JoE Smash
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KSP2 Release Notes
Posts posted by JoE Smash
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4 hours ago, se5a said:
So I found a save that's a little earlier, if I switch to the ship there the cargo bay still does this, but not so badly, it snaps back into place without blowing the ship up, however if I switch away from the ship and back again, the problem comes back and the ship blows up.
Here's a picture of the shuttle inside the cargo bay:
As you can see, the link is kinked here, I'm wondering if the cargo bay is trying to orientate to this, instead of the rest of the ship.
I've tried undocking and redocking, but unfortunately it separates between the ball and the hitch that is on the shuttle, not between the ball and the hitch on the main ship, and it's the ball that's rotationally offset.
Anyone got any ideas of how to set the rotation in the savegame file?
There might be a way to do that in the save game file, but unfortunately I don't know how.....
Basically though, that hitch part wasn't designed with this purpose in mind.
It was designed to hitch rover parts together on the surface of a planet. It wasn't designed as a release for docked vessels or a way to secure vessels during the high G forces of a launch....
There are plenty of docking ports, stack separators, and decouplers designed with this purpose in mind....
There are even radial attachment parts that you can attach docking ports to....
You might need to redesign....
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KSP launcher is broken and not being fixed ....so I wouldn't use that at all.
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This is one of the most interesting threads I have read....I'm having difficulty telling if this is real or not....
Ok @Jeine092, based on your responses it is obvious that despite your own bashing of your own intelligence, or ability to understand information you can at least read and write. So if you really wanted to do this you could.
There is no magic button to push to do the game for you, if that's all you wanted, why even play? Just watch videos on YouTube of other people playing....that is basically the same as you just pushing a button and having it done for you. Or as close as you are going to get at least...
If you really WANT to be able to do what others have done in videos, then it will take some amount of learning and work to figure out how to do the stuff in this game. It's a bit like going to school to play this game.
If you don't like school or learning, or you have ADD or ADHD and lack the attention span to learn new things, then this game may simply be too difficult for you to learn.
Based on your ability to type intelligent answers to these people's posts, I don’t believe this to be the case though....
Learning to read and write English in school is harder than this game.
You need to start with the first tutorial mission in the game and read all the words on the screen when you start the tutorial. You need to press the buttons it says to press in the tutorial, and do what it tells you to do, just like you are reading these people's replies....
If you do everything the tutorial tells you to do and you fail, keep trying over until you succeed....you eventually will succeed. It takes patience and time though. This game simply isn't easy at first. Once you understand the basics though it gets easier.
The first tutorial teaches you how to attach a parachute (I think it's been a long time), and how to go up and come down again without dying in the process....You need to learn how to do that before you learn anything else.
Then you learn how to orbit. Again you need to learn how to orbit Kerbin before you learn to orbit the Mun.
Then you learn how to get to the Mun.
Then you learn how to land on the Mun.
If you can't accomplish those things via the step by step tutorials in the game, then no amount to typing replies to you here is going to help you....
So how about Step 1:
Go do the first tutorial mission 5 times on your own. After you do what it says on the screen 5 times, if you still can't do it...come back here and tell us EXACTLY what step in the tutorial you aern't understanding and we will try to help explain that part better so you get it....
Do that with each tutorial starting with the first tutorial.
By the time you are done, you will be able to get to the Mun!
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You mean what are the key bindings to control a ship?
Hit escape and go to settings and look at the key bindings....
WSAD for up down left right
QE for rotating I think...whatever is right and left of W.
Shift and ctrl to throttle up and down or z and x for full throttle and zero throttle....
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19 hours ago, DMagic said:
Science Relay should still work fine with Remote Tech, but it won't have any knowledge about which vessel is connected to which, so you should be able to transmit to any vessel with a stock lab or science container.
There you go @darkwhite, the mod creator says it should work so that's good...
Np, on the lab tip....I was pretty frustrated with myself once I read up on labs and realized my mistake, lol....
