked" are saves that I often have trouble restoring. Thanks in advance. --- Chip Thanks for responding, linuxgurugamer, According to the process list, it was using 2,697,736 k when it crashed. There should have been about 2.3 g available above that. This is according to the Windows "Task Manager". I tried rebooting and running KSP by itself. It crashed at exactly the same point, at about the same size, with about 3 g free memory. Also, I forgot to mention that it often crashes when I exit (alt-F4), but that's less annoying.
  12. I change BypassEntryPurchaseAfterResearch to false in the save_file and parts from new-opened Tech tree node are unpurchased as expected. How make all old parts unpurchased too? There is that unpurchased/purchased params for every part at save-file?
  13. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment
  14. Hi, has anyone experience with the UpgradeScript from the SaveUpgradePipeline? I want to replace one part in a save or craft file with another part of the same dimension and properties and therefore try to use the following script: using System; using SaveUpgradePipeline; using UnityEngine; namespace PlanetarySurfaceStructures { [UpgradeModule(LoadContext.SFS | LoadContext.Craft, sfsNodeUrl = "GAME/FLIGHTSTATE", craftNodeUrl = "PART")] public class StorageUpgrader : UpgradeScript { ///FLIGHTSTATE/VESSEL/PART" //visible name of the upgrader public override string Name { get { return "Upgrader 2.0.0"; } } //description for the upgrade process public override string Description { get { return "Upgraded to BLA"; } } //check the maximal version protected override bool CheckMaxVersion(Version v) { return true;// v <= TargetVersion; } //get the earliest version that can be upgraded public override Version EarliestCompatibleVersion { get { return new Version(1, 0, 4); } } //get the target version of the save file public override Version TargetVersion { get { return new Version(1, 3, 1); } } //test the save file for upgrades public override TestResult OnTest(ConfigNode node, LoadContext loadContext, ref string nodeName) { //when the parts of a craft should be checked if (loadContext == LoadContext.Craft) { Debug.Log("[STORAGEUPGRADE] OnTest - Craft"); string[] values = node.GetValues(); return checkPart(node, loadContext); } //when the savefile should be updated else if (loadContext == LoadContext.SFS) { Debug.Log("[STORAGEUPGRADE] OnTest - SFS"); //iterate over all vessels in the savefile ConfigNode[] vessels = node.GetNodes("VESSEL"); for (int i = 0; i < vessels.Length; i++) { //iterate of all parts in the vessel ConfigNode[] parts = vessels[i].GetNodes("PART"); for (int j = 0; j < parts.Length; j++) { if (checkPart(parts[j], loadContext) == TestResult.Upgradeable) { Debug.Log("[STORAGEUPGRADE] OnTest - Vessel \"" + vessels[i].GetValue("name") + "\" needs to be upgraded"); return TestResult.Upgradeable; } } } } Debug.Log("[STORAGEUPGRADE] OnTest - Save file is up to date"); return TestResult.Pass; } //upgrade the save file public override void OnUpgrade(ConfigNode node, LoadContext loadContext) { //when the part of a craft should be upgraded if (loadContext == LoadContext.Craft) { upgradePart(node, loadContext); } else if (loadContext == LoadContext.SFS) { Debug.Log("[STORAGEUPGRADE] OnUpgrade - SFS"); //string partName = node.GetValue("name"); //iterate over all vessels in the savefile ConfigNode[] vessels = node.GetNodes("VESSEL"); for (int i = 0; i < vessels.Length; i++) { //iterate of all parts in the vessel ConfigNode[] parts = vessels[i].GetNodes("PART"); for (int j = 0; j < parts.Length; j++) { upgradePart(parts[j], loadContext); } } } } //Check of the parts has to be upgraded private TestResult checkPart(ConfigNode part, LoadContext loadContext) { string partName = part.GetValue("name"); switch (partName) { case "KKAOSS.RCS.Tank": return TestResult.Upgradeable; } return TestResult.Pass; } //Upgrade the part private void upgradePart(ConfigNode part, LoadContext loadContext) { string partName = part.GetValue("name"); switch (partName) { case "KKAOSS.RCS.Tank": Debug.Log("[STORAGEUPGRADE] upgrade Part:" + partName); part.SetValue("name", "KKAOSS.Switchable.Tank"); part.AddValue("testValue", "BLA"); break; } } } } Judging from the debug information from the logs, all works as intended. First it is checked if something has to be upgraded (OnTest). This is the case an therefore the upgrade is done (onUpgrade). After the update the OnTest method is run again to check if everything is okay. [LOG 22:14:01.028] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.029] [STORAGEUPGRADE] OnTest - Vessel "Untitled Space Craft" needs to be upgraded [LOG 22:14:01.037] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.037] [STORAGEUPGRADE] OnTest - Vessel "Untitled Space Craft" needs to be upgraded [LOG 22:14:01.038] [STORAGEUPGRADE] OnUpgrade - SFS [LOG 22:14:01.039] [STORAGEUPGRADE] upgrade Part:KKAOSS.RCS.Tank [LOG 22:14:01.039] [STORAGEUPGRADE] upgrade Part:KKAOSS.RCS.Tank [LOG 22:14:01.040] [STORAGEUPGRADE] OnTest - SFS [LOG 22:14:01.040] [STORAGEUPGRADE] OnTest - Save file is up to date The thing is, although it seems to work on the paper (in the log) there are no changes made at all. Neither in the loaded game nor in the SFS file. Even the test value i added via AddValue("testValue, "BLA") to the node does not appear anywhere in the savefile. It was stated that with this upgrade pipeline you don't have to take care of file operations and so on and one simply needs to change the config nodes. Am i completely missing something here?
