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Cross Platform Issues Thread


Question

Frequently Asked Problems with KSP (v090.0.705)

UPDATES:

- 1 Jan 15: Updated for v0.90.0.705

- 12 Oct: Reorganized and updated for v0.25.0.642


KSP Known Issues and Self Help Thread

As an early access game, KSP relies heavily on the users to find and report bugs. If you find a bug, please check and see if it's already known. This thread contains bugs that generally affect all operating systems, and are specific to KSP. If your bug is not known, then check the bug reporting guidelines to give us the most useful information possible.

Known Issues and Self Help

Bug Reporting Guidelines

This thread contains questions that have come up several times, so hopefully this will help people out (many have fixes). This thread has information that is cross compatible between operating systems, but there might still be a few that are windows specific. After you check this thread, the Known Issues and Self Help thread above will link you back to Win 64-bit, Linux, and Mac specific threads.

Please, always make backup copies of save files (or any files) before you edit them or update KSP.

UPDATE KSP!

First, make sure you’ve updated to the most recent patch (refer to the title for the most recent version). You can tell which version you have by looking in the bottom right corner of the main menu screen or by checking the "buildID.txt" file in your KSP installation directory.

ChangeLog:

=================================== v0.90.0 Beta =======================================================

New:

Editor Overhaul (Gizmos):

* Added Offset and Rotation Gizmos to Editor ([2] and [3] keys)

* Added Re-root tool to Editor ([4] key)

* Gizmo coordinate system can be toggled between Absolute and Local with the [F] key.

* Rotation and Offset gizmos can also snap to angles and to a 3D grid.

* Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame.

* Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo)

* WSADQE keys still work to rotate in 90° or 5° (Shift) increments, and are now more consistent with pitch, yaw and roll rotations.

Editor Overhaul (Parts List):

* Fully overhauled Parts List UI.

* Added Filters system to allow new methods to find parts, apart from the existing category tabs.

* Existing categories overhauled into 'By Function' Filter.

* Split Propulsion category into Engines and Fuel Tanks.

* Added 'By Resource' Part Filter: Lists parts based on resources they contain/use

* Added 'By Manufacturer' Filter: Lists parts based on their manufacturers

* Added 'By Module' Filter: Lists parts based on the modules (functionalities) they implement.

* Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on the Tech Tree.

* Custom Filters (and subcategories) can also be created and edited for user-made collections of parts.

* The Parts list can now be sorted based on several criteria (to organize displayed parts after filtering).

* Added Sorting by Size to parts list

* Added Sorting by Cost to parts list

* Added Sorting by Mass to parts list

* Added Sorting by Name to parts list (default)

* Subassemblies can also be sorted and arranged into custom categories.

Editor Overhaul (General):

* The VAB and SPH are now based on a single scene.

* Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game.

* Most editor Keyboard inputs are now remappable.

* All Craft files can now be cross-loaded in the VAB and SPH.

* Crew assignment is now fully persistent during construction, including detached parts.

* Vastly improved placement logic for angle-snapped parts.

* Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the [R] Key

* Radial Symmetry coordinate frame can also be toggled with [F] key.

Upgradeable Space Center Facilities:

* All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities).

* Added new models for KSC facilities at each level.

* KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately.

* Upgrading Facilities costs Funds, lots of Funds.

* Repair Cost of destroyed structures varies depending on facility level. (Higher-Level Facilities are more expensive to repair)

KSC Facility Upgrade Effects:

* Vehicle Assembly Building / Spaceplane Hangar:

- Increase part count limit

- Unlock Basic and Custom Action groups

* Launchpad / Runway:

- Increase Mass Limit for launched vessels

- Increase Size Limit for launched vessels

* Tracking Station:

- Unlock Patched Conics in Map View

- Unlock Unowned Object Tracking

* Astronaut Complex:

- Unlock EVAs off of Kerbin's surface.

