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KSP2 Release Notes
Everything posted by 4x4cheesecake
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Since this post got linked here, I want to mention that my method uses a different tool to allow the download of old game versions and I'm NOT going to cover the tool, mentioned in the linked thread. It is possible to go back to the version of KSP, which were released since somewhere around september 2013, so probably 0.21.1. As others mentioned, for some older version you can use the "beta" options but if you need a very specific patch version, you can use the steam console to get them. Unfortunately, this became a bit more iffy recently, since valve more or less blocked this option in the console as well...anyway, since this a feature used by quite some people, someone found a solution to work around this. If they really don't want us to download games through the console, they would remove the whole command...wouldn't they? READ THE WHOLE THING BEFORE ACTUALLY DOING ANYTHING! First of all, you need to know when the version you're looking for got released. You can use the Version History for this. Then, you search for the entry of KSP on SteamDB and select the entry you need (KSP basegame or one of the DLC). Click on the corresponding AppID to get forwarded to the entry of the game. You also want to note the AppID for later! Now you have to select the depot you need (in this case choose the correct platform, like PC, Linux or OSX) and again, click on the ID and note it for later! The last ID you need is the manifest ID, so click on "manifests" and you'll see every single manifest ID with a corresponding date. Well, they recently changed it that you have to be logged in on the website through your steam account to see the whole list but that shouldn't be a big deal. For version above 1.5.1, you need to switch to the "win64" depot. Well, here comes the iffy part: you need to download the SteamDepotDownpatcher from github: https://github.com/fifty-six/zig.SteamManifestPatcher/releases I found this tool through the speedrun community, which often requires specific patch versions of a game to perform certain runs in a game. This tool will temporarily release the block established by valve and allows you to download games through the steam console again. It's a fairly simple procedure by changing a value in your RAM of the running steam instance. Windows will warn you to execute this program since it is not singed and therefore not trustworthy for windows. I'm not going to tell you to run this tool as well, you have to decide on your own if it is worth the risk. Since the source code for the tool is hosted on github as well, you can take a look at, if you want. If you decide not to run it, I've wasted you time and there is nothing else I can do for you, sorry. If you decide to run it anyway, we can continue: First of all, you have to launch steam if it isn't running already. Then run the SteamManifestPatcher. It will open a CMD promot which shows you the changed value and if the operation was successful. Now we have to open the steam console: open a run prompt in windows (press win + R) and type in "steam://open/console" (without the ""), press enter and steam will open it's console. In the input field of the console, type: download_depot AppID DepotID MenifestID (of course you have to put in the IDs you've noted before) For example: If you want to download version 0.90.0 for windows, this command would be: download_depot 220200 220201 1535792782041218707 If anything was done correctly, you'll see the a red text in your console which is basically just what you've typed in, and below downloading depot 220201 (xxx MB)... You'll not see any progress bar for the download and steam will not notify you when it's done but you can see the network activity in the download section of steam. This kind of download is usually very slow, so don't expect to load at max speed, more like 300kb/s. Sometimes less, sometimes more. Once the download is done, the steam console shows something like that: Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_220200\depot_220201" (2155 files, manifest 1535792782041218707) You'll see the path to the files here as well, it's always <your steam install directory>\steamapps\content\app_AppID\depot_ID" And you're done The next time you close steam, the changes done by the SteamManifestPatcher are undone and you have to run the tool again if you want to download a game through the console again. BTW, if that isn't clear in the first place: this will only work if you actually own the game. You cannot download games or DLCs through the console if they are not in your steam library. I have no idea if this works on a shared family library. Also, you'll do this on your own risk I'm saying that because I can imagine that valve disabled this feature for some reason we don't know. If they ever decide to take actions against people/accounts who enabled it again, I'm not responsible for any kind of damage/penalty caused by this. I'm just providing the information how it can be done, everything else is up to you
