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Claw

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Everything posted by Claw

  1. Yeah, the bouyancy can be a bit goofy. I don't recall squad announcing a bouyancy revamp for 1.0, just the aero update. So you are probably okay. Cheers, -Claw
  2. This is a known problem with KSP/Unity interface. I personally don't know in which part the problem lies, but my understanding is that Unity processes raw inputs regardless of joystick calibration. So support for joystick throttles seems to be hit and miss. Cheers, ~Claw
  3. Well, if you tried most of the other things, I would say double check your settings.cfg file and set the TEXTURE_QUALITY line to TEXTURE_QUALITY = 3 If that doesn't work for you, I have had luck with loading KSP onto a low end laptop by first culling out some of the parts. I removed about half the parts and loaded the game. Then moved in the other half of the parts and ran it again. I think there's something with the way .NET compiles things the first time you run it. Also, try to make absolutely certain that you have as many as possible of the background process and programs closed. If you want to get fancy, do some googling on how to use MSCONFIG to modify the programs that are allowed to run during system startup. (Generally speaking, leave all the Microsoft ones running, and anything essential for your computer such as video drivers.) Welcome to the forums! Cheers, ~Claw
  4. Not to be a nag, but we really need some sort of reproduction steps for this. I play nearly stock (MJ and KAC) and I've not had this problem. Is there something specific in your setup that you're doing? I see a few mods in there, which could be interfering with the way the game saves offsets (since it does some funny math when saving offsets). Cheers, ~Claw
  5. Are you running any mods? There are a few that can cause this behavior. It would also help if you could upload a log file called output_log.txt in your KSPData directory. Cheers, -Claw
  6. The game autosaves as has been described. Basically any time the game is advancing time (at the KSC screen, in-flight, in the tracking station, etc...) the game may do one of its periodic saves (you can specify the periodic save interval). It is possible to exit in the middle of this save and corrupt it. However, places where time doesn't advance (i.e. in the editors, main menu, ...) it is generally safe to ALT+F4 out. I often exit from the editor and haven't had a problem. Cheers, -Claw
  7. Looks like you are now running out of memory right at the main menu. This can usually be fixed by changing your texture quality. Edit the settings.cfg fileiin the root KSP folder using a plain text editor (like notepad). Search for "TEXTURE_QUALITY" and make it say TEXTURE_QUALITY = 1 (or even 2 or 3). See if that helps. Cheers, -Claw
  8. Undo can be a bit finicky (i.e. prone to bugs). Did you try restarting KSP? If so, we'll need your output_log.txt from the KSPData folder. You can post it somewhere and post the link here. That might help us figure out what is going on. Cheers, -Claw
  9. Hopefully it will be fixed soon. Also, I forgot to say welcome to the forums! Cheers, -Claw
  10. I just wrote a new one, and it should disable highlighting on all vessels. Direct download to just the mod: https://github.com/ClawKSP/HighlighterOff/releases/download/v01.00/HighlighterOff.zip And the obligatory source repository: https://github.com/ClawKSP/HighlighterOff/releases License is included in the download. Cheers, ~Claw
  11. Here you are Avera9eJoe. I just wrote a new one, and it should disable highlighting on all vessels. Direct download to just the mod: https://github.com/ClawKSP/HighlighterOff/releases/download/v01.00/HighlighterOff.zip And the obligatory source repository: https://github.com/ClawKSP/HighlighterOff/releases License is included in the download. Cheers, ~Claw
  12. This is a known bug. Engines mounted in front of the CoM do not gimbal the correct direction. Cheers, -Claw
  13. All the parts are in a folder called GameData/Squad. They are not in the first Parts folder that you see. (They used to be there, but moved locations a long time ago.) It's possible you started a career game, where nearly all parts are unavailable. If possible, posting the output_log.txt file from the KSPdata folder would help us figure out what else is going on. No worries about your reply time. Good luch in school. Cheers, -Claw
  14. Are you referring to something like a "First Person" view while on EVA?
  15. If you used my utility, I'd be interested to know how well it worked for you, and if it caused any issues. Glad you got your ship back. Cheers, -Claw
  16. Not to undermine Roscoe's thread (because his thread helped me create the updated thread), but here's a bit newer / more detail in this thread: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 It takes a bit of poking around, but once you figure out the part numbers it's pretty straight forward to fix. As TheXRuler said, keep a backup. Cheers, ~Claw
  17. Well, so this error below isn't a surprise: NullReferenceException: Object reference not set to an instance of an object at Contracts.Contract.Save (.ConfigNode node) [0x00000] in <filename unknown>:0 Which basically means one of your contracts is referencing something that doesn't exist. This is the kind of error that causes the bug in this thread (so that part is confirmed). When it's a contract, it's usually related to a Part Test contract for a mod part that was recently removed. So if that's the case, you can either... 1) Reinstall the mod so that you can delete any "bad" contracts. or 2) Edit the save and erase the offending contracts (if you know which ones they are) or 3) If you don't know which it is, delete all of your contracts That should (hopefully) rescue your save. (Keep a backup!) Cheers, ~Claw
  18. As I get time, I plan on putting up a docking port fix (in my stock bug fixes). The highlighting might be a good idea to go along with that. Cheers, ~Claw
  19. Based on your description/pictures, it sounds like you might have fixed the wrong part. You found one of the docking ports, but look in the links section (or on the nodes) and find the other docking port's ID number. Then search for that ID. That second port is the one you need to modify, with the first port's part number as the parent. See if that works out for you. I see you're using mods, which makes it rather difficult for me to fix and test, but I will try to take a look later tonight. Cheers, ~Claw
  20. What would probably help in your case is to cause the problem, then upload the ouput_log.txt. It may be that you have a different bug, or maybe found another way to trigger it. Cheers, -Claw
  21. Alshain is right, it's the way you build the two craft and then switch the root part to the docking port on the child craft. It might not be intuitive to read about, but follow his steps. No mods required. Alternatvely, you can also surface attach parts to the docking port, then use the rotate and offset gizmos to make the fuselage part line up correctly. Cheers, -Claw
  22. Strangely, it looks like Jeb, Bill, and Bob are assigned in the roster, but I don't see them in a ship anywhere. They are listed as being in a crew seat, but "Available" which is odd. Try changing their idx values to -1. (So "idx = -1") and see if that helps. I don't see any broken roster references or any references to old part tests. Those are usually the problems that cause this bug. Cheers, ~Claw
  23. I'll try to check that out later tonight. Have you tried searching for all your kerbals in the save? Cheers, -Claw
  24. In the space center screen, the time warp info is at the bottom. I don't think there is a way to change that (But also can't say that I've tried). Welcome to the forums! Cheers, -Claw
  25. There is a random bug that sometimes leaves a vessel in the "landed" state while on the water. It should be "splashed." Because of the landed state, the game places the craft on the ground (which is sub-marine). You can edit the save to change the state, or try launching another barge. Cheers, -Claw
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