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Claw

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Everything posted by Claw

  1. Your best bet is to head over to the bug tracker and log some feedback. If you can get others to support your comment, that will also help. Make it constructive and explain why it's a problem. That'll also be better than just a simple complaint. Thanks for noticing. It's like a little cookie that keeps me going. Hopefully I'm doing some good! Cheers, ~Claw
  2. This bug was fixed (hopefully it isn't back). As was mentioned, it might be getting triggered by a mod. In previous stock versions, this was triggered by clicking through the staging stack on "Exit." Sometimes you could go back into the VAB, launch a ship, and recover it right away. Or right click on the exit button on the bottom right (or press escape), go back to the main menu, exit and restart the game. Can you confirm if this was all stock? Like Specialist290 said, we need a bit more info. Cheers, ~Claw
  3. The settings.cfg file does list function keys in plain text (such as "F5"). However, I think the debug menu F12 is hardwired in the code. So unless someone has built a mod for it, you can't remap. Maybe try the Ease of Access controls in windows. I think there's an option for an on-screen keyboard. You might be able to toggle that on/off to bring up the menu, although that's not very convenient. Cheers, ~Claw
  4. Yes, this bug was discovered yesterday. You can check here for a short term fix: http://forum.kerbalspaceprogram.com/threads/103205-0-90-Career-has-entered-a-state-where-menu-building-options-are-not-responsive?p=1606896&viewfull=1#post1606896 I will (hopefully soon) start working on something a bit better to address this bug, but hopefully this will help you for the time being. Cheers, -Claw
  5. Also, are you using any mods? There are a few that trigger this behavior. Thanks, -Claw
  6. Ahh, I suspect your craft became corrupted with the Undo option (it's pretty bad at the moment). I will still dig around a bit with the save you provided to better determe a cause. Although I suspect that your plane will need to be rebuilt, given the level of corruption I see... Cheers, -Claw
  7. What is your computer's resolution set to? The screen shots do not look like I would expect with the resolutions you listed. In fact, the two screenshots look identical in resolution. I suspect your computer monitor is set to something less, and KSP might be detecting that and bumping down the game resolution. Cheers, -Claw
  8. Yes, this one has been encountered. In that instance, it was narrowed down to forcing OpenGL in full screen mode. Try without OpenGL (if you are using it). If you really feel you must use OpenGL, try adding the -popupwindow command to set borderless window mode. Actually, you try this flag even if you aren't using OpenGL. Cheers, -Claw
  9. Actually, now that I've thought about this, I'm wondering if those craft were saved with the SAS active. Sounds like there may be a backward compatibility problem. Can you confirm the saved SAS state? Is it on when you switch to the craft? Cheers, -Claw
  10. Find your settings.cfg file in the KSP directory and delete it. Relaunch KSP and do all your graphics change with one exception. Leave the texture quality at half and see if that helps. If it's still crashing, please see this thread for how to post log files. http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Cheers, -Claw
  11. Actually that does help. I thought this bug had been squashed, but I will have to go back and check. Thanks for the video. Cheers, -Claw
  12. Pictures and a .craft file would be really helpful for us to sort this out. There is a stage decoupler bug, but I'm not sure if that's what you have going on. Check out this thread. It'll tell you how to find your info. http://forum.kerbalspaceprogram.com/threads/92230-Stock-Support-Bug-Reporting-Guide Welcome to the forums! Thanks! -Claw
  13. Okay, this would explain it. And the rest of your steps help out. I will try to replicate later today and see if I can come up with a more elegant solution. Thanks! Yes, this is exactly it. What I couldn't figure out was if this was the game inflicting something on itself, or something the user did to trigger it. So thanks to everyone, and hopefully I can find a solution soon, beyond "don't fire your guys." In addition to that, I still see a lot of discussion about contracts. If you guys can keep uploading those save files, that will greatly help me figure out if that's a separate issue. I stopped digging into contracts for the posted saves because they all had the Progress Tracking / Kerbal Roster bug. Thanks everyone for helping get one more bug sorted out! Cheers, -Claw
  14. Hi Zenedar, This is a known thing. It has to do with the way resource generation works. The intake air is multiplied by the physics timestep, and physical timewarp makes the timestep bigger. So you are basically seeing the 2x, 3x, or 4x the amount of air per physics frame. Cheers, -Claw
  15. I know exactly what you are talking about and I can confirm that it is intended. Personally I think it's a little overdone, but it's intentional. And yeah, it makes working up high a bit of a pain with all the extra panning/zooming. Cheers, -Claw