That is one of those things that really should be more clear....or labs should inherently just have command function built in....my lab on the Mun was totally worthless because I didn't attach a tiny probe core to it....after all that work of getting it there....I was pretty liquided. That was actually the first time I just decided to start my career over....
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22 hours ago, TheAngryHulk said:
I downloaded KSP from steam and I have heavily modded the game. I would like to have another copy of the game to play an unmodded version. I read that all I had to do was copy the KSP folder and paste it somewhere else and it should work. I'm not sure that is right though because when I try to run the game from the exe file or the launcher I just get a black screen. Just before it goes black I see I split second of what looks like the yellow load bar on the bottom of the screen, but like I said it only lasts for a split second. I put the copy on the same HD, just in a different folder. I do not try and run both at the same time. Not sure if that is right either. Any help would be greatly appreciated.
That is apparently correct with one caveat....
You can't launch it from the program files folder.
If using Windows try moving it to C:\Games
Oh and obviously if you are using a desktop shortcut to the .exe file....you'll have to delete it and make a new one....or edit the target path so it knows where the game was moved to...
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15 hours ago, JuanboNo5 said:
Sorry its been a while, things are very busy for me at the moment.
So the update is that I've got the program working again, I had two graphics card updates to install and they seem to have done the job.
Thank you for all your help, its nice to know that if players encounter issues that you guys are on hand to help out and I appreciate that.
Just got to restart my career again!
I'm glad it's sorted!
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23 hours ago, Doyley said:
Success. I switched my default monitor to one that was plugged into the 1070. This has convinced Windows to run KSP on the 1070.
Windoze....
I'm glad you found a solution!
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2 hours ago, SilverBulletGRX said:
Thanks guys! I took @JoE Smash's advice and fixed it, also deleting some mods along the way.
I'm happy you were able to fix it without losing your progress m8!
Well you may have lost a little....but losing a launch is better than losing all your launches....
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Well you said you are using Remote Tech....so that means you use mods then...
I don't know for sure if Science Relay works with Remote Tech....but it's worth a shot right?
DMagic made a modlet called Science Relay so you don't need to worry about all this that you are confused about and discussing...
Do the science on your rover then use Science Relay to send the experiment to any laboratory within relay range....problem solved...
Oh and just an FYI (because I had no idea) just a lab by itself has no command function...So if it isn't attached to a command pod or a probe core with command on it, you won't be able to interact with the lab....
I left just a lab on the Mun once with no command pod or probe core attached to it, and then couldn't figure out why the lab was "broken" and had no right click menu options...
It was broken because I broke it when I detached it from my lander and left it on the Mun like a noob...
It has a few options for the mod added to the game difficulty menu after you install it....
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13 hours ago, infinite_monkey said:
Fortunately, I had another savegame to compare it with. The resource lode was NOT consumed, but the rover somehow changed position. The klaw still pointed to the direction of the lode, but that was BEHIND the rover, so it apparently grappled itself. No idea how that happened, anyway I just copied the vessel from the old savegame to the current one. It fixed my problem, and, knock on wood, it apparently didn't mess up other things.
Well that's good....Hopefully it will stay that way now....
But really who knows, right?
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44 minutes ago, Ultimate Steve said:
It's waaaaay better than it used to be, thankfully. The last time I've had a Kraken attack was playing very heavily modded 1.2, and the last time before that was potentially pre-1.0. That's excluding times where I've tried.
When I poop and it doesn't hurt me bum on the way out, it is waaaaay better than when it does hurt me bum on the way out.....but in both instances I'm still dealing with poo....
It would be far better if I didn't have to deal with poo at all....
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Well if you have a crappy BIOS like the one in my ASUS ROG ( you would think it would be more useful) then try disabling the older NVIDIA card via Windows device manager...
In the device manager it lists every piece of hardware on the computer.
This guide should roughly point you in the right direction even if you are using Windows 10. The steps may not be exactly the same, but they should be similar....
If you disable the old card, just make sure the remaining one is selected via the NVIDIA control panel as your primary card for your display/monitor FIRST....so that you don't suddenly have a blank screen....lol.
