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Rambow_Ninja94

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Posts posted by Rambow_Ninja94

  1. Hi,
    It's not often that i come to this forum to ask questions on bugs, because i usually find probably suboptimal, but working ways to fix them myself. But this time i am completely stumped...
    About 1 month ago i booted my main KSP save (which is semi-extensively modded) and it spent the usual 40 minutes booting, but then on the loading page (after giving me the usual error messages that are just textures missing from redundant parts) it just freezes before loading the menu, stops trying to utilise disk, maxes out memory, converts itself into a backround task and sits around for 20 minutes not responding before the unity crash handler kicks in and it closes itself.
    Prior to this i had loaded the game thousands of times with the same mods (or older versions) and never had this issue. 
    I had updated to 1.12.3 2 weeks prior but i checked all the dependency's and had run it fine on that version several times.
    I had done nothing to the mods file since the update to 1.12.3, and i am unable to find out the cause of the fix.

    Overall I have probably spent about 11 hours trying to fix this so if the issue is really simple I'm gonna be embarrassed, and i am no closer to figuring it out. If you can fix this (or atleast tell me what else you could need to fix it) please help, i don't want my kerbals to be stuck in simulated deep space forever.

    Attached is a screenshot of the menu failing to load and about 20 seconds before the whole thing crashed, and my modslist (although bear in mind it has run fine with these before) and the logs.

    https://drive.google.com/file/d/1w5g6fweEYyRexBlk-MDvlYhebfgaMuyL/view?usp=sharing


    ksp-crash-7

    ksp-crash-6

  2. I was recently playing RP1  In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels.
    Is there any way within the settings to disable it ENTIRELY?
    If not within the settings, is there any way at all to do it?
     

    Spoiler

    Ps, Here is the code that i tryed to make but subsequently failed

    @PART[*]:HAS[@MODULE[ModuleProceduralAvionics],@MODULE[ModuleCommand]
    {
        MODULE
        {
            name = ModuleAvionics
            massLimit = 999999999999999999999999999999999999999999999999999999999.9
            interplanetary = True
        }
        MODULE:NEEDS[kOS]
        {
            name = kOSProcessor
            diskSpace = 1000
            diskSpaceCostFactor = 0.0000000000000000000000000000000000000001
            diskSpaceMassFactor = 0.0000000000000000000000000000000000000001
            ECPerInstruction = 0.0000000000000000000000000000000000000000001
         }
    }
    // Disable attitude control on non-control parts.
    @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[~minimumCrew[>0]],!MODULE[ModuleAvionics],!MODULE[ModuleProceduralAvionics],!MODULE[ModuleScienceCore]]:AFTER[RP-0]
    {
        MODULE
        {
            name = ModuleScienceCore
        }
    }

     

  3. I was recently playing RP1  In science mode when I noticed the avionics limit. I have made numerous attempt to disable it, but its only disabled on crewed vessels.
    Is there any way within the settings to disable it ENTIRELY?
    If not within the settings, is there any way at all to do it?

    Ps, Here is the code that i tryed to make but subsequently failed

    @PART[*]:HAS[@MODULE[ModuleProceduralAvionics],@MODULE[ModuleCommand]
    {
        MODULE
        {
            name = ModuleAvionics
            massLimit = 999999999999999999999999999999999999999999999999999999999.9
            interplanetary = True
        }
        MODULE:NEEDS[kOS]
        {
            name = kOSProcessor
            diskSpace = 1000
            diskSpaceCostFactor = 0.0000000000000000000000000000000000000001
            diskSpaceMassFactor = 0.0000000000000000000000000000000000000001
            ECPerInstruction = 0.0000000000000000000000000000000000000000001
         }
    }
    // Disable attitude control on non-control parts.
    @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[~minimumCrew[>0]],!MODULE[ModuleAvionics],!MODULE[ModuleProceduralAvionics],!MODULE[ModuleScienceCore]]:AFTER[RP-0]
    {
        MODULE
        {
            name = ModuleScienceCore
        }
    }

  4. On 4/18/2021 at 6:04 PM, OHara said:

    I have heard that people who use Steam make a copy of their 'Kerbal Space Program' directory and apply mods to that copy

    Its because with issues like this, if they cant be solved, we have an earlier, working version.

    Simply removing the mods then telling the game to updates might fix it, but cant be sure

  5. When you say the mods are "up to date" they may be the versions intended for 1.11.1/2 (and as a result wont work)
    If this isn't the problem, Just find the kerbal skin file in the games code, and replace the stock one with the HumanStuff one (you will need to change the file name of the new skin to match the old stock texture though.
    Hope it helps

  6. Two Possible explanations.
    1) you may have clicked off KSP while it was loading (which for same reason slows it to a halt)
    2) as you say, you have 8GB of RAM, but KSP over allocates it. (see the post below for what I mean)
    If the memory allocation fix doesn't fix it, open task manager at next startup, put all the values into percentages and see what happens (maybe a background task is taking up memory).

    Hope it helps

  7. My explanation is less complicated, but may still help.
    1) the external chairs are obstructed and ksp wont let you put kerbals in them (as a result the craft wont launch)
    2) The game simply needs a restart. Sometimes these things happen and a simple restart usually fixes it.
    3) Your game may just be missing a few files. A simple workaround is (assuming you got it from steam) to just remove all your mods into a separate folder and update the game (usually this fixes mods missing code)
    Other than that, this one seems to bewilder me. I specialise in mod fixes, but this could be either a stock or modded bug.
    If you have any mods that change the space centre (custom barn kit ect…)
    This may change the hitboxes of various things but not the space centres appearance (may have been installed incorrectly)
    However, the only way to really find out is to remove all your mods and open a new save and see if the issue persists.
    If it does not, slowly add back mods until it does and try running the game without those one.
    If the issue does persist, I recommend creating a new tread in the stock bugs and errors as most people here fix mod issues. Which tend to (but not always) be easier then stock issues.
    The people there will know more about your issue and most likely be able to fix it.
    Hope it helps

  8. I believe I can answer this one.
    If you click of the game and you were holding down a key, the game thinks that when you go back onto the game, you still have the key held down, and thus the craft keeps the reaction wheels and whatnot spinning. time warp wont help, but a simple quicksave and quickload should fix it.
    This is a stock bug, but I think it applies in your case as well.
    Alternatively, the game might just need a restart (occasionally these things happen and a restart may fix it)

  9. Have a look through the some of the CFG files for the mods.
    Lok for nodes that add any tech tree parts.
    Some of these mods I've never even heard of so I don't know What they do or how they effect the tech tree.
    I would recommend reading (In detail) all the mod forum p[ages for the various mods and see which ones (if any) change the tree.
    Alternatively you could just need a PC or KSP startup…
    Hope it helps.

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