- Increase Active Crew Limit

- Unlock Flag-Planting during EVA

* Administration:

- Increase Active Strategy Limit

- Increase Strategy Commitment Limit

* Research And Development:

- Increase Max Science Cost Limit

- Unlock part-to-part Fuel Transfer

- Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex)

* Mission Control:

- Increase Max Active Contract Limit

- Unlock Flight Planning (Requires Patched Conics in Tracking Station)

Space Center (General):

* All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible).

* Hold Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels.

* Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats.

* Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level.

* Space Center ground sections and Crawlerway change levels based on level of neighboring facilities.

* The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures.

Facility Interiors:

* Editor scenery now loads independently of the editor scene.

* Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH)

* The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside.

* Interior Scenery loads based on current editor Facility and Facility Level.

* Added new 3D interior scenery for Level 1 and 2 VAB

* Added new 3D interior scenery for Level 1 and 2 SPH

* Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI

* Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab)

* Added new 2D interior backdrops for Level 1 and 2 Mission Control UI

* Added new 2D interior backdrops for Level 1 and 2 Administration UI

Parts (Mk3 Spaceplane Set):

* Added 15 new 'Mk3' parts:

- Mk3 Cockpit (IVA is blank atm)

- 3 Mk3 Rocket Fuel Tanks (2.5m, 5m, 10m versions)

- 3 Mk3 Liquid Fuel Tanks (2.5m, 5m, 10m versions)

- Mk3 MonoProp Tank

- Mk3 Crew Tank (holds 16 Kerbals, IVA is blank)

- Mk3 - Mk2 Adapter

- Mk3 - 1.25m Adapter

- Mk3 - 2.5m Adapter (slanted)

- 1.25m to Mk2 Adapter

- 1.25m to 2.5m Adapter

- 1.25m to 2.5m Adapter (slanted)

- 3.75m to Mk3 Adapter

- Mk3 Cargo Bay Long

- Mk3 Cargo Bay Medium

- Mk3 Cargo Bay Short

* Old Mk3 cockpit, fuselage and adapter removed.

Parts (General):

* Struts and Fuel Lines now use a common base system called CompoundPart.

* New CompoundPartModule base class added to provide functionality for parts based on CompoundPart.

* Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting between both ends of a CompoundPart.

* Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart

* Added CModuleFuelLine, creates a fuel re-routing between both ends of a CompoundPart.

* LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert Steering' when inverted.

* Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out options will push/pull from all other selected parts evenly)

Kerbals:

* Kerbals now have Skills they can develop.

* Kerbals now gain experience after returning from missions.

* Kerbal Experience is needed to level up crew skills.

* Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab).

* Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes.

* Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard.

* Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing).

SAS Overhaul:

* SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available.

* Level 0 pilots and basic probes provide basic SAS functionality (kill rotation)

* Higher level pilots and more advanced probes provide new Autopilot Functions.

* Added new Autopilot System featuring 8 modes:

- Stability Assist (Basic SAS)

- Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors.

- Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors.

- Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target.

- Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector.

* AP modes respect the current reference frame on the navball (surface, orbit or target).

* Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level.

* Removed ModuleSAS from all parts except probe cores.

* Tweaked the R&D tech tree progression for all probe cores.

* Tweaked costs and descriptions for all probe cores.

* Probe cores set up with progressing levels of SAS service.

New Contracts (Fine Print Mod by Arsonide):

* Added asteroid redirection contracts.

* Added surface outpost construction contracts.

* Added orbital station construction contracts.

* Added satellite deployment contracts.

* Added survey contracts at specified locations on the map.

* Fine Print contracts revised and overhauled with new graphics and to follow Career progression.

* Fine Print contracts unlock based on KSC Facility level when applicable.

* Existing contracts also revised to better follow progression of KSC facilities.

* Existing and new contracts revised to be configurable.

New Biomes:

* Added new Biome Maps to all celestial bodies.

* Over a hundred new biomes available in total.