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Oh wow, I didn't even notice there is actually a checkbox for the file extension right in the explorer window because it doesn't show up until you resize the window (at least in my case, my default window size seem to be too small) And the same option can be found in the "view" tab of the folderoptions (?) (Ordneroptionen), so I thought you actually want to go for that one Anyway, I guess it's sorted out that there might be a difference between different system languages and how this option can be found
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^This Though, I'm stopping by to comment, that this: is probably just true for the englisch version of windows (there might be some coincidental matches in other languages). On a german system, this combination would be "Alt-A Y O" Maybe you want to add the captions of the buttons this combination will trigger, so this may also be helpful for others in other languages (I would translate it from german to english like "View -> Options -> Change folder- and search options" but I guess the original englisch caption would be better, so it doesn't need to be translated twice to get like spanish, french, whatever)
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My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
Dang it Well, I'm sorry to say but I'm out of ideas. The driver issue aside, I've also looked at the original error message in your log again but still, I've got no clue what else could be the problem, nor did I find any other possible solution somewhere else -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
Maybe this video helps you to understand it better: If you still have trouble to follow the guide or just dont feel comfortable doing it, you can tell me your device ID as shown in the video and I'll do the modification to the driver and upload the modified driver for you -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
If there would be some kind of guarantee, I would have suggested the solution right at the beginning. I'm just trying to find a way for you to update the graphics driver since I'm pretty sure that's the cause of your issue with KSP crashing. At this point, all I can do is finding other people who had the same issue, suggest their solutions to you and hope that one of them will also work for you. The latest suggested solution not dangerous, don't worry. It will either work and you end up with a driver which is up to date or it doesn't work and you're in the same position as you are right now. The last part of what? The last part of the quoted post, the last part of my latest post or the last part of the linked tutorial? -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
Dang it, I was hoping that it will work Well, the other solution I've found requires to edit a file in the driver, basically convincing the setup that there is indeed compatible hardware in your PC. I also found this fairly detailed tutorial: https://appuals.com/fix-the-graphics-driver-could-not-find-compatible-graphics-hardware-installer/ I've tried some bits of the tutorial as well just to confirm that this is still up-to-date and the only issue I've found so far is that the extracted driver files got removed when I closed the setup. So once you've extracted the driver files during the first step of the driver setup, just copy the files somewhere else before you close the installer. -
I'm by far not done yet, still working on the prototype of the shuttle. I'll update this thread every time I've made some progress After taking a break from KSP, I somehow got drawn back into it a few weeks ago. I installed the typical 100 mods, played around in a new career game but already felt a bit bored after quite some time by the need to grind money for all the missions I want to do. Naturally, I switched to a sandbox game, played around a bit and also began to build a space shuttle once more, just because it can be complicated, beautiful, overengineered and fun at the same time But why building a shuttle just for the sake of building a shuttle when there is still the shuttle challenge around? I've participated in many missions of the 5th iteration of the challenge before, so why not give it another shot in the 6th iteration. Well, the thing about the shuttle challenge is....you have to do every mission one after the other. Launch, do stuff, land, repeat. While the launch and landing can be tricky in the beginning, it becomes fairly repetitive once you've figured out a good shuttle design and you literally start browsing the internet during the launch. With this in mind, I thought myself: Nah, I'm not going to do that again, I feel a bit lazy...I'm going to launch once, perform every kerbin centric mission and then land again. Basically, doing all the fun stuff but less of the boring stuff I'll also aim for the "commander" difficulty, just because These missions have the following goals: STS-1a: Get to orbit