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Claw

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Everything posted by Claw

  1. Hmm, weird. I tried this, both creating a new save from a fresh start, and creating a new save after doing a quick save in a previous game. I get this notice in the log file [Log]: No save file found for path: C:/Games/KSP_win_0.90.0.705_Dev/KSP_Data/../saves/testgame/quicksave.sfs Can you provide more details of what you are doing before you try the quickload? and also, are you using any mods? Welcome to the forums. Cheers, ~Claw
  2. Yeah, I agree with Trigger. You've likely killed or saved a kerbal who logged an achievement or that was rescued from orbit. I've created an add-on that helps stop this problem (if you aren't opposed to using them), but you'll need to still manually fix the save game first. My fix only prevents it, but can't fix a broken save. http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-7b-29-Dec-14%29 To fix your save, you'll need to manually edit the save file. You'll then need to find either the achievement (under the title "ProgressTracking") or find the contract that references a kerbal (or kerbals) that are not longer listed in the roster at the end of the save file. If you want more specific directions, you can post a save file and we can tell you exactly where to fix it. Cheers, ~Claw
  3. Your game is locking up because Bob was deleted from your save file. I'm not sure if it was him or Bill that died during EVA (because Bill is still in your roster) but Bob is missing. Bob also logged some achievements. Unfortunately there is a bug right now that causes a problem when a kerbal who logged an achievement is fired, or when a kerbal you rescued is fired. You can fix it by adding Bob back to your roster in your save file. Edit the save game and add the following red part (Bob) between Jeb and Bill. The roster section is near the end. KERBAL { name = Jebediah Kerman type = Crew brave = 0.5 dumb = 0.5 badS = True state = Assigned ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } [COLOR="#FF0000"] KERBAL { name = Bob Kerman type = Crew brave = 0.5 dumb = 0.8 badS = False state = Dead ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } }[/COLOR] KERBAL { name = Bill Kerman type = Crew brave = 0.5 dumb = 0.8 badS = False state = Dead ToD = 0 idx = 0 CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } That should fix your problem. If you aren't opposed to add-ons, I've created a fix for this problem that you can download here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-7b-29-Dec-14%29 Good luck. Let me know if it is confusing or if you are having problems. Cheers, ~Claw
  4. I'm sorry. I tried several times over the last 12 hours or so and filedropper isn't letting me download your files. I will try again tomorrow. It might be something on my end, but if you have another place you can host that might help. Cheers, ~Claw
  5. Pictures would be awesome so we can see exactly what you're talking about and replicate. Nice find! Cheers, ~Claw
  6. Please see this sticky: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide It would be really helpful if you could include pictures or a .craft file of what you're trying to do. And perhaps check your keyboard bindings to make sure something isn't set up funny. Do vessels with torque function correctly? i.e. is it only ailerons/elevators/flight controls? Thanks, ~Claw
  7. Version 0.1.7a is out. I've updated the CrewRosterFreezeFix.dll so that it does a much better job handling the roster in a variety of situations, to include handling firing of MIA kerbals and now works when visiting the astronaut complex from the VAB/SPH. If you are relying on this fix, I highly recommend downloading the update. EDIT: And I'm adding another quick update. Version 0.1.7b is also now out. I've reinstated SymmetryActionFix.dll for KSP v0.90.0.705. Cheers! ~Claw
  8. Well, turns out I couldn't really use that method. The problem is that in order to get the ConfigNodes out (with the crew names), it triggers the bug. So directly managing a broken roster through the ProgressTracking or the ContractSystem doesn't work out so well. I had to take a different route. However, I did steal this bit of code and gave you credit in a code comment. Hopefully that's acceptable. // This block acts as a final catch-all for any kerbals that disappeared from the roster without being noticed. // This KerbalNamesSplit was adapted from godarklight's DMP code with permission. if (!String.IsNullOrEmpty(KerbalList)) { string[] KerbalNamesSplit = KerbalList.Split(new string[] { ", " }, StringSplitOptions.RemoveEmptyEntries); foreach (string KerbalName in KerbalNamesSplit) { AddKerbalToRoster(KerbalName); } } I've used it as a last-ditch catch all for any lost kerbals that might slip through the cracks. Hopefully it's not needed with how I've handled the roster elsewhere, but I left it in as a safety net. Thanks for the help! Cheers, ~Claw
  9. Oooh, nice to see an Eeloo entry. Nice job with the new design. Added to the achievement board! Cheers, ~Claw
  10. You are correct. I/we cannot give any specific advice without save files (and logs). If you are having the roster problem, there are several places that you might have to check to edit it properly. Extra spaces are generally okay, but extra blank lines are not. Make sure you aren't leaving extra blank lines. My fix was a quick fix for the most often encountered way, although it is incomplete. I am nearly done with a better fix that will prevent this from happening in the future. That being said, my fix cannot fix a save that is broken, because the act or reading the save file and saving it again causes the game to break. Unfortunately I can't get down to the broken kerbals without initiating a save, which again causes the game to break. So you have to repair the kerbals manually, then start using my fix. Include some saves and I can give better directions to fix. Cheers, -Claw
  11. If backing away doesn't help, try to stay close, then quicksave and quickload. That should reset the ports if everything else is okay. If that doesn't work (which it probably won't), then try this thread: http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5 For ports that won't dock, it's a fairly straight forward fix. Let me know if you have questions. Cheers, -Claw
  12. With that many mods and such a generic problem, I would request you post your question more generally in the modded support forum. Also, it would be incredibly helpful if you could include information that is detailed in the link below. http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide In the absense of anything else, I usually recommend to try starting a new save. If it's doing it still, then you'll likely need to start cutting your mods down to see which is causing the problem. This is where a log file would make it easier for us to help. Cheers, -Claw