  16. Yeah, I see what you are saying. You can even select "New" and it fully recovers. Unfortunately I'm not seeing anything obviously wrong in the .craft file. Did you use the sub assembly panel? If so, what components did you make into sub assemblies and how? I'll need more information to narrow down where to look. Thanks, ~Claw
  17. Okay. So I looked at these saves and I know what's in them that's making them corrupt. What I don't know is what's causing the corruption to begin with. First, if you want to try and fix your save file... 1) Make a copy of the persistence.sfs 2) Edit the persistence.sfs file with a plain text editor (such as notepad). 3) Search for "ProgressTracking" 4) Make the Progress Tracking block look like the following: SCENARIO { name = ProgressTracking scene = 7, 8, 5 Progress { } } Make sure you don't leave any extra blank lines in there. 5) Save the file and "Resume Save" in KSP. (Make sure KSP isn't already bugged out. If it is, restart.) It doesn't appear to be a problem with the contracts directly, but it might be something in the contract system that's setting it off. So what I need help with... If this happens to you again, immediately quit KSP and go to the KSP_Data directory. Copy out the "output_log.txt" file, upload it somewhere, and link it here. An output_log.txt from trying to reload the save won't do me any good at this point. Also, I need to know what contracts you completed during the flight, what kerbals were on board, and what the flight profile entailed. Also, importantly, I need to know if the kerbal on board had ever completed the experience task you sent him out on. Thanks, ~Claw
  18. Actually, a good deal of time was spent trying to fix this. It's buried deeper than simply being a lost bit in KSP code. There may be some issues with the way Unity serializes 64-bit ints that's different than how it works in the other OS's. Assuming that's even the problem, tracking down exactly where that's breaking is proving to be a fair deal of work.
  19. Some parts require staging, and some require right-click->test. It was always this way, and the requirement for each part is actually fixed. I don't recall which parts are tested with which method off hand, but the way each part tests never changes. For engines, I usually just set up an action group for the engine that's under test. You can use the action group to toggle the engine on/off without interfering with the contract. Then, once you reach the required conditions, stage the engine. If you want to move the staging sequence around in flight, I believe you can hover over the stack and insert a new stage similar as when in the editor (but maybe I'm remembering that wrong?). Cheers, ~Claw
  20. Since it's cut off in the picture, what is your resolution set to? (In game and on your computer.)
  21. Hmm. I see also that you have a Phenom processor. Give this a try:
  22. Hmm. Actually it looks like your computers resolution is set too low. Try to increase your display resolution and see if that allows you to see more of the options screen. You can also edit KSP's "setttings.cfg" file. Look for the horizontal and vertical resolution lines. You can then type in whatever you need that matches your computer. Make sure to edit the file with a plain text editor like notepad or the file will be corrupted. Cheers, ~Claw
  23. Really, if you're going to start slicing at the mod route, you need to start with a clean install and build up from there. I've seen it too many times that removing a mod still leaves some sort of residual problems. Unfortunately I don't have time to download and install the mods on your list, but I'm highly interested in this. If you can manage to get it narrowed down to a handful of mods, then I will spend time building a module to dig information out of the code and dump it in the log files, so that we might have better info on what's going on inside. I am highly interested in this project. I attempted to start a thread like this about a month ago (to fill with conjecture and speculation), but alas it died with no support. Your log file is showing a lot of errors right off the bat while loading the mods. I suppose leaving those out first might be a good place to start when narrowing down. Or maybe the other way around (start loading those first??). Cheers, ~Claw
  24. Usually "sandbox" means everything is unlocked. You don't have to earn money, upgrade parts, get science, or any of that other stuff. You have instant access to all things. Because KXP is a system that unlocks kebal abilities, sandbox unlocks them for you. The system is in use, just not in sandbox. Maybe you're looking more for the science mode? Cheers, ~Claw
  25. I assume you're trying to rotate around it's central axis. In that case, I don't think that you can do that because of where the surface connection point is on the fuselage intake. The offset gizmo is probably your most reliable method. If you turn off angle snap while using it, you can really fine tune exactly where the part sits. Turning off angle snap also keeps the part from snapping to the grid when using the offset gizmo. Cheers, ~Claw
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