  15. I was running full time warp waiting for an ISRU to fuel my Eve lander and forgot to pause my game. My computer went to sleep, which causes my game to crash. When I went to load my save this morning, there was some red text that said "Error Accessing this save", and underneath read "Object reference not set to an instance of an object. I have tried google, but there is nothing like this. Any way that I can fix this?
  16. After flying a mission, I am unable to save my game. When I click the button to confirm a quicksave, the UI gets stuck in a wierd state where I can't do anything, until I hit ESC again. If I click Exit to Desktop, nothing happens. (I also tried returning to space center or tracking station - nothing happens when I click those, either.) When I click save, I see a NullReferenceException. The output log was also getting spammed continuously with that "root part drag cube" error message: OS, game version and other details listed at the bottom, after the stack trace. [FlightIntegrator]: Root part's drag cube is still zeroed! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) The Miner Thing Mk I Relay Debris Unloaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at CompoundPart.GetReferenceTransform () [0x00000] in <filename unknown>:0 at ProtoPartSnapshot..ctor (.Part PartRef, .ProtoVessel protoVessel) [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at Vessel.Unload () [0x00000] in <filename unknown>:0 at Vessel.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at CompoundPart.GetReferenceTransform () [0x00000] in <filename unknown>:0 at ProtoPartSnapshot..ctor (.Part PartRef, .ProtoVessel protoVessel) [0x00000] in <filename unknown>:0 at ProtoVessel..ctor (.Vessel VesselRef) [0x00000] in <filename unknown>:0 at Vessel.BackupVessel () [0x00000] in <filename unknown>:0 at FlightState..ctor () [0x00000] in <filename unknown>:0 at Game.Updated () [0x00000] in <filename unknown>:0 at QuickSaveLoad.doSave (System.String filename) [0x00000] in <filename unknown>:0 at QuickSaveLoad.OnSaveAsClose (System.String saveName, Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn) [0x00000] in <filename unknown>:0 at QuickSaveLoad.ConfirmDialog (Boolean pauseGame, .FinishedSaveLoadDialogCallback onSaveAsCloseReturn) [0x00000] in <filename unknown>:0 at QuickSaveLoad+<SpawnSaveAsDialog>c__AnonStorey15F.<>m__1FC () [0x00000] in <filename unknown>:0 at DialogGUIButton.OptionSelected () [0x00000] in <filename unknown>:0 at DialogGUIButton.<Create>m__6FD () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() ------------------------------- System/game specs: Windows 10 x64 (launched with 64-bit version option) on Steam. Updated 05/27/2017. No game mods installed. [config] build id = 01804 2017.05.25 at 19:56:39 CEST Branch: master language = en-us Related files: https://www.dropbox.com/sh/kw9bhc2idmlfmtb/AADPOFJcDKU4dyEn7vGsEihga?dl=0 Since I am prevented from saving the game, I don't have a save that demonstrates the issue. I will include the latest save game file that I have. Details of the game session: 1) Chatted on Steam in-game overlay 2) Went to tracking station 3) Launched using auto-saved ship 4) Grabbed the asteroid that is already in orbit around Kerbin (and has another ship attached to it) 5) Mined with both drills until storage tank is full 6) Separated and returned to Kerbin 7) Ran atmospheric experiments in upper atmosphere over polar ice cap 7) Successful landing on polar ice cap Note: In some ship stages, manual activation of the engine is required, due to weird behavior during stage separation. Sometimes I have to cycle through debris using square bracket keys to get control of the next stage. I was not able to quickly reproduce the issue with a fresh launch. Save game files are from an older version (maybe a originally started maybe 6 months ago; last save is maybe a month or two old - not sure how to check which version). After force-closing and restarting the game, I was able to start a mission with the auto-saved ship and exit the game normally.
  17. So when i was building a new spacecraft for my game, my computer crashed, resulting in a broken save file. It says "Error Accesing this save" and "Argument cannot be null. " under the first error message. I really don`t wan`t to lose my save file because i already played on it for 60 Hours. Is there anything i can do ? This is my first thread, so i hope this is the right section.
