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Parts missing after upgrade to 1.0.5 (build 1024 AND build 1028) - [Parts not missing]


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Dear support staff,

after upgrading KSP to version 1.0.5 and even after upgrading to the second release of 1.0.5 (build 1028), I'm missing some parts in the building menu.

I'm in Carreer Mode (moderate setting) and I have unlocked most components of the tech tree and the components missing from the construction menu have been unlocked and entry-purchased a long time ago. With 1.0.5, I had to do some re-purchases, but they're all done, and the components I am missing are clearly marked as "owned".

The missing components are:

- Mk2 Liquid Fuel Fuselage

- Mk2 Rocket Fuel Fuselage

There might be more parts missing, I didn't check them all.

Hope someone can help with this issue.

sfhq / Mark

Edited by sfhq
re-opened the case caused it is NOT intended!
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Hi Claw!

I'm afraid you're mistaken, but I think I've found the true cause of the problem:

The aforementioned parts are part of "supersonic flight" AND part of "high-altitude flight"!

So this IS a bug. They can't be in both sections at the same time, that does not make any sense!

See here:

screenshot85mhoi1.png

screenshot86sbpr1.png

Bugfix, please! (Time for another build....)

Cheers,

Mark

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Hi sfhq.

The parts were moved in the tech tree for 1.0.5, if you start a new career and either unlock these nodes through normal play or via the debug menu (Alt+F12, then hold Alt for a while to unlock the funds/sci/rep buttons) you will find the Mk2 short liquid fuel tank only in the Supersonic Flight node, and the Mk2 long liquid fuel tank only in the High Altitude Flight node.

You can also check the L_long.cfg in GameData/Squad/Parts/FuelTank/mk2FuselageLong/ folder and the L_short.cfg in the GameData/Squad/Parts/FuelTank/mk2FuselageLong/ folder to see that these parts are listed in only one node each.

But, if you check a 1.0.4 version of KSP you will find that the Mk2 short liquid fuel tank is in the High Altitude Flight node, while the Mk2 long liquid fuel tank is in the Supersonic Flight node.

You'll also see the other short and long Mk2 tanks are swapped as well.

But what you have is a 1.0.4 career save imported into 1.0.5.

So lets look at this a bit more closely, first, we know that all our progress is in the persistent.sfs in the save folder for our game, so we'll take a look at a 1.0.4 career save file.

Tech

{

id = supersonicFlight

state = Available

cost = 160

part = nacelleBody

part = ramAirIntake

part = elevon2

part = elevon3

part = wingStrake

part = mk2Cockpit.Standard

part = adapterSize2-Size1

part = mk2SpacePlaneAdapter

part = mk2FuselageLongLFO

part = mk2Fuselage

part = mk2CargoBayL

}

Tech

{

id = highAltitudeFlight

state = Available

cost = 300

part = IntakeRadialLong

part = wingConnector5

part = delta.small

part = structuralWing3

part = mk2Cockpit.Inline

part = turboFanEngine

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2FuselageShortMono

part = smallHardpoint

}

As you can see, the long tanks are in Supersonic Flight, and the short tanks are in High Altitude Flight.

Tech

{

id = supersonicFlight

state = Available

cost = 160

part = wingStrake

part = structuralWing

part = mk2Cockpit.Standard

part = turboJet

part = mk2.1m.Bicoupler

part = mk2SpacePlaneAdapter

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2CargoBayS

}

Tech

{

id = highAltitudeFlight

state = Available

cost = 300

part = IntakeRadialLong

part = ramAirIntake

part = mk2Cockpit.Inline

part = adapterSize2-Mk2

part = mk2.1m.AdapterLong

part = mk2FuselageLongLFO

part = mk2Fuselage

part = mk2FuselageShortMono

part = MK1IntakeFuselage

part = structuralPylon

part = mk2CargoBayL

part = mk2CrewCabin

part = mk2DockingPort

}

This time the short tanks are in Supersonic Flight, and the long tanks are in High Altitude Flight.

{

id = supersonicFlight

state = Available

cost = 160

part = nacelleBody

part = ramAirIntake

part = elevon2

part = elevon3

part = wingStrake

part = mk2Cockpit.Standard

part = adapterSize2-Size1

part = mk2SpacePlaneAdapter

part = mk2FuselageLongLFO

part = mk2Fuselage

part = mk2CargoBayL

part = structuralWing

part = turboJet

part = mk2.1m.Bicoupler

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2CargoBayS

}

Tech

{

id = highAltitudeFlight

state = Available

cost = 300

part = IntakeRadialLong

part = wingConnector5

part = delta.small

part = structuralWing3

part = mk2Cockpit.Inline

part = turboFanEngine

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2FuselageShortMono

part = smallHardpoint

part = ramAirIntake

part = adapterSize2-Mk2

part = mk2.1m.AdapterLong

part = mk2FuselageLongLFO

part = mk2Fuselage

part = MK1IntakeFuselage

part = structuralPylon

part = mk2CargoBayL

part = mk2CrewCabin

part = mk2DockingPort

}

Bit of a mess isn't it?

So what happened and why?

What happened is that the 1.0.4 save was updated with any new stuff and changes to 1.0.5, so while the tanks are definitely in the right place as intended, they are also shown in the old node because that's what is in the persistent.sfs, it's a known issue but a minor one.

Why this happens is simple enough, to avoid breaking players saves nothing is removed, as it can have an adverse effect on existing vessels using these parts, but because they are in a new node you need to research them again, this is a really small inconvenience compared to having your craft deleted in flight.

Once you have researched the parts again feel free to edit them out of the old node, but do back up your save first.