You'll want the last bit at the bottom of the article...
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Restart the game. If it still does it after restarting then you may have krackened your persistent save file...and whatever other saves you opened before restarting....
I krackened the game once so far, but I then deleted my persistent save file and copied one of the backups from the backup folder and renamed it to persistent.sfs
Do that....
And then from now on don't intentionally try to break the game....it breaks enough on it's own tbh....
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If you are using Windows 10 and your hard drive useage is constantly at 99-100%, then the information in this article could help you fix that....
https://www.drivereasy.com/knowledge/100-disk-usage-windows-10-fixed/
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Not really....
The computer uses CPU and GPU as necessary to get things done....you can't really tell it to use more if it doesn't need to use more.
The game is more likely slow because of RAM or hard drive usage.
How much RAM do you have, what's the speed of your RAM, and how much is left over with the game running? That is probably the bigger issue....
Sometimes things can tie up your hard drive usage, and make it look like 99% of your hard drive is being used at all times. I had something going on like that with Windows 10 and I had to remove some things and do a little regedit to turn some things off that were running in the background....
Big culprits of constant hard drive useage are antivirus software....and some built in Windows background processes....
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That looks right....no idea what's causing it to occur though....
I'm not really good at diagnosing these things...
Maybe the debugging window would help?
You also could back up your persistent saves and then start pulling mods until the problem goes away....to narow it down.
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Intrinsically though, the main issue is the developers used a free open source game engine to run a game that if you are good at it, your save game just gets too big and you have too many assets in space and the engine simply can't handle it to be honest...
The longer your save goes on, and the more bases you build on other planets and the more stations orbiting planets the worse things get....
It's a limitation of the engine vs the strength of your gaming rig....
At some point you have to start over....unless they make a KSP 2.0 with a more capable engine....or you drop some coin on a super computer that can make up for Unity sucking...
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You shouldn't have to tinker with things if you don't want....
You mean for Memgraph?
You don't HAVE to open any files....you can if you want.
You can just hit alt-end every so often with it running to space the collections out more...
You don't have to uninstall any mods if you don't want to...
How much RAM do you have total?
After you load the game alt-tab to your desktop and then ctrl+alt+delete and open task manager to get a "rough" idea of how much RAM you have free with the game going....
You can remove pretty much any mod you want....the big ones with lots of parts or texture packs that improve the graphics and add clouds, and the planet packs that add planets use the most RAM up....
I wouldn't remove any planet packs....that could mess up a save game....all your satelites and bases would probably get wrecked....or disappear....
If you remove part packs with parts that you used on ships or satelites already in space, those may disappear....
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https://github.com/KSP-RO/KSCSwitcher
That might work...
That version is supposed to be good up to KSP v1.4.3....might work with v1.4.5.
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I think to do that you need to use a mod like Texture Replacer along with a texture pack for visors.
You can't just change it with some stock setting in game, no...