* Added cheat menu option to visualize biomes in map view.

Misc:

* Added a one-page 'Welcome Intro' tutorial module to all newly-started games.

* Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to.

* Added new Tooltips for several UI controls in the Editor, R&D, Flight and many other areas.

* Added new ESA flags.

* Improved some of the Loading Screen images.

* Added new Craft Stats app to Editor toolbar, to display ship information like part count, total mass and size.

* Craft Stats app icon will turn orange if any limit is exceeded for the current editor facility level.

* Added new sound fx for gizmos and re-root in editors.

* Added new destruction FX for all new facility models.

* Added EditorBounds system to define part spawn point, construction boundaries, camera starting position and bounds for each editor interior.

Bug Fixes and Tweaks:

* KSPScenario 'Remove' creation options now work.

* Added new PreSAS and PostSAS callbacks to vessel API.

* Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can.

* Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway)

* Fixed several issues with destructible building persistence.

* KSC grounds grass shader now uses worldspace UV coords for consistent tiling.

* KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain.

* Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales.

* Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors.

* Tweaked sideslip factor in landing gear (was much too strong).

* Increased Mk55 Engine's ISP and gimbal range.

* Fixed an issue with part rotation and placement using Mirror symmetry.

* Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry.

* Re-saved all stock craft so they are fully compatible with this version.

* Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data.

* Crew auto-hire will respect Astronaut Complex crew limit.

UPDATE MODS!

If you are using mods, make absolutely sure they are all up to date. Several reported problems have also been fixed by completely reinstalling the game and mods. Don’t just copy the new mod into your existing game, but actually download and unzip a fresh copy of KSP, install the updated mods, then copy over your save games.

Please visit the Modded Support Forum for a compatibility list of mods for KSP as well as help in troubleshooting your modded install. If you’re having a problem with a mod (and you know it’s a specific mod), you’ll probably get the quickest response by posting to the mod’s specific thread.

STOCK BUG FIX ADD-ONS

I've also started a series of small, stand alone add-ons that address some of these bugs. My goal is to keep them fully stock compatible and as non-intrusive as possible. You can check here to see which bugs have add-on fixes.


NEW ISSUES FOR 0.90:

Here is a list of links to the current issues that are being reported for v0.90.0.

[New in 0.90] [0.90] Career Pilots Use Excessive Electricity / RCS When Piloting – [NO FIX]

[New in 0.90] [0.90] Tier 2 "Sticky" Launch Pad – [PARTIAL FIX / ADD-ON FIX]

[New in 0.90] [0.90] KSC Buildings Lock Up / Can't Click on Anything / Firing Kerbal Crashes Game – [PARTIAL FIX / ADD-ON FIX]

[New in 0.90] [0.90] Graphics Glitching / KSC Floating on the Ocean (Generally Windows Specific) – [FIX]

More information is listed below.


ISSUES / FIXES:

Issues that are confirmed still present in a specific version are annotated with [0.XX]. Issues are carried forward or moved to the "Fixed" section as they are confirmed.

[New in 0.90] [0.90] Career Pilots Use Excessive Electricity / RCS When Piloting – [NO FIX]

The new pilot controls (prograde, retrograde, radial, etc...) seem to use excessive electricity and RCS, especially with smaller ships. There is currently no fix for this.

[0.90] Timewarp or switching Claw ships makes them exploding and/or infinite accelerate – [NO FIX]

It’s unclear what is causing this problem. Ships with the claw, especially when clawed to something, sometimes experience spontaneous explosions or bizarre bending when using time warp. The devs are aware and are working on it, but there is currently no short term solution to this.

Be very cautious about quicksaving when this is happening. It has corrupted save games. If you’re planning a lot of claw missions, I recommend periodically making back up copies your quicksave.sfs and persistent.sfs.

[0.90] Docking ships (or claw) causes frozen orbits or target velocity to go crazy – [NO FIX]

Unfortunately, like the timewarp exploding ships, the devs are aware but there is currently no short term solution.

