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KSP 1.1.3: Strange EVA Bug


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i have a strange bug in my carrer save since yesterday... i though it will work with a restart but it wont.

when i go EVA i can control the kerbal without problems. but when i go back into the ship, the kerbal is still seen outside the hatch and i dont have any gui for the ship. i cant see the staging on the leftside and the kerbals on the rightside... when i check the hatch with mouseover i can see that all 3 kerbals are inside it. so the kerbal which remains on the outside is a copy. i cant switch to this kerbal and cant control him... i also dont have really control about the vessel anymore. only when i seperate something manually than the gui returns....

see the screenshot. you can see the missing gui and that the kerbal is back in the vessel but still visible outside... this is in my main carrer save... i hope its not broken... i can post files from this save if needed.

anyone else with that problem? is there a workaround? i really wont loose my save and start again...

 

screenshot53.png

Edited by KingPhantom
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Moving to tech support for modded installs.  This is almost certainly being caused by a mod.  (I vaguely seem to recall reading somewhere recently about some mod that has a kerbal-cloning bug, but I can't for the life of me remember what the mod was.)

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sorry for wrong forum.

installed mods:

BoulderCo (for EVE)
EnvironmentalVisualEnhancements (for EVE)
KerbalEngineer
MechJeb2
PlanetShine
TriggerTech (KerbalAlarmClock)

+ some Flag Mods

installed today for testing. but problem is since yesterday.
KittopiaTech
Kopernicus
ModularFlightIntegrator

Edited by KingPhantom
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32 minutes ago, Snark said:

Moving to tech support for modded installs.  This is almost certainly being caused by a mod.  (I vaguely seem to recall reading somewhere recently about some mod that has a kerbal-cloning bug, but I can't for the life of me remember what the mod was.)

Actually I play stock and something similar happened to me. I just got into orbit, EVA'd for a minute to get a quick EVA report, then got back in my craft. I could control the craft with no probe core attached, but Jeb was still floating outside. He wasn't reported KIA and I couldn't switch to him using [ or ]. When I moved my cursor over him I couldn't select him, and If I zoomed out or used map view, he was a trackable entity. I reverted in case this bug would somehow result in his demise.

 

Hasn't happened since.

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that is exaclty what i have. i had it once in a rescue mission and didnt get it until the mission was over. the rescued kerbal floated over kerbins atmosphere as a trackable entity. later as i saw that i first tought i forgot her in the orbit. but she was in the astronaut complex and ready for a mission. when i selected the kerbal in the tracking station i was kraken'd and exlode in a dustcloud... ¯\_(ツ)_/¯

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Just want to say I do not have the EVA bug but use some of the same mods.
I hope this might help tracking down what mod could be the problem.

BoulderCo (for EVE)
EnvironmentalVisualEnhancements (for EVE)
KerbalEngineer
MechJeb2
PlanetShine
TriggerTech (KerbalAlarmClock)

Ps. Regarding the kerbal "duplicating" problem, I had this bug in 1.1.1 i think.. Typical when I reach duna my ship would dublicate itself and also result in not being able to control the ship.
I cannot remember what the problem was back then.


( my mods )

- I know some of the above is not listed but I also have

( boulderco, enviromentalvisualenhancments(eve), kerbalism   )

KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10  (10.0.0) 64bit
Toolbar - 1.7.12
AtmosphereAutopilot - 1.5.6
Chatterer - 0.9.90.1289
Community Resource Pack - 0.5.4
Kerabl Optical Alignment System - 1.0.3
RasterPropMonitor - 0.27
Kerbal Attachment System - 0.5.9
Kerbal Engineer Redux - 1.1.1
Kerbal Inventory System - 1.2.12
KSP-AVC Plugin - 1.1.6.1
Docking Port Alignment Indicator - 6.4
Final Frontier - 1.0.10.2467
SCANsat - 1.1.6.3
Kerbal Alarm Clock - 3.7.1    ( triggertech + flags )
module manager 2.5.25

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i think i have to test it withoud mods.... but i worked without problems before? is the save-size a problem? im in the 30th year (ingame) and a s***-load of probes, stations and rovers out there....

i'm near to unlock the complete techtree so i'm worried about the save :(.

 

i will remove all mods except mechjeb. i use this on every craft  (the maneuver creation and fine tuning is helpfull after 500+ hours in the game).

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tried it without mods. nothing changes. the eva duplicate the kerbal and i cant control the vessel....

in new created saves it works without problems... so i have to work on the persistent.sfs...

i need som serious help here :( i don't know what to do now...

my persistent.sfs: http://www.omfg.ch/ksp/persistent.sfs

 

thx, if someone has an idea.

