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About me



Found 16 results

  1. Here's a graphical recording of my first RSS/RO/RP-1 play through, mainly as a record of my mistakes so I won't repeat them. Phase one: "I love the smell of RP-1 in the morning" Early sounding rockets. The Stratos Series was initially launched from Lelystad, the Netherlands until I discovered that it has no radio coverage. At Madrid it worked a bit better but only from 3km up. I decided to start over in Kourou.
  2. So i'm having this issue that i am stumped and completely clueless on how to fix. I have this issue where lights turn on and off in the VAB or SPH while building. Cool, ok. Issue is when i click launch and go to flight mode, the lights are on by default, but once i turn them off they are off permanently. Spamming the light button does nothing, right clicking and pressing turn lights on does nothing, EVA and do it with a kerbal, still nothing. I have plenty of electricity, so it's not that. IVA screens still work, lights on cockpits and other modules still work and shine on other things like a space station or whatnot. It's only the lights themselves that have this issue and it has my confused to no end. Any help and i'd love you forever. It's on KSP 1.8.1, i stay on this older version cause alot of the mods i love that are working on here aren't supported/don't work on later versions. My KSP log: https://www.dropbox.com/s/jg13ygtp3wuk5q1/KSP.log?dl=0 My Gamedata folder, my dropbox is full and already used up my other emails on it.
  3. Journal on my DeviantART
  4. (With RSS/RO/RP1/RSSVE ) When I go to tracking station and click on saturn there are no rings but if i pan down so that i'm on the same plane as the rings there is this strange shading bug which shows just a little bit of the rings and they keep flashing in and out of existence this is the same if i'm in a rocket. https://imgur.com/JCkLJiH
  5. It always gives me an error when i play it, i even deleted the kopernicus that was there and replaced it with a new download, the image is the error im getting; https://imgur.com/OazaaMG
  6. I installed a bunch of mods for RSS, however, when I start up the game, it loads completely, however it just goes to a black screen with the loading sign, and then freezes forever. Here are all my mods: (I'm still new to this, if you need any data, tell me where to get it)
  7. I'm running KSP 1.8.1 from Steam with a fair number of mods: Realism Overhaul and all its dependencies, Real Solar System and its dependencies, MechJeb2, and Principia. My problem is that I can load my worlds (albeit slowly) and open the launchpad and set a target in map view, but the moment I try engaging the autopilot in MechJeb (or pausing the game—that seems to cause the same problem) the game freezes and I have to force close it. I'm running it from Steam with the -force-glcore launch option so the game doesn't run out of memory (I have 16gb RAM and my PC's specs should not be a bottleneck). I've attached my Player.log, KSP.log, and a video with the replication steps here: https://www.dropbox.com/sh/z8024cpf160fjlq/AABq_k5UnXyunaHYc75tk_cKa?dl=0. (Note that the video has like entire minutes of nothing happening; this was actually during the loading screens. Sorry for the choppy video. It didn't look that bad from my end.) I'm trying to launch Raidernick's Luna 13 into Earth orbit at the lunar plane of orbit. I'm confused because this worked before (about a month ago) without major issues, but trying it now the game pretty much always freezes up. Even funnier is that the one time I record my screen to show it, it actually doesn't freeze the first time around! It did freeze when I disengaged and re-engaged the autpilot though, so the problem really is still there. I know I'm not running out of RAM or anything because when I open the task manager nothing is excessively full (the RAM sits around 70% full when the game is running). I'd really appreciate it if you guys could give me a hand with getting my game functional again. I know RO works for the people who use it so I'm kinda sad that it doesn't seem to be working for me.. Thanks in advance!
  8. I don't know why but Kerbal Konstruct don't work in my KSP RSS in 1.8.1... The kerbal konstuct logo show up but when I do Ctrl+K nothings append. Can someone tell me what to do ? I already tried to change KK version but that don't change anythings.
