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Bottle Rocketeer
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IMPORTANT I have just been informed that several mods in the dump do not have licenses that permit redistribution. As such I have pulled all mods down from the cdn. To put them back up would require manually checking over 6600 .zip archives, and that's just not happening. I am looking forward, starting anew instead.
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- totm july 2019
- spacedock
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Jattenalle changed their profile photo
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Barebones browseable mirror of the Kerbal Stuff mods is now available at http://cdn.kspstuff.com/
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- totm july 2019
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0.90 Can't hire any new Kerbals
Jattenalle replied to Kelderek's topic in KSP1 Technical Support (PC, unmodded installs)
Had it happen a few times now, no idea what's triggering it. Relevant line from output_log.txt When opening Astronaut Complex: When focusing on a vessel holding the kerbal with the bad index in the map view: It happens with both modded or unmodded install. Can provide save on request, but I only have a modded install at the moment. How to manually fix it You need to find which vessel holds the bad Kerbal, you can do this by selecting each one in the map view until things break. Once you know which vessel is bad, exit KSP and open the save file. Find the relevant vessel section in the savefile: Find all parts of that vessel that contain crew , write down each crew member (Your crew will be different from the example!)Search for each crew members roster in turn -1 is not a valid idx for an assigned crewmember, it needs to be set to a valid range.For example if you have a cockpit that can hold 3 Kerbals, make sure the crew members seated in it have their idx set to 0, 1, and 2. If you have a single crew pod, the one Kerbal in it should have his idx set to 0. If you have multiple crewed parts, each part has its own idx, cockpitA will have Kerbals with idx 0, 1, and 2. And cockpitB will have Kerbals with idx 0, and 1 (For example) Remember, idx start at 0, not 1! Repeat until you've gone through all broken vessels, and all crewed parts on each vessel. Start KSP, load save, should work. -
Brief: Kerbal Space Program ignores screen width and height when set to fullscreen mode, instead incorrectly using the desktop resolution. Details: When set to fullscreen, KSP will launch in a "fullscreen-window" that is the same resolution as the desktop, not the resolution set in the config. The game itself renders at the set resolution from the config and upscales to desktop resolution to match the fullscreen-window. Tried all combinations of Unity -force and -screen flags to no avail. Not using -popupwindow. Note the dimensions of this screenshot (Clickable link): The behaviour is identical regardless of if running the 64bit or 32bit version of KSP. Launching directly from the folder, via steam, or via launcher, does not make any difference either. Game was running fine before, with fullscreen working as expected. System specs: OS: Windows 8.1 x64 CPU: AMD FX-8150 eight-core 3.65GHz RAM: 32GB GPU: NVIDIA GeForce GTX 780 (Driver version 347.09) Desktop res: 2560x1600 Single monitor
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0.90, Can't click menu elements
Jattenalle replied to exegesis's topic in KSP1 Technical Support (PC, unmodded installs)
This is caused by one of the new Fine Print contracts. Whenever that contract (not sure which) is either active, or even just in the list of available missions, the UI controls will softlock after flight. -
Can confirm. Also can confirm cause is one of the new Fine-print contracts (Though I am not sure which specific contract) Contract does not need to be active, it just needs to be one of the available ones. Removing the contract if you manage to get into the building will fix the issue (Unless another broken contract spawns) Error log shows nothing except NullRef's