With this bug alone (not accompanied by the timewarp problems), it seems reloading sometimes helps. Again, keep extra copies of your save files.

[New in 0.90] [0.90] Tier 2 "Sticky" Launch Pad – [PARTIAL FIX / ADD-ON FIX]

This bug only strikes the Tier 2 launch pad with certain (mostly 30 ton+) rockets.

I have also created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules

If add-ons aren't your thing, keep reading below.

Fixes to Avoid are basically to lift the engines up off the launch pad.

- Use launch clamps to hold the ship up a little.

- Put cubic struts or modular girders, or launch legs on the ship to hold it slightly off the pad.

- Offset your rocket to the west side of the launch pad (by moving it away from the doors in the VAB pre-launch)

[0.90] Kerbals drifting up ladder, or ejecting at high velocity during EVA – [NO FIX / ADD-ON PARTIAL FIX]

This bug causes kerbals to sometimes eject from capsules when going EVA. (

Originally reported here.)

There is no stock solution to this, other than building cages like frames around your kerbal or manually recovering them with the EVA pack.

However, I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules

[New in 0.90] [0.90] KSC Buildings Lock Up / Can't Click on Anything / Firing Kerbal Crashes Game – [PARTIAL FIX / ADD-ON FIX]

This bug typically shows up by locking out either the main KSC screen, or by locking up when trying to exit one of the buildings. The screen freezes but with multiple pieces of the GUI merged together. The but itself is actually caused by firing/killing kerbals who have either logged an achievement, or who were rescued as part of a contract. And now that 0.90 comes with hiring a limited number of kerbals, they seem to get fired more often.

Once this bug happens, the save will be broken. However, you can fix it with some editing. Check this thread for details.

I have also created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules You can use this fix to prevent this from happening in the future, but you will still need to manually fix your save file.

[0.90] Can't Save / Load / Revert / Return to Space Center – [PARTIAL FIX]

This bug often seems related to a problem that 0.23.5 has with separating more than one manned pod at a time.

If you run into this bug, be extremely careful about quicksaving (if it lets you). It may corrupt your save game.

Partial Fix:

- The partial fix for this is more preventive. If you run into this problem, or need to separate more than one capsule, you need to do it one at a time.

Game Pauses or Won’t Load when Minimized – [PARTIAL FIX]

Yes, in KSP 0.23.5 the game will now pause when minimized, if you are playing full screen. Fortunately you can get around this by running the game in windowed mode. Windowed mode seems to be having its own problems at the moment, so if you want your game to look full screen without the pausing, try the fix below.

- Run in frameless window (fake full screen) mode. Create a shortcut to KSP.exe and add the command flag “-popupwindow†The shortcut line should look something like “C:\Games\KSP Install\KSP.exe -popupwindowâ€Â

Game crashes during scene change (on Revert, Launch, etc) or some of the graphics (buttons/text) are glitched – [PARTIAL FIX]

This seems to be related to graphics settings and causes crashes when the game is switching scenes. I don’t think the cause is tracked down yet, but is sometimes linked to the resolution being set to max.

I suffered a lot from this problem till I figured out that it is related to running at maximum resolution in windowed mode. This was not a problem for me in v0.23.0, but the following fixes have made this issue go away completely.

Possible fixes:

- Try running in full screen mode.

- Reduce resolution away from max.

- Run in frameless window (fake full screen) mode. Create a shortcut to KSP.exe and add the command flag “-popupwindow†The shortcut line should look something like “C:\Games\KSP Install\KSP.exe -popupwindowâ€Â

Also, try reducing the texture quality down to Half or less. If you can't get to the main menu of KSP, edit the settings.cfg file with a plain text editor and look for the "TEXTURE_QALITY" line. Make it say "TEXTURE_QUALITY = 1". Restart KSP.