  9. 3 months in the making, I present to you my masterpiece. Hope you enjoy and thanks for stopping by! (YT really doesn't like dark scenes btw)
  10. The game starts up after the initial loading screen, however when it gets to the menu, the screen with the planet and floating kerbals, it pauses for about 2-5 seconds, with nothing on-screen clickable, and then closes. I followed the 1.8.1 install instructions for RSS/RP/RO exactly, including the dll for DeadlyRentry and the folder thing for FAR. The only thing that I didn't follow was the Mechjeb Dev install via CKAN's updated repository. I just downloaded the regular one because my computer is having issues loading that and CKAN says it's failing to load it. I also have principia installed, but both Mechjeb and Principia don't affect the install, as removing them doesn't help with the crashing from my testing. I've also tried forcing OpenGL and uninstalling MSI Afterburner with no luck. Log's at the bottom along with some specs _______ Mods installed with their installed versions from CKAN. All the graphics and visual mods from the RSS/RP/RO wiki are running their suggested versions, in case CKAN doesn't match: Player log W10, 64bit, KSP 1.8.1. i7-7700k w/ GTX 1080 To reproduce: load the game and wait for it to reach the menu
  11. For some reason, whenever I have kerbals in their External Command Seats in 1.8.1, I can see them through all the parts. I have no parts/ texture replacement mods installed, just a couple of visual and some helpers. How do I make this stop? Here is a picture of this phenomena:
  12. I've been using texture replacer and I want to use it for the suits but not for the ground. How would I disable it so it shows the stock 1.8.1 textures?
  13. Hello everyone! Kerbal Space Program 1.8.1 is live! This patch focuses mainly on solving issues encountered in the base game and both the Making History and Breaking Ground Expansions. Check out this patch's Changelog for further details: ===============================v1.8.1================================ 1.8.1 Changelog - BaseGame ONLY (see below for Making History and Breaking Ground changelog) +++ Localization * Fix missing Chinese characters on main menu. * Fix missing units in the Maneuver editor UI in Chinese. * Fix a few dV KSPedia slides showing corrupted characters in Russian. * Fix autoloc instead of vessel name appearing in target set screen message. +++ Bugfixes * Fix game settings being reset every time game is started. * Fix Linux mousewheel scroll direction. * Fix bug with interstage fairings not occluding everything within. * Fix the mk3 shuttle cockpit lights. * Fix duplicating module info on part extended tooltips in editor and RnD scenes. * Fix shroud shading on disconnected sub-assemblies in editor scene. * Fix FloatEdit and ScaleEdit UI prefabs. * Fix KSC vessel markers becoming too persistent and not leaving the game when switching between buildings at the KSC until game is restarted. * Fix NREs in Portrait Gallery when kerbals die in flight. * Fix T-100 fuel tank clipping on surface attach node. * Fix kerbal helmet/heads becoming unclickable when on ladders. * Move the CB cast shadows game setting to the graphics section of settings where it should have been. * Fix Easter eggs, monoliths, randoliths not receiving CB shadows. * Fix parts still being considered shielded from airstream after deploying a fairing in some use cases. * Fix Action groups icon not appearing in Editor scene when switching between facilities with different upgrade level. * Fix Altimeter and Staging tumblers disappearing at some scale values. * Fix walk paths around Level 3 R&D building. This includes texture artifacts for the Linux version. * Fix material artifacts in level1 and level 2 grass tiles. * Fix error when pressing undo while holding a radial symmetry part. * Fix Ocean on Eve. * Fix DragCube generation discrepancies in partdatabase - was affecting drag and thermals. * Fix NRE in editor scenes when reverting from flight and using transform gizmos. +++ Mods * FloatEdit and ScaleEdit PAW prefabs fixed. Making History 1.8.1 +++ Bugfixes * Fix unable to select "Create new mission" button on Mission play dialog the very first time. +++ Missions * Fix mission "Meet Me in Zero G" does not complete in certain conditions when landing back on Kerbin. * Fix Manufacturer name on engine plates and tubes. Breaking Ground 1.3.1 +++ Bugfixes * Fix items in PAW switching positions in a group depending on state of fields. * Fix generation of free Electric Charge for robotic parts if stopped with the PAW closed. * Fix setting robotic part motors to disengaged in editor and then persisting that way when vessel is launched. * Fix bug related to being able to delete endpoints on KAL-1000 tracks by disabling ability to delete them. * Fix bug when removing parts from vessel and they have multiple actions mapped in KAL. Remember that you can help us find bugs/issues by reporting them into our bugtracker and that you can also upvote reports to make them more visible. Happy launchings!