  13. Among many things in your originally posted persistence.sfs, this is an example of the most obvious: part = mumech.MJ2.AR202.features1 You also have an "EarnedAchievements" scenario block, which I am pretty sure isn't stock (or at least I haven't seen it). I don't know what it's from. Also, your output_log.txt file is similarly littered with bits and pieces trying to load. Non platform assembly: D:\Program Files\Valve\Steam\steamapps\common\Kerbal Space Program\GameData\MissionController\Plugins\MissionController.dll (this message is harmless) Non platform assembly: D:\Program Files\Valve\Steam\steamapps\common\Kerbal Space Program\GameData\MissionController\Plugins\MissionLibrary.dll (this message is harmless) Non platform assembly: D:\Program Files\Valve\Steam\steamapps\common\Kerbal Space Program\Plugins\MissionPack.dll (this message is harmless) Load(Audio): Squad/Parts/Utility/landingLegLT-1/sounds/sound_servomotor It looks like you not only have things installed in the GameData directory, but maybe some legacy add-ons in the KSP\Plugins directory. If you are using steam, I would recommend moving the entire KSP directory somewhere else, then making steam install it again and start from there. Cheers, ~Claw
  14. Well, sorry for the long delay. I've looked into your save file and your log. They both seem to indicate that you are using mods, while in your original post you say that you are all stock. So my first suggestion (assuming you want to be all stock) is to do a completely fresh install, and not just delete the mod folders. Sometimes they leave bits and pieces lying around. Also, yes, the OpenGL flags can cause problems. It sometimes runs fine for some people, and is completely unusable for others. Try it either way (if you haven't already) and see. Otherwise, if you are actually using add-ons, I'll move this thread over to the modded support forum where you might get help with people who are more familiar with your add-ons. Cheers, ~Claw
  15. This probably has to do with how the game determines if you're allowed to use SAS or not, and why it affects career only. It's probably flagging the ship as "non-sas capable" when it loads up without an active core, and isn't checking it later when the probe core is activated. Definitely something to check into. Cheers, ~Claw
  16. I like it! I wouldn't have guess it works well given how long it seems. Does it drive/turn okay? I'll give you credit for the 4 biomes and note that you can get all of them. I might have to reduce the 5km bubble a little because it's primarily meant to exclude KSC, and not the shores or beyond. Nice job! You've been added to the achievement board! Good luck! Can't wait to see. I suppose this design is capable of just about everywhere. Cheers, ~Claw
  17. Yeah, it's more of a general problem with kerbals getting deleted from the roster. There are several ways for them to be deleted. The problem is that they aren't moved into an unused status, but are completely removed from the roster. With the way KSP stores connections for sake of keeping game history, missing entries from the roster are causing problems. So firing kerbals, killing kerbals, and firing MIA kerbals are just a few of the problems. Once that's happened, any later references to those missing kerbals is disastrous to KSP. Cheers, ~Claw
  18. Thank you! I'm going to work on this one more today to beef it up (using some of your code), since it seems to be coming up a lot. I think the reason it wasn't really noticed until now is because there wasn't as much of a need to fire kerbals. Now that you can have only five, they have specific traits, and that you end up with extras from contracts, I think it's happening more. And thanks for working on DMP. I've used it a little, and it would be nice to do more multiplay stuff like that in KSP. Cheers, ~Claw
  19. There are quite a few videos around from when 0.23.5 first came out, and again when destructible buildings were introduced (you can guess why). I don't know if there's a max speed, but I think given the stock aero, it's probably pretty hard to hit the ground going fast enough to actually destroy the asteroid. You do, however, have to watch it all the way. Otherwise, yes, it will auto-delete at greater than 0.1 atm (~23km on Kerbin) when outside of physics range. Cheers, ~Claw
  20. Yep, sounds like you are running into what's turning out to be a fairly common bug. Somewhere along the lines you fired a kerbal that either gained an achievement or that you rescued from orbit. You can follow the example from this other post here: http://forum.kerbalspaceprogram.com/threads/104683-KSP-V0-9-Cant-click-on-buildings-or-do-anything%21?p=1631816&viewfull=1#post1631816 If that's not making sense, you can post your save file and we'll try to help. If you're not opposed to add-ons, I've built a fix here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-6-20-Dec-14%29 It won't fix your current save, but it will help prevent it from happening again. Also, moving to the support forums. Cheers, ~Claw
  21. Yes, I would agree that logs and pictures would help. Also, let us know if you are using mods. This thread can help you get that information together: http://forum.kerbalspaceprogram.com/threads/92230-%21%21%21-PLEASE-READ-BEFORE-POSTING-%21%21%21-Stock-Support-Bug-Reporting-Guide Cheers, -Claw
  22. Hi again superroy, It does look like you found a bug there. I haven't had the chance to try it out and see what's causing it. I'll see if I can check this out today, but you should be able to continue collecting science in other biomes. As an added note, KSP is still in development. Unfortunately that means there are quite a few bugs. Some are fairly minor while others are pretty painful when you find them. We'll do our best to help you along, but we are players, just like you. Cheers, -Claw
  23. Sounds like a backward compatibility issue. If you can, post a save file and we can try to take a look and see if we can help you manually fix it. I'm not sure if there's a safe way to fix it in-game. Cheers, -Claw
  24. Yes, this is how KSP works. Craft are built as a tree structure, which means it can continue to branch out but never loops back. So you can split 1->3 but you can't join 3->1 without using either docking ports or other tricks. I will move this to Gameplay Questions, and I'm sure you will get lots of good examples of ways to deal with this quirk of ship construction. Welcome to the forums! Cheers, ~Claw
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