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10 hours ago, scottadges said:
Here's what looks like Nuclear Engine part from the craft file (see spoiler):
PART { part = nuclearEngine_4293229358 partName = Part persistentId = 2058655235 pos = -2.04078378E-06,7.74589252,-1.66957852E-06 attPos = -8.94070808E-08,-2.28238392,1.54857503E-07 attPos0 = -8.94070524E-08,1.59133053,1.54857446E-07 rot = 0,2.98023224E-08,0,1 attRot = 0,0,0,1 attRot0 = 1,0,0,0 mir = 1,1,1 symMethod = Radial autostrutMode = Off rigidAttachment = True istg = 0 resPri = 0 dstg = 0 sidx = 0 sqor = 0 sepI = -1 attm = 0 modCost = 0 modMass = 0 modSize = 0,0,0 attN = top,adapterSmallMiniShort_4293229392_0|1.40383|0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleEnginesFX isEnabled = True staged = False flameout = False EngineIgnited = False engineShutdown = False currentThrottle = 0 thrustPercentage = 100 manuallyOverridden = False stagingEnabled = True EVENTS { } ACTIONS { OnAction { actionGroup = Custom01 wasActiveBeforePartWasAdjusted = False } ShutdownAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } ActivateAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } } MODULE { name = ModuleJettison isEnabled = True activejettisonName = fairingL isJettisoned = True shroudHideOverride = False stagingEnabled = True EVENTS { } ACTIONS { JettisonAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } } MODULE { name = ModuleJettison isEnabled = True activejettisonName = fairingR isJettisoned = True shroudHideOverride = False stagingEnabled = True EVENTS { } ACTIONS { JettisonAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } } MODULE { name = ModuleAnimateHeat isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAlternator isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleTestSubject isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleSurfaceFX isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleAGX isEnabled = True placeHolder = Hello World currentKeyset = 1 groupNames = groupVisibility = 1011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111011111 groupVisibilityNames = Group1‣Group2‣Group3‣Group4‣Group5 DirectActionState = 0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 hasData = true focusFlightID = 0 stagingEnabled = True EVENTS { } ACTIONS { } ACTION { group = 1 groupName = activated = 0 partModule = ModuleEnginesFX actionGuiName = Toggle Engine actionName = OnAction pmIndex = 0 custom1 = Engine } UPGRADESAPPLIED { } } MODULE { name = FMRS_PM isEnabled = True stagingEnabled = True MM_DYNAMIC = true parent_vessel = 0 EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = ModuleJettison isEnabled = True activejettisonName = Size2A isJettisoned = True shroudHideOverride = False stagingEnabled = True EVENTS { } ACTIONS { JettisonAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } } MODULE { name = FXModuleLookAtConstraint isEnabled = True stagingEnabled = True EVENTS { } ACTIONS { } UPGRADESAPPLIED { } } MODULE { name = Emitter isEnabled = True radiation = 5.5554999999999996E-06 ec_rate = 0 running = True stagingEnabled = True EVENTS { } ACTIONS { Action { actionGroup = None active = False wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } } }
Is this module what controls the jettisoning of a shroud?
MODULE { name = ModuleJettison isEnabled = True activejettisonName = Size2A isJettisoned = True shroudHideOverride = False stagingEnabled = True EVENTS { } ACTIONS { JettisonAction { actionGroup = None wasActiveBeforePartWasAdjusted = False } } UPGRADESAPPLIED { } }
So then from the log, there's this warning around where the craft is loaded:
[WRN 13:39:18.761] [Part]: PartModule indexing mismatch at nuclearEngine, index 9. Node 'ModuleJettison' found in loaded data, but 'TweakScale' is defined in prefab. Looking for ModuleJettison in other indices... [WRN 13:39:18.869] ...ModuleJettison module found at index 1.
Are these things related? What it refers to as "indexing mismatch"?
I'm not sure if anyone has answers to these, but I would love if I could at least find out what went wrong, and maybe how to prevent this problem in the future?
Thanks to anybody who can help!
I couldn't tell, I was asking if the log you provided had an instance of you going to an affected ship where this had occured or not.
Your prior post made it sound like you didn't have the log from when it occured...
I was asking if the log you did provide had it happen or not....
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It's called garbage collection....
Try the Memgraph mod to pad the collection and make the buffer between collections bigger if you have the spare RAM available....
Sometimes turning Animation FX off in graphics settings can help too....
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So in the log you uploaded, there is no instance of you loading a vessel that should not have a shroud....and then when you loaded the vessel the shroud had reappeared?
So is it fixed, if you don't have a log of it happening?
How to really update KSP?
in KSP1 Technical Support (PC, unmodded installs)
Posted · Edited by JoE Smash
Yeah when you log into Steam, it automatically downloads updates to games for you, unless you specifically tell it not to. If you tell it not to, you can always change it back.
You can't rebuy games on Steam unless you can't remember your password and create a new Steam account every time you go to log into Steam....
However if that is the case you click the button to reset your password via email, or contact technical support, you don't register a new account and buy the game over again....Well you can, but it is a waste of money and not particularly intelligent....