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Claw

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Everything posted by Claw

  1. Well, that'll depend partially on what mods you had installed. If you did indeed install a fresh copy, then I can guess what the problem is. There is currently a bug in the game that causes a save to become corrupt if you fire a kerbal that gains an achievement or fire one that you rescued from a contract mission. There are a few threads in here about this, but the bottom line is that in order to fix a current save, you need to go in and edit the save file. See this post for an example: http://forum.kerbalspaceprogram.com/threads/104683-KSP-V0-9-Cant-click-on-buildings-or-do-anything%21?p=1631816&viewfull=1#post1631816 If you aren't opposed to add-ons, I've also built an add on that prevents the game from breaking when you fire an active, alive kerbal. You can find my fixes here: http://forum.kerbalspaceprogram.com/threads/97285-0-25-Stock-Bug-Fix-Modules Cheers, ~Claw
  2. REViEWGMINGMAN, I'm going to close this thread for now but if you need help then please feel free to start a new thread. You might want to be a bit more clear about what you need, and consider posting a picture or two to illustrate your question. Cheers, ~Claw
  3. I love the way that spider web of struts makes it look. Certainly does look a bit crabby. I like the idea of dropping off the science modules, since the weight dropped is probably a LOT less than dragging around a science lab (although I haven't compared the costs). I added you to the accomplishments board also, but listed as 1 biome. If you have a picture with flags or other pictures of landing sights, let me know and I'll update the board. Great Job! ~Claw
  4. That's right! And very nice work. I would say even though it seems expensive, you did a lot with it! That's a nice looking lander. Very classic, simple, and highly effective. Added to the achievement board. Congratz! Cheers, ~Claw
  5. Fantastic job! And thanks for the updates. You've been added to the achievement board! Cheers, ~Claw
  6. One thing to know is that you may have already gathered data from the Tundra. Even if you haven't gone all the way up there, it's possible because of a small biome glitch near KSC. There's actually a small patch of Tundra west of KSC that's easy to "accidentally" land in and not even know it. But it will still show up in your science archives. Try digging around a little in there and see if it's already logged. Also, if you were on EVA and you hit "Recover Vessel," it'll only recover your guy. You have to go back to the tracking center to find the ship and recover it separately. Cheers, ~Claw
  7. Bad news about this one. I've been looking into it and the bug is buried a bit too deep, and it's inherently broken in the new Kerbal ability system. I don't think I can fix this one. There are some potential band-aid fixes for this, but nothing that will make it work like it should. ~Claw
  8. Dude that's fantastic. That was what I was going to have to fall back to since I figured out that the game immediately deletes MIA kerbals when you fire them. Makes it hard to trap the kerbals if the game deletes them before I have a chance to convert them into a hidden status. Thanks for the code snippet! I will likely convert my existing fix to incorporate that (or something very similar). It'll need to be modified to accommodate contracts too, since those are also suffering from the exact same problem. Cheers, ~Claw
  9. It's all good. Use it if it's useful, skip it if not. You can also be selective about who you fire, or just manually fire them in your save by changing their type to "type = Unowned" and bump their ToD out to "ToD = Infinity" Cheers, ~Claw
  10. Man, I don't know why everyone calls all bugs a "kraken." Anyways. Yeah, so the reason you are having problems is because your save is broken. The fact that you backed up your save and restored it to a fresh install is why you're still having the problem. It's a new bug with the Progress Tracking/Contracts system. If you have a kerbal that was rescued from a contract, or one that completed various milestones (such as first crew to survive) and you subsequently fire them (or they die), it locks up the save. You'll have to dig in your save file and look for (and delete) sections that look like the following from this other thread... Landing { completed = 303.340000000014 vessel { name = Untitled Space Craft flag = Squad/Flags/default } crew { crews = Jebediah Kerman } } and also... FirstCrewToSurvive { completed = 326.219999999993 crew { crews = Jebediah Kerman } } After that, you'll have to be careful about who you fire. If you aren't opposed to using Add-ons, you can have a look at my 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 existing save, but it will allow you to safely fire kerbals in the future. Cheers, ~Claw
  11. This has come up before, windows included. I'm not sure if the cause for this has really been pinned down as it seems to be very sporadic and has only affected a smaller portion of the players (at least, judging from the support requests). I wish I could tell you what does this. Sometimes changing angles works, sometimes not. When you did a fresh install, did you install over the top of your previous copy, or did you install to a completely new directory? Welcome to the forums. Cheers, ~Claw
  12. Hmm. This problem has come up several times, but seems to be something new. Do you mind also uploading your settings.cfg file and posting a link here? You can find it in your KSP install directory. Also, what version of windows are you using? Thanks, and welcome to the forums! Cheers, ~Claw