[0.90] Dock / Undocking Bugs – [PARTIAL FIX]

KSP has suffered from docking and undocking problems for a while now. There is a previous thread that outlines a fix, but seems to not fix all of the problems with docking issues in v0.23.5. I think I have figured out a new method which will hopefully work on the more stubborn undocking problems in v0.23.5. I've still seen complaints about docking ports in 0.90.

http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5

[0.90] Parachute disappears during quickload (aka Tiny Chute) – [PARTIAL FIX / ADD-ON FIX]

Quicksave / Quickload causes semi-deployed and deployed chute to disappear or shrink.

This "bug" was reported right after the release of v0.23.5, and is possibly an "Easter Egg." However, upon quickload the miniature chute is no longer able to slow down a craft (often resulting in destruction). If the chute is semi-deployed, it will still fully inflate at the deploy altitude (which may or may not result in structural failure). This is still around in v0.25.

UPDATE: I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules

If add-ons aren't your thing, keep reading below...

Thanks again goes to Kasuha for posting this fix:

1) Open your quicksave.sfs and locate the "broken" parachutes.

2) You will need to assign a lower state to all of the parachutes. In particular, look for this part:


MODULE
{
name = ModuleParachute
isEnabled = True
[COLOR="#FF0000"]persistentState = SEMIDEPLOYED (or my say DEPLOYED)[/COLOR]

3) Replace SEMIDEPLOYED or DEPLOYED with ACTIVE. So it should look like "persistentState = ACTIVE".

4) Save the file and quickload. The chute will normally deploy after you quickload.

Unfortunately you need to do this fix every time you happen to make such quicksave and need to use it.

[0.90] Radial Decouplers Not Decoupling Correctly (parts collide) – [PARTIAL FIX / ADD-ON FIX]

v0.24.2 fixed some issues that stack decouplers were having in v0.24. Unfortunately, the radial decouplers were broken in the process. Typically rockets suffering from this problem end up with boosters that turn in toward the rocket when decoupled, causing collisions with the core stages.

UPDATE: I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules

If add-ons aren't your thing, keep reading below...

FIXES:

- For new rocket designs, design with the collision risk in mind. Add separatrons or make the entire stage fall away (as opposed to radial boosters).

- Try Targa's fix (originally posted here). I've copied Targa's fix below.

Navigate to your Kerbal Space Program\GameData\Squad\Parts\Utility folder. Locate the .cfg files in the following three folders: radialDecoupler, radialDecoupler1-2, and radialDecoupler2. Open them with Notepad or another text editor and change the code at the bottom to look like this:

Original Code


{
name = ModuleAnchoredDecoupler
anchorName = anchor
ejectionForce = 250
explosiveNodeID = srf
}
MODULE

Since we've identified the issue lies in the use of the ModuleAnchoredDecoupler script, we'll use the ModuleDecouple script instead in order to achieve the desired results. Like so:

Replacement Code


MODULE
{
name = ModuleDecouple
ejectionForce = 650
explosiveNodeID = srf
}

The Radial Decouplers should now work perfectly. You may need/want to use Sepratrons in some cases. You can also adjust the ejectionForce lower if 650 is proving too much.

If the new code is not to your liking, you can switch to the alternate code of:


MODULE
{
name = ModuleDecouple
isOmniDecoupler = true
ejectionForce = 250
}

This works well for ejecting the part, but the decoupler itself will simply detach from your rocket and fall straight down, possibly hitting things (although not necessarily doing any damage).

[New in 0.90] [0.90] Graphics Glitching / KSC Floating on the Ocean (Generally Windows Specific) – [FIX]

v0.90 introduced some new highlighting effects. This seems to cause problems, especially when forcing OpenGL. Additionally, some small Unity Engine updates monkeyed a bit with OpenGL. As such, some users are experiences excessive graphics problems.