Tech tree addons can cause the same issue, so their makers recommend you start a new career when using their changes.

As for a bugfix for this, sorry but it's extremely unlikely, as it's not worth the risk of breaking everyone's savefile just to tidy up a few errant and harmless entries in R&D.

I hope this helps to clear things up for you :)

Edited by sal_vager
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Hi sfhq.

The parts were moved in the tech tree for 1.0.5, if you start a new career and either unlock these nodes through normal play or via the debug menu (Alt+F12, then hold Alt for a while to unlock the funds/sci/rep buttons) you will find the Mk2 short liquid fuel tank only in the Supersonic Flight node, and the Mk2 long liquid fuel tank only in the High Altitude Flight node.

You can also check the L_long.cfg in GameData/Squad/Parts/FuelTank/mk2FuselageLong/ folder and the L_short.cfg in the GameData/Squad/Parts/FuelTank/mk2FuselageLong/ folder to see that these parts are listed in only one node each.

But, if you check a 1.0.4 version of KSP you will find that the Mk2 short liquid fuel tank is in the High Altitude Flight node, while the Mk2 long liquid fuel tank is in the Supersonic Flight node.

You'll also see the other short and long Mk2 tanks are swapped as well.

But what you have is a 1.0.4 career save imported into 1.0.5.

So lets look at this a bit more closely, first, we know that all our progress is in the persistent.sfs in the save folder for our game, so we'll take a look at a 1.0.4 career save file.

Tech

{

id = supersonicFlight

state = Available

cost = 160

part = nacelleBody

part = ramAirIntake

part = elevon2

part = elevon3

part = wingStrake

part = mk2Cockpit.Standard

part = adapterSize2-Size1

part = mk2SpacePlaneAdapter

part = mk2FuselageLongLFO

part = mk2Fuselage

part = mk2CargoBayL

}

Tech

{

id = highAltitudeFlight

state = Available

cost = 300

part = IntakeRadialLong

part = wingConnector5

part = delta.small

part = structuralWing3

part = mk2Cockpit.Inline

part = turboFanEngine

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2FuselageShortMono

part = smallHardpoint

}

As you can see, the long tanks are in Supersonic Flight, and the short tanks are in High Altitude Flight.

Tech

{

id = supersonicFlight

state = Available

cost = 160

part = wingStrake

part = structuralWing

part = mk2Cockpit.Standard

part = turboJet

part = mk2.1m.Bicoupler

part = mk2SpacePlaneAdapter

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2CargoBayS

}

Tech

{

id = highAltitudeFlight

state = Available

cost = 300

part = IntakeRadialLong

part = ramAirIntake

part = mk2Cockpit.Inline

part = adapterSize2-Mk2

part = mk2.1m.AdapterLong

part = mk2FuselageLongLFO

part = mk2Fuselage

part = mk2FuselageShortMono

part = MK1IntakeFuselage

part = structuralPylon

part = mk2CargoBayL

part = mk2CrewCabin

part = mk2DockingPort

}

This time the short tanks are in Supersonic Flight, and the long tanks are in High Altitude Flight.

{

id = supersonicFlight

state = Available

cost = 160

part = nacelleBody

part = ramAirIntake

part = elevon2

part = elevon3

part = wingStrake

part = mk2Cockpit.Standard

part = adapterSize2-Size1

part = mk2SpacePlaneAdapter

part = mk2FuselageLongLFO

part = mk2Fuselage

part = mk2CargoBayL

part = structuralWing

part = turboJet

part = mk2.1m.Bicoupler

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2CargoBayS

}

Tech

{

id = highAltitudeFlight

state = Available

cost = 300

part = IntakeRadialLong

part = wingConnector5

part = delta.small

part = structuralWing3

part = mk2Cockpit.Inline

part = turboFanEngine

part = mk2FuselageShortLFO

part = mk2FuselageShortLiquid

part = mk2FuselageShortMono

part = smallHardpoint

part = ramAirIntake

part = adapterSize2-Mk2

part = mk2.1m.AdapterLong

part = mk2FuselageLongLFO

part = mk2Fuselage

part = MK1IntakeFuselage

part = structuralPylon

part = mk2CargoBayL

part = mk2CrewCabin

part = mk2DockingPort

}

Bit of a mess isn't it?

So what happened and why?

What happened is that the 1.0.4 save was updated with any new stuff and changes to 1.0.5, so while the tanks are definitely in the right place as intended, they are also shown in the old node because that's what is in the persistent.sfs, it's a known issue but a minor one.

Why this happens is simple enough, to avoid breaking players saves nothing is removed, as it can have an adverse effect on existing vessels using these parts, but because they are in a new node you need to research them again, this is a really small inconvenience compared to having your craft deleted in flight.

Once you have researched the parts again feel free to edit them out of the old node, but do back up your save first.

Tech tree addons can cause the same issue, so their makers recommend you start a new career when using their changes.

As for a bugfix for this, sorry but it's extremely unlikely, as it's not worth the risk of breaking everyone's savefile just to tidy up a few errant and harmless entries in R&D.

I hope this helps to clear things up for you :)

Hi,

thanks for the explanation. I'm a KSP player, not a developer, so usually I do not care, WHAT is stored HOW in any file. I just want to play the way I used to.

So if an update can be harmful to an existing career game or cause unexpected game behavior, a warning notice would be nice, including possible issues that might occur.

One might wonder, why the tech tree has been edited at all, especially at the beginning or middle of the career ladder. I would expect changes to happen at the end (on the high-tech nodes) to improve the endgame gameplay, but not careless editing where it affects lots of players for such - in my personal opinion - minor, quite useless changes.

Just my 2 cents...

Mark

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