  13. It's because you fired (or killed) Jeb. It's a bug with the new KXP system. To fix it, look for and delete this section from your save file under the "Kerbin" block: Landing { completed = 303.340000000014 vessel { name = Untitled Space Craft flag = Squad/Flags/default } crew { crews = Jebediah Kerman } } and also... FirstCrewToSurvive { completed = 326.219999999993 crew { crews = Jebediah Kerman } } I didn't see any other references to Jeb, but I recommend you look through your save for any other places where his name shows up. If you aren't opposed to add-ons, I've created a fix for dealing with firing kerbals (although it still needs updating for firing dead kerbals). You can find it here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-7-23-Dec-14%29 Welcome to the forums! Cheers, ~Claw
  14. Please be aware that my fix will not retroactively fix a broken save. You'll have to manually fix it (either by deleting the contract reference entry from your save or by manually adding the kerbal to your save). After that, my fix should work for firing active, live kerbals. I still need to look into a way of handling the firing of dead kerbals. But it sounds like you'll be able to fix your save! Cheers, ~Claw
  15. Ahh, this is good. Someone mentioned a problem with contracts earlier but I haven't been able to look yet. In this case, my fix would also work because if you fire him he will still be tracked. So this particular contract should be okay. However, that raises the question of what happens when the contract is cancelled or failed. Thanks! ~Claw
  16. You're running out of memory. Try setting the TEXTURE_QUALITY to half or less. This should be the default value now in v0.90, but perhaps there is something odd about the way it saves it when you exit the game, if you didn't set it yourself. Try manually setting it to HALF in the MainMenu->Settings->Graphics page. Also, code tags are your friend: [noparse] insert long lines of info here[/noparse] Cheers, ~Claw
  17. Your log seems to indicate that you are running out of memory. I recommend trying to bump down the Texture Quality a little. If the game isn't loading, you can manually change the Texture Quality by editing the settings.cfg with a plain text editor (such as notepad). Search for the line "TEXTURE_QUALITY =" and change it to "TEXTURE_QUALITY = 1" (or even try 2 or 3). Restart the game. Sometimes after running KSP with this changed setting, you can go back and bump the texture quality back up a notch. Cheers, ~Claw
  18. This is looking like great work LD. Keep it up! If I ever take some time away from bug hunting/squashing, I'll have to take a more in depth look to give more detailed feedback. But what I'm seeing so far looks great. Hopefully you can pull together more of the community to help collaborate on this project. Cheers, ~Claw
  19. While repairable landing legs, repairable wheels, and repackable parachutes have been in the game for a little while, solar panels have never been fixable. I don't know if they are going to add repair-ability to them now that there is an engineer class, but I agree that it would be nice. So you're not doing anything wrong, it's just not an option. Cheers, ~Claw
  20. Great picture! Although that's the Science Jr (Materials Bay) and not a Mystery Goo container. But since I'm feeling like a Santa Claws, I'll let it slide . The only thing extra that you would have needed to deal with for Mystery Goo vs. Sci Jr is the surface attachment. Although I think your craft could fit it in the same spot. Some smaller craft would have to deal with asymmetric mass distribution, but not the case for your location. In any case, Ho Ho HO! So my last question for your accomplishment board entry: How many biomes did you end up hitting? (A single map view with all the flags would suffice.) I see that it's capable of all, but I've also been listing the number people actually did. Cheers, ~Claw
  21. I looked through your logs and some of the errors look pretty random. Although the full crashes were fairly consistent. The current output_log.txt was also very unusual. I would say with the random errors, my first recommendation is moving KSP out of your "Program Files" directory. Keep it away from Documents, the desktop, program files, or any places which specific to a user. Windows DEP can cause all kinds of random problems with KSP/Unity. You'l need to copy KSP to a new location (not move), or install a fresh copy some place else such as C:\Games\KSP. If you "move" it, Windows DEP knows you're trying to trick it and will still "help" you out. I did not try to replicate your problem yet, so that might not be it. But it's definitely known to cause a slew of random problems and crashes. Give that a try and see if it's any better. You can still copy over your save games if you do a fresh install. Cheers, ~Claw
  22. You are very welcome. Hmm. No it doesn't. I didn't consider that since you can't rename them in game. I will have to revisit this fix because it also doesn't properly handle MIA kerbals that get fired. Thanks for letting me know. Cheers, ~Claw
  23. No problem. (Actually, it was a huge pain in the back-side, but hopefully worth it. ) Since I didn't know how widespread this problem was, I built the fix generic enough that it should work for all engines. So please let me know if you run into problems (and maybe post a .craft or picture of your setup). Haha, thanks! Hopefully more to come! Cheers! ~Claw
  24. Just in case someone else stumbles across this, I've built a fix here. Cheers, ~Claw
  25. You're not late at all! Your plane looks pretty sweet, especially with purple Eve as a background. The only thing I wasn't sure about was the good. Are those modified goo canisters, and are they reusable? (It's sometimes hard to tell goo vs. monopro.) I didn't say you can't use them, but I was curious to see how people handled their one time use. Cheers! ~Claw
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