Fixes:

- Turn off PPFX Highlighting and/or Anti-Aliasing

- Stop forcing OpenGL

[0.90] Duplicate Parts or Space Planes Reverting to Old Parts On Launch – [FIX]

When launching a space plane, the wings / control surfaces revert to "old style" parts. Or possibly duplicate wings / control surfaces are showing up in the VAB/SPH.

This is caused by using the patcher or steam to update from v0.24 to version 0.90.

To Fix, it's generally easiest to backup your save games, delete KSP, and reinstall a fresh copy. You will need to restart KSP.

[0.90] Controlling all craft within physics range (also applies to kerbals) – [FIX]

With two craft in physics range, controlling one craft causes the other craft to also move. This also applies to controlling a kerbal on EVA who is near another craft.

The fix works immediately. No need to quicksave/reload/restart.

- Switch to each craft in range (using [ or ] ) and zero out the trim setting (ALT-X)

More details about this bug here.

[0.90] Frozen or stuck Kerbals on EVA – [FIX / ADD-ON FIX]

If your little guys get stuck or frozen in a “T†position with their arms out, or are stuck motionless on an external command seat, you’re in luck because there’s a fix. This particular bug occurs when a kerbal is broken free from an external command seat when crashing (the kerbal strikes the ground and is broken loose).

- There was a bug pre-0.23.5.464. If your save is from before that, updating will fix most of the problem. Although updating will likely break your save.

- If updating doesn’t unfreeze them, check this thread on how to edit your save file. It still works in 0.90

UPDATE: I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules

If add-ons aren't your thing, keep reading below...

http://forum.kerbalspaceprogram.com/threads/75586-Master-Thread-Unresponsive-Kerbals-in-EVA

[0.25] Game won’t start, but I can hear music in the background. (Game starts as a background process) – [FIX]

This results from starting the game using “Launcher.exe†The devs are aware of this and are working on it.

In the meantime, you can choose one of these two options:

- Launch the game directly using KSP.exe (or create a shortcut to KSP.exe) – Easiest fix

- Start the game in window mode, then switch to full screen after it loads (ALT-Enter)

Phantom throttle changes when switching docking mode (and you ever had a joystick installed) – [FIX]

Sometimes when you exit docking mode back to staging mode, the throttle will reset itself to something other than 0%.

For some reason (maybe Unity update?) the game will now grab old joystick values, even if it isn't installed anymore.

You can do one of two things:

- Delete settings.cfg and let the game create a clean one (this will delete all of your graphics settings and keybindings).

- Edit the settings.cfg manually using the information below.

What it might say (from settings.cfg):


AXIS_PITCH
{
name = Logitech Freedom 2.4 Axis 1
id = joy0.1
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_ROLL
{
name = Logitech Freedom 2.4 Axis 2
id = joy0.2
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_YAW
{
name = Logitech Freedom 2.4 Axis 0
id = joy0.0
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE
{
name = Logitech Freedom 2.4 Axis 3
id = joy0.3
inv = True
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE_INC
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}

What it should say (clean install, no joystick):


AXIS_PITCH
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_ROLL
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_YAW
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}




Fixed Previous Issues

[0.24] Not recovering funds for debris without capsule/probe core – [FIXED]

When recovering debris or other pieces without controlling parts (capsule or probe core), the FUNDS window does not come up. However, if you look at FUNDS before and after recovery, you will actually receive the funds for this. The bug is actually that the window itself isn't coming up.

So no fix is actually required, just a bit of faith. :)

Please note: Debris cleaned up automatically around KSP does NOT refund funds. So please be aware that if parts are auto-recovered, you will not get money back.

[0.24.2] Large Decoupler (TR-38-D) causes crash when staging (linux/mac) or parts of the ship to follow around (windows) – [FIXED]

The bug that caused this issue should be fixed. However, the decoupler still has a "PhysicsSignificance = 1". I left the instructions here in case you want to change the part to not be "massless" in flight. Or in case the problem show up somewhere else.