Edited by KingPhantom
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On 21.7.2016 at 2:35 PM, KingPhantom said:

started a new save as test... it's working perfectly...

 

is it possible that the amount of debris can have an effect on EVA?

aaaaaaaaand it's back! also in the new safe... no debris. just my vessel...

 

i have to remove all mods. can i remove mechjeb when i used it on every craft? or will this corrupt my save?

 

 

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i tried to remove all the mods... i crashed one save (but got backups of it). error occurs... also when i still use the mods i used 1 year ago... (just removed the new ones).

 

can someone explain this: also with no mods this list is everytime generated when i load the save (with old mods and stuff in it). ther are errors visible i made 2 or 3 years ago...

LoaderInfo
    {
        KerbalEngineer v1.1.1.0 = True
        KerbalEngineer.Unity v1.0.0.0 = True
        MiniAVC v1.0.3.2 = True
        MechJeb2 v2.5.1.0 / v / v2.5.8.0 = True
        KerbalAlarmClock v3.7.1.0 = True
        bounce v1.0.0.0 = True
        ESAFlags = True
        GSFlags = True
        KerbalEngineer = True
        MechJeb2 = True
        TriggerTech = True
        WorldCup2014 = True
        GSCheaterMod.zip = False
        GSFlags.zip = False
        GSScience.zip = False
        Kerbaltek.rar = False
        MechJeb2-2.3.1.0-338.zip = False
        ModuleManager.2.6.25 v2.6.25.0 = False
        Atmosphere v1.5.5977.42514 / v1.0.0.0 = False
        CelestialShadows v1.5.5977.42514 / v1.0.0.0 = False
        CityLights v1.5.5977.42514 / v1.0.0.0 = False
        EVEManager v1.5.5977.42513 / v1.0.0.0 = False
        PQSManager v1.5.5977.42513 / v1.0.0.0 = False
        ShaderLoader v1.5.5977.42513 / v1.0.0.0 = False
        Terrain v1.5.5977.42514 / v1.0.0.0 = False
        TextureConfig v1.5.5977.42514 / v1.0.0.0 = False
        Utils v1.5.5977.42513 / v1.0.0.0 = False
        _BuildManager v1.5.5977.42514 / v1.0.0.0 = False
        Kopernicus.OnDemand v1.0.0.0 = False
        ModularFlightIntegrator v1.0.0.0 / v1.1.5.0 = False
        Kopernicus.Components v1.0.0.0 = False
        Kopernicus v1.0.0.0 = False
        KittopiaTech v1.0.5992.30358 = False
        MiniAVC v1.0.3.0 = False
        PlanetShine v1.0.5938.30099 = False
        BoulderCo = False
        EnvironmentalVisualEnhancements = False
        KittopiaTech = False
        Kopernicus = False
        ModularFlightIntegrator = False
        PlanetShine = False
        ModuleManager.2.6.25.dll = False
        ModuleManager.ConfigCache = False
        ModuleManager.ConfigSHA = False
        ModuleManager.Physics = False
        ModuleManager.TechTree = False
        ModuleManagerLicense.md = False
        MechJeb2 v2.5.1.0 / v / v2.5.7.0 = False
        KerbalAlarmClock v3.6.3.0 = False
        Kerbaltek = False
        KronalUtils = False
    }

 

How can i avoid the generation of this? and how can i remove a mod properly that it doesnt show in this list again?

Edited by KingPhantom
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same now in 32bit... unplayable this way...

 

i dont use that many mods and all except mechjeb are graphical... no gamechangers...

 

it seems to be a 1.1.3. bug in the stock game... hope they fix it fast. its not funny to play that way. i'm sweating before every EVA... and *bäääm* Jeb is uncontrollable and can't go back to the vessel... everything lost.

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  • 1 month later...

Hey guys,

I just started playing KSP last week and I am just now doing my first mun flyby and I seem to be having the same problem. I took along a scientist to reset experiments, but when he returns to the command module I can still see him floating around outside, don't see a proper UI and can't send him out again, since the hatch is obstructed (even after shaking the ghost Kerbal loose). I have never installed any mod so far and use the steam x64 version of KSP.

Is there any fix for this problem so far?

Regards,

 

 

Marvin

 

--edit--

I found a bugfix. If I save the game and quickload again, I can do this until the bug stops appearing. Also transferring crew to another part of the ship and back seems to increase the chances of the bug not occuring. Just need to remember to quicksave before every spacewalk... :)

Edited by Marvin2k
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