STS-1b: Deploy a 40t pre-build fuelpod in space (circular orbit, must fulfill some tight tolerances for AP and Pe) STS-2a: Deploy 3+ CommSats in equidistant, geostationary orbit, shuttle has to be in a 350km+ orbit STS-2b: Recover the previously deployed 40t fuel pod STS-3: Deploy and assemble a space telescope in a circular, inclined orbit. Have to use 2 MMUs STS-4/4R: "park" a shuttle with 6 crew members in a circular, inclined orbit, rescue them with another shuttle STS-5-8: Deploy and assemble a space station, containing 4 specific modules STS-9: Capture an astroid and land it on kerbin Well, I have to bend some rules to perform these mission, especially 1b, 2b and 4/4R. For STS-1b and STS-2b, I don't allow myself to perform these in direct succession, otherwise, I could just un-dock and re-dock the fuel pod within the same 2 seconds, claiming to have performed these missions, but that's not the point of them. For STS-4 and STS-4R, I will need a second shuttle but since I want to perform everything in a single launch, I allow myself to carry a second shuttle as part of my payload. At this point, I haven't decided yet if it will be a proper shuttle or just a funny little miniature version which roughly resembles a shuttle. We'll see... Most missions will be performed in or close to the highest required orbit, so somewhere around 1222km (that's roughly the required Pe for a dive orbit to deploy the geostationary CommSats for STS-2a). This will cover all the other orbital height requirements of the other missions. At this point, some of you may ask: how the heck will he transport all the different payloads in one go? Well, I guess it's time to present my current prototype for a shuttle which has the capabilities to perform all these missions at once. I proudly present: The Dragon: Currently it contains: -292 parts -6 MK3 Cargo Bay CRG-100 -7 Vector engines -21 "Nerv" engines -101,456 units of liquid fuel (no oxidizer) It's 53.9m wide and 81.4m long, at a mass of 783.637t. The first picture was taking during the very first test flight, just to figure out if that beast is ever going to fly at all. As it turns out: it does Current to-do list: -fine tune the wing shape -struts, I need more struts! It's a bit flappy right now -find a way to include flaps without disturbing the design -Add RCS Update: I've worked off the to-do list and here are the results: The wings became a tiny bit thinner in the middle, were slightly shifted into the back and basically rebuild to align all the parts perfectly: For the flaps, my first attempt was to include a hinge into the tip of the rear wings, which surprisingly works very well to control the pitch but after a few test flight, it had to admit that it is complicated to control (I've used an axial action group to pitch up). I'll keep the construction anyway, just in case. In the end, I've decided to "sprinkle" some advanced canards across the whole orbiter. This works well for the design I'm looking for and allows me to control the orbiter in a decent way. For yaw control and stability, I've added some spiky wings to the tail which also include some FAT aeroplane control surfaces. Yaw stability was one of my biggest concerns so far since large wing areas can easily cause some flat-spin during atmospheric flight. So far, the tail does a great job preventing this At this point, the orbiter flights reasonable well, giving the size of the craft. Unfortunately, roll-control is mediocre at best, which makes it really difficult to fly precise maneuvers. I haven't decided yet if I want to attempt to change this or just try to aim more precisely when setting up the reentry. I've also placed quite a few RCS thruster across the orbiter but I may have to reduce them a bit to find a balance between control and fuel usage. Right now, the 300 units of monoprop are used up within ~75 seconds of continuous firing the RCS thruster. I'll definitely add more monorpop as well but still... In the meantime, I've also performed some successful test flights, including reentry and landing the orbiter. As it turns out, reentry is a bit tricky but not for the reason I've expected: I assumed the wings will be ripped apart very quick so I had to go for a shallow AOA during reentry. As it turns out, I actually have to use the shallow angle for a different reason: the front of the empty Orbiter is too light to counteract the lift created by the wings so it tends to flip over very quick. an AOA of 10° is already enough to flip the orbiter, so I need to point pretty much straight prograde during reentry. That's unusual and slightly scary but surprisingly doesn't come along with heat issues. To-Do list: -find balance for RCS fuel usage -more test flights to get used to the orbiter -if necessary, fix issues found during test flights -start building the payloads I'll update this post once the current to-do list is worked off
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The free membership of pastebin only allows a filesize of 0.5mb for a single paste, that's not enough for a full log.