  14. I have a craft that utilizes two Docking Port Juniors with same vessel interaction enabled. The example might be for a craft with a hinged door that uses docking ports to secure the door when closed. To close the door, the hinge motion is assigned to action key 4. When the door is closed, the docking ports are used to lock it in place. The problem I'm having is that I have tried assigning various combinations of "Undock", "Decouple Node", and "Same Vessel Interaction" to action key 4 so that when the hinges try to open, the docking ports are decoupled. ...but it doesn't work. I can manually in-game right-click the docking port and break the seal using "Undock" but when I assign "Undock" or "Decouple" or both to any action key... it does not work. Should I post this one to bug tracker? It only seems to be an issue when I am trying to use docking ports with Same Vessel Interaction. Although, I have tried toggling on/off the vessel interaction and it seems to make no noticeable difference. For instance, I have no problem getting action keys to undock ports when dealing with subassemblies. Anyone else come across this?
  15. I was trying to mine some ore on Mun to refuel my lander. I would put KSP in to FF to get the sun to come out and charge the solar panels, but every time I did, during ff, the craft would suddenly plunge well into the terrain and explode spectacularly. It took me a bit to figure out what the F was going on. when using lander legs and as little as 5x FF, when you exit FF the craft will do a hop. if you leave the FF on for a period of time, the craft will be forced into the terrain and explode. the log will say the craft has collided with the mun.....but the craft is supposed to be landed and at a stand still. the engines are turned off, and SAS and RCS are turned off... there should be no movement of the craft. additionally the craft is sometimes out of power when this happens, which means the craft should not be capable of moving anywhere, much less hopping into the air, or forcing it self into the terrain. I have verified my files, and that's not the issue. I have no mods installed. only the two DLC. I know its the legs because when I raise them leaving the lander resting on the rocket nozzles, and perform a FF, there is no jumping when you return to normal speed.
  16. KSP version making history 1.8.0 Breaking ground 1.3.0 Windows 10 Pro x64 1909 (OS BUILD 18363.418) Steam version System: MSI GE73 Raider RGB 8RE i7 8750H 16Gb GTX 1060 6Gb i thought an issue i was having was due too a file corruption or something. but after running verify on ksp, the issue still is present. I am not running any mods, so that is ruled out as a cause as well. only addition to base KSP I have are the two DLC so what is the issue? well... using the mk.3 cockpit causes all lights not to come on/off when you try and toggle them with the interface or by pressing the 'o' key. also using the cockpit causes the whole craft to bounce up and down like it's doing a jig (dance). also when you look at the properties for the cockpit, the option where the option that should say toggle lights should be, it says say only toggle. the lights will also not come on for the cockpit. you can still manually toggle the lights for other parts (landing gear, spot lights, etc.) however. I checked the landing gear properties while the craft was 'dancing' and there was no weight stress being registered during the bouncing. also the bouncing disappears when the mk. 3 cockpit is removed from the craft. the light toggle buttons also work on other cockpits. This seems to be a major bug. I hope it gets fixed soon. images: https://steamcommunity.com/sharedfiles/filedetails/?id=1895432532 https://steamcommunity.com/sharedfiles/filedetails/?id=1895432635 https://steamcommunity.com/sharedfiles/filedetails/?id=1895432705 https://steamcommunity.com/sharedfiles/filedetails/?id=1895436295 logs: https://1drv.ms/f/s!AouWDY3RtbYPgfkOiRq4TifhBQ_BAw
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