  18. I need some help editing a save file. I have a game where the docking ports are not working. So i removed all unnecessary mods, launched a new pair of vessels and the docking ports work on this pair. I then deleted all unnecessary craft from the save. So now I have a minimal save file, which uses minimal mods. The docking ports on the original pair of craft are still not working. So I need to do the following: 1. edit the save file to fix this pair of craft 2. figure out what the original game cause this to happen. Is there someone who can help me look at the save file to figure out what is broken in these craft? Once I know what is broken, I should be able to figure out what mod is causing this to break in my main game. Thank you in advance
  19. So I only saw this mentioned once in the stickied console update thread. So I thought I'd make this account and thread for anyone who might not know. Mods please move this to the correct place if needed. I've been backing up my ksp save data on my ps4 to a usb stick ever so often. Today my career save was ate by the krakin, but was recovered with my usb backup save. My steps were to delete corrupt saves once prompted in game, started a new career, then shut game down and overwrote my ksp save with the backup up from usb stick. I hope this helps someone who might not have known this. The second time my data was lost and I replaced with my backup and then during game I would get the data corrupted message every time it would try to quicksave. I could say no once asked to delete and continue game play, but very annoying. To fix this you must delete all of your in-game saves only leaving your persistent. This can only be done at the menu while at your complex. Then go back to the main menu and reload your career. And note this has only been tested while having one career mode save and no sandbox or science.
  20. This is very handy, so you can copy and paste in the content of your GameData folder quickly, rather than creating a screenshot. Just keep in mind, that this may not show all mods, as some mods just create cfg files inside other folders as is the case with scatterer and EVE configs, or texture replacers for instance. Also, some mods have patches that change how other mods behave, SSTU is a good example but there are others. If you have CKAN installed then simply go to File menu->Export installed mods... This creates a KSP CKAN Mods Export.ckan file which really is just a text file like the game config files. Otherwise... Few notes: This will create a simple text file containing the listing of the directory. You will be able to open it and just copy and paste the list into a forum post. In both cases, Mac and Windows hidden system files are not shown, but we don't need them for this. Both files and folders are included in the list. The list will be alphabetical and will ignore the Windows "folders first" directory listing convention, so that may throw off Windows users. There may be other ways of doing this. How to create a text listing of a folder's content and save it as text so it can be pasted or emailed? Windows Go to the directory you want to list. For example, GameData to list all your mods. While holding the SHIFT key right-click inside the directory. Select "Open Command Window Here". In the command window type the following and hit ENTER: dir /b >directory.txt There is a space between "dir" and "/b" then space after "/b" again. This will create a text file called directory.txt in the same directory. Explanation: - dir lists the content of a directory - /b makes the output bare, i.e. without all the dates, sizes and permissions as we only want the file ad folder names. Mac Open the Terminal If you know how to, then change to the directory you want to list. Otherwise, find and open the Terminal.app Start typing cd then hit space then drag and drop the directory to the terminal window and hit Return. (example if I was listing my Dropbox folder I would drag and drop the Dropbox folder and see this: cd /Volumes/Storage/Kerbital/Dropbox). Do not miss the space after cd! Now type in the Terminal ls > ~/Desktop/directory.txt. Again, pay attention to spaces, there is a space after ls and after > This will create a text file called directory.txt on your desktop. Explanation: - ls lists the content of a directory like dir does on Windows - as opposed to Windows, ls output is bare by default.
  21. Hey, This is my first post on this forum. I have been here for a while and I didn't really have any question until now, so I haven't made an account. I have many ideas for style of playing. Sometimes I like to play Realism Overhaul and some times stock and there are times when my game is really modded. This time, I am just too lazy to play early game. It would be so good if I could have a station in orbit around Kerbin and some satellites here and there. I was exploring this and other sites about KSP but I couldn't find any save file that meets my needs. There were some but they were either just from an old version or not really what I was looking for. And now what is my question? Is there any place where I can check out or even browse other people's saves? Maybe something like KerbalX. Or maybe some threads on this forum. Thank you guys in advance! Oh, I may have missed the forum section for this question. I am really sorry if I did.
  22. I'm tried to load a save file, but nothing happened, so I deleted my file and tried to make a new one (mistake). I have an output log here: https://www.dropbox.com/s/re34rj9nzm89g8e/output_log.txt?dl=0
  23. When I load a saved game I can't achive as many science score, from the same probe, in the same location, as I did in the previous/first attempt. I do just get the amount of science score as I would have got when I would have gone to the same place and try to collect data from the same probe again, without loading an older save game. (Unfortunately significantly less) Looks like the science progress does not get reset properly by loading a saved game (but of course, the over all science score gets reset). Is this a known bug ? May I fix this somehow or is my career game messed up now by loading a saved game ? Possibly by going two steps back in my saved game history, or some other hack ? Greetings Martin
  24. I just downloaded a bunch of mods and started a new Science World, and I launched a small laboratory into orbit. The launch was successful, and I detached my final upper stage. I did some experiments, and transmitted the science back to the KSC. I was going to then go back to the space center to unlock some more parts. However, I was stopped by a alert that said, If I was to go back to the KSC my game would not be saved past the point where I launched the laboratory. I could have done a quick-save, but loading would just take me back up to "in-flight" mode, with no way of going back to the space center without losing my science, orbit, and my save. I've done heavily-modded science worlds before, and I could always go back to the tracking station/ Space Center, when my Vessel was in orbit. Does anybody know if I can go back to the KSC without reverting to a "pre-launch save"? (Sorry, I still haven't been playing that much Modded KSP yet.)
  25. 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...