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I've build a few test crafts and can agree partially. These boosters really don't like to be surfaced attached to each other. In some configuration it works fine but others don't seem to create a proper joint between the parts. Sometimes, a few booster never even left the launchpad and the remaining craft turned into a effervescent tablet... I have to disagree though. Adding a "small hardpoint" between the boosters allowed me to add as many as I wanted: These are roughly 190 boosters and they are holding together perfectly fine. At a smaller, more realistic scale, I was also able to change a previously unstable design to become stable by using this method.
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Uhm....okay, that's unexpected. I don't really know anything you can try then... I don't even know what to google for Have to think about it... or maybe someone else comes by and got an idea.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
4x4cheesecake replied to cybutek's topic in KSP1 Mod Releases
It's not just the tracking station though, you also need to be sure that KER is set to career more (IIRC it's called progress mode in the settings though). Should be enabled by default when playing in career. If that is the case, you still need either one of the parts on your craft, or an engineer, or tracking station on level 3 to get the KER readouts for a craft. -
Well, that looks really weird I cannot tell for sure what happens there but you probably just added too many struts. I know, it's sooo unkerbal to use less of something but in this case, you may want to use autostruts (set to grandparent) instead of a huge load of regular struts. I can imagine, that KSP gets a little hiccup while trying to calculate the stress for each strut and probably gets caught in a positive feedback loop which increases the stress until the joints break. Try to remove all the regular struts and activate autostruts on each part instead. If you cannot see the option for autostruts, you have to enable "advanced tweakables" in the game settings first
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My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
Yes and no, I guess. It's not really dangerous but it's still a powerfull tool and I cannot tell what happens if it is used wrong. But I can assure you, it's impossible to break your videocard with DDU, that's almost impossible to do with any piece of software DDU will only access the GPU driver files in your operating system but doesn't interact with your GPU directly. Even if the uninstalling process fails at some point, windows will still boot your pc and put the most basic video driver in place, which basically just allows you to see your screen but in a very low resolution. And even if that fails for some reason, you still got an integrated graphics chip in your CPU, so all you have to do is plug in your HDMI cable from the monitor into the HDMI output from the motherboard (currently it's in the graphics card) which would allow you to fix whatever went wrong while using DDU. So even in the worst case, you still got a backup plan -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
I see... I did a little research and this seem to be more or less common issue, at least there are plenty reports of it and also quite a few possible solutions. Unfortunately, the suggested solutions I've found are not particular easy to execute, so I hope you feel comfortable dig a bit deeper into your system. The first thing you can try, is removing your current graphics driver using a tool called DDU (use the giant DOWNLOAD link in this forum post): https://www.wagnardsoft.com/forums/viewtopic.php?f=5&t=3450 The creator of the software also provides a guide: https://www.wagnardsoft.com/content/ddu-guide-tutorial though, you can find plenty other tutorials for DDU in the internet, even videos if you like. After removing the old driver completely, you might be able to install the new driver (for some reason the driver which is automatically installed by windows sometimes doesn't allow you to update and the update fails in the exact way like yours). I really hope this helps, especially since the other suggested solution I've found is a bit more scary then this... we'll talk about that if this one doesn't work^^ A little "warning" though: please be sure to read the complete guide/tutorial before doing anything. during this process, you will not be able to access the internet so it might be a good idea to have a second device at hand (smartphone, laptop, other pc, whatever) to keep the guide open. -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
Ok, thanks Like I said, the player.log is more detailed on one of the details is the driver version: Vendor: NVIDIA Corporation Version: 4.5.0 NVIDIA 391.35 and your version is ancient You said, you're not able to update your graphics driver but I don't understand at which point the update progress actually fails. Would you mind to explain it a bit more detailed, maybe add a screenshot? -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