1) With a text editor (such as notepad) open up the part.cfg file for the TR-38-D. It should be located in KSP\GameData\NASAmission\Parts\Size3Decoupler\part.cfg

2) Find the line that says “PhysicsSignificance = 1†and change it to “PhysicsSignificance = 0â€Â

3) Save the file and restart KSP.

[0.24.2] Can't Right-Click (non Win 64-bit) [FIXED]

All versions of 0.24.1.557 suffered a bug where right-clicking on ships did not work. This has been fixed in the 0.24.2.559 hotfix.

Harvester's post about the hotfix.

[0.24.2] Ships engines are broken / Thrust Limiter drops to zero.[FIXED]

If your ship's engines seem to suddenly stop working, the thrust limiter may have been bugged to zero. Everything will look normal (fuel, air, throttle, etc...) but there will be no thrust. There was a bug in 0.24.1 that caused the thrust limiter to set to zero. This has been fixed in the 0.24.2.559 hotfix.

[0.24.2] Throttle suddenly cuts to 0% and SAS turns off when approaching another ship – [FIXED]

If you are flying a craft and approach another landed craft, the one you are piloting will assume the other craft's throttle, RCS, & SAS setting. This can be problematic for landing and docking operations. This is no longer a problem with the 0.24.2.559 hotfix.

[0.25] Camera strange / locked KSC view after exiting VAB – [FIXED]

This bug is fixed in 0.25.

This bug happens if you click through the staging list (see pictures).

FIXES:

- Enter the SPH from this view. Place a Mk1 Command Pod and launch it. Press ESCAPE and exit back to the space center. (Credit for this fix goes to Xacktar)

- Restart the game

I haven't found a way to unlock the view after this has happened. However, you can avoid it by scrolling the staging list out of the way before clicking on the exit button. If it has already happened, you can exit to the main menu by right-clicking the EXIT button in the lower right, then exiting via the popup menu.

Restarting KSP is required.

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[0.25] Resolution settings missing from the Settings Graphics options – [FIXED]

In the 0.24 release, some of the resolution options previously accessible sometimes disappears. I don't know if this is due to a Unity update or something else.

FIXES:

- Go to the video driver's control panel and set up a custom resolution. NVIDIA and ATI allow you to set this up. I'm not sure about others.

- Manually edit the settings.cfg file. Look for the settings "SCREEN_RESOLUTION_WIDTH" and "SCREEN_RESOLUTION_HEIGHT" and set to the desired resolutions.

SPH or VAB freezes when launching – [FIX]

Sometimes the ship folders don't get created or are deleted for some reason. This will cause the game to hang, but usually only temporarily. Make sure you have the following folders.

".../KSP/Ships/VAB"

".../KSP/Ships/SPH"

".../KSP/Saves/Your_Save_Name/Ships/VAB"

".../KSP/Saves/Your_Save_Name/Ships/SPH"

Also, make sure all your KSP folders are not "read only." For some reason, they sometimes get set that way. In which case, the game can also freeze up.

[0.25] Launch Pad / Runway Explodes with Large Vessels – [FIXED]

There was a bug that caused the launch pad or runway to explode at physics onset. This has been fixed in 0.90.


Performance Tweaks

I'm starting a compilation of posts/threads that contain various performance tweaks. I haven't been able to test or verify any of these, but I'm providing them as a possible means to improve game performance.

The Ballad of x86: Tips for 32-bit users to save RAM and make KSP (more) playable

custume's 32-bit and 64-bit processor tweaks

Edited by Claw
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Good thread.

For the "crash during scene change" problem: The crash occurs because the game consumes additional memory every time you revert a craft, and never frees it. For me, it's about 50 to 100 meg.

The partial fix works because those changes reduce the base memory footprint, giving you more reverts before you run out of memory to grow into. Removing all mods will further reduce the base footprint, allowing even more reverts before crashing. But the bug itself isn't to do with graphics settings, it's to do with the "revert" function (tested extensively).

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