Well, KSP should create a new log immediately on game launch, so that's weird. Let's try the player.log then, you can find it here (it's just a second, more detailed log created by ksp): %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\ you can copy&paste this into any explorer window: (you will have much less files there, I just have some leftovers from mod testing) -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
I've suggest two possible solutions (updating driver and startup parameter), did both fail? If the startup parameter failed as well, I would love the see the log file from this try Especially the try for open-gl would be nice, since I'm still not sure if dx9 is actually still supported and the command probably doesnt do anything anymore -
My game won't open
4x4cheesecake replied to Pedriii13's topic in KSP1 Technical Support (PC, unmodded installs)
You're getting a D3D11 error: So as others already mentioned, I would also recommend to update the video driver. You should get it from the Nvidia website: https://www.nvidia.com/Download/index.aspx Search for: Product Type: GeForce Product Series: GeForce 700 Series Product: GeForce GT 730 Operating System: Windows 10 64-bit Download Type: Game Ready Driver (GRD) This should bring up driver version 461.72 from 25th Feb 2021. If this fails for any reason, you can also try to run the game in dx9 or open gl instead by adding a startup parameter to the game properties. To do this, right click the game in your steam library, go to "properties" and you will find the "launch options" in the "general" menu: This field will be empty in your case but you can type in "-force-opengl" or "-force-d3d9" (only one of them, not both at the same time). Try open gl first, I'm not sure how well dx9 is actually supported anymore. You can just close the properties window then and launch the game, crossing fingers that it will help -
Welcome to the forum Does the flight log (press F3) say anything about this event? Stage separations, crashes, breaking joints, etc are often mentioned there. I would be curious to see a video about it. Since it is not possible to attach any files directly to any posts here in the forum, you have to upload them somewhere else and share a (download) link for us. Cloud services like dropbox, one drive, etc. usually work very well for any type of file but in case of videos, you can of course also upload them to youtube or any other video plattform. You can even upload them there as "unlisted" (option in the upload menu) if you want the video to be only available for persons who got the link to it.
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Weird, no idea why the download doesn't work for you but for now, just go ahead with this copy in my dropbox: https://www.dropbox.com/s/g89lfay0xumh5za/KerbalFoundries-2.4.8.18.zip?dl=0 For legal reasons: This is an unmodified copy of the mod created/maintained by Shadowmage, licensed under CC-BY-NC-SA.
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Are we talking about this one? https://github.com/shadowmage45/KerbalFoundries2/releases This one loads perfectly fine for me so you either tried a different download or it was just a temporary github issue, which wouldn't even be surprising. If the download still doesn't work for you, I would upload a copy to dropbox and share a download link for you
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[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
4x4cheesecake replied to severedsolo's topic in KSP1 Mod Releases
Looks fine to me I'll edit my original post of the patch as well, just in case- 131 replies
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[1.2.2] Contract Pack: Clever Sats 1.4 (13/12/2016)
4x4cheesecake replied to severedsolo's topic in KSP1 Mod Releases
Well, thank you very much. In this case, the mystery is solved Regarding the missing "s": This was actually correct for kopernicus for KSP 1.6, back in 2019 when I wrote this patch, I've doubled checked the old kopernicus version on github. So at least I'm not completely dumb and missed a major issue in my own patch, but this need to be changed for KSP 1.8+ to include the "s" Yes, because it was a missing part for you and it is a missing partmodule for @FabioofSpace Take a close look at the contract requirements: for the probe core, it says: type = PartUnlocked but for the solar panels, it is: type = PartModuleUnlocked It makes sense to differentiate between parts and partmodules here, since you will have multiple parts which utilize the same partmodule (for the solar panels) but you will always just have a single part with this specific name (for the probe core). For each contract, CC checks the list of requirements and looks them up in the game database. In your case, it was a missing part since you purged it via JC, in the other case it's the missing partmodule or more specific, the wrong name so CC wasn't able to find it.- 131 replies
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