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Showing results for tags 'bug?'.
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So, I'm making a Mercury clone and I'm using sepratrons as an abort tower. How do I use the abort action group (can I?) to separate the capsule from the booster and fire the sepratrons? I only see activate and toggle when adding the sepratrons but cannot make them fire without staging. Homer
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hello, I have 1 fps with a 150 parts rocket (first rocket in this campaign). on the left of the picture, we can see my gpu (rtx 3080) is on 4 % average use. fix ? have a good day
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After attempting to determine frame rate loss and unnecessary lagging, I have been able to identify that a large portion of issues are being related to the physics engine running through the GPU and the utilization of said GPU will become choked if the perceived framerate exceeds what the engine is calculating in comparison to the GPU. This could be part of the engine to ensure that the engine physics can't run away with GPU utilization and cause damage or overheating on the cards. Full utilization can happen in the game with smaller vessels and when out of Kerbin, but why would the utilization drop when needing more resources due to the number of part, physics calculations, etc. Is this something that is being looked into or are we expected to see this resolve with the future patches and updates? Currently running these specs: AMD Ryzen 9 5900X 12-Core Processor 3.70 GHz EVGA 3080ti 12GB 64 GB DDR4 3200 MHz Ram Please let me know if there are any tips or if there is any other information required.
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Was in a circular orbit around the mun and when I went to create another maneuver node to land on the mun, my ship started to freak out and spin out of control. Eventually, the ship would just blow up randomly. I even tried restarting my initial maneuver to get to the mun, but my ship still blows up. I’m not sure if I’m bad at the game or just flat out missing something, but I know for a fact that I can comfortably build a space craft and fly to the Mun in KSP1.
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Not sure if this is only something I got but the longer I play on a save game the slower everything gets. As I started the save on the launch day the VAB was super fast now I get a complete freeze every 5 Minutes which last for 1 - 2 Minutes. If I press launch -> Freeze for 1 minute After loading the vehicle onto the launchpad -> freeze for another minute This did not happen at the start of the campain and seems to get more ofter and the times of the freeze are getting longer. Found this part in the log, the sabegame seems to be at a size of 500 mb. If the save game is getting bigger and bigger this will potentially get more and more difficult to maintain. I already reported a bug of a unloadable autosave which is at a size of 1.6 Gb. [WRN 19:17:58.182] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseSecondaryTap [WRN 19:17:58.184] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.185] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseSecondaryTap [WRN 19:17:58.223] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseSecondaryTap [WRN 19:17:58.225] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.226] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseSecondaryTap [WRN 19:17:58.227] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.228] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseSecondaryTap [WRN 19:17:58.233] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.234] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.235] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.237] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.237] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseSecondaryTap [WRN 19:17:58.239] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id TrimModifier [WRN 19:17:58.239] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id CameraFineMovement [WRN 19:17:58.240] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseDoubleTap [WRN 19:17:58.240] [Debug] KSP.Input.FlightInputDefinition has not defined a binding for id mouseSecondaryTap [LOG 19:17:58.244] [VAB] A collider for part wing_2v_procedural_heavy (unique ID = 1b215ba2-2cff-4d9b-9c10-4e3a963c3864) was null. [LOG 19:17:58.244] [VAB] A collider for part wing_2v_procedural_heavy (unique ID = 1b215ba2-2cff-4d9b-9c10-4e3a963c3864) was null. [LOG 19:17:58.245] [VAB] A collider for part wing_2v_procedural_heavy (unique ID = 1b215ba2-2cff-4d9b-9c10-4e3a963c3864) was null. [LOG 19:17:58.245] [VAB] A collider for part wing_2v_procedural_heavy (unique ID = 1b215ba2-2cff-4d9b-9c10-4e3a963c3864) was null. [LOG 19:17:58.247] [Debug] [SaveLoadManager]: Save succeeded [62,70s]. If any developer is reading this the savegame files are in request 48029 which I created earlier because I couldn't load a save game at all.
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Version: 0.10.0.20892 OS: Windows 10 CPU: AMD Ryzen 5 3600 GPU: NVIDIA GeForce RTX 3060 Expected Behaviour: Ship moves Observed Behaviour: Ship does not move if it manual input (WASD) but does if it is SAS Steps to replicate: No clue Workaround: Reload game
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When I launch the game nothing happens, But when I run it via a terminal, I get Set current directory to /home/colin/Kerbal Space Program/Fresh Install Found path: /home/colin/Kerbal Space Program/Fresh Install/KSP.x86_64 X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 152 (GLX) Minor opcode of failed request: 3 (X_GLXCreateContext) Value in failed request: 0x0 Serial number of failed request: 105 Current serial number in output stream: 106 I run Arch Linux, with KDE. I am using an Nvidia GPU
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Please help me, this started like 2 days ago. I cant hold some objects, i cant right-click and i cant even rotate my camera. (Version is 1.12) Mods that i use: 999_KSP-Recall, AviatorArsenal, B9_Aerospace_ProceduralWings, BDArmory, Firespitter, NearFutureProps, PlanetaryBaseInc, PhysicsRangeExtender, RetractibleLiftingSurface, RetroFuture, SCANsat, SM_Industries, SXT, TweakScale and VesselMover. I hope this is the right forum, thanks in advance! https://imgur.com/a/eNSxlIw is the video. Fix: I think there were some incompatible mods that I used, I deleted some and KSP worked like brand new!
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So I installed KSC Extended, and it worked. Mostly. I've noticed things disappearing from the different launch sites. From the launchsites TCS05 to TCS19 there is meant to be a runway. Yet there isn't. I need help, it just is gone. Is it something related to my terrain settings? I've tried restarting the game. Any help appreciated!
- 3 replies
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- mod
- ksc extended
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Recently when Upsilon Eeloo window opens, I've start building on new crew habitation Mongolian tents using fairings. But the fairings starts behave strangely when taken out from sub assembly: the fairing hit box is gone. Kerbals can just poke their head out of the fairing, and required rebuilding the fairings to regain the hitbox. Is this a bug or am I doing the fairings a bit wrong?
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The spinny thing on the wheel that looks like its from the lunar rover from apollo, the part on the wheel clips with the joint on the suspension, and it looks like that joint is locked into a different place that is meant to spin. I looked at the model, i have a modded 1.8.1 client. https://prnt.sc/twbp9b
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There are 3 hitbox that a fairing may have, 1. Hollow hitbox 2. No hitbox 3. Solid hitbox So what are they? Basically hitboxes a fairing could have in ksp and the most common is the Solid Hitbox. I've been doing Fairing domes so that's why I know these 3 fairings, so let's dive in what are these hitbox and why I'm here. The hollow fairing is the perfect one, a hollow inside that Kerbal can walk inside, and has a solid wall. The no hitbox is self explanatory, your Kerbal can just phase through without being blocked. The top two always happens at launch, cheated tests (aka using debug to move the dome to another area for test). So test are always perfect when it comes to EVA inside a fairing. But the third hitbox is the most annoying. The solid hitbox is where even the inner space is filled with a hitbox, a hatch that can work before would not work, and if they work the kraken will arrive. This commonly happens after reaching the destination after launch from KSC and it is annoying since everything you tested would not work now.You could see that the first picture the Kerbal is getting warped by the kraken, and on the second pic the Kerbal gets pushed out, indicating a solid hitbox. It's just pain seeing your work for the interior is just useless after this. So I want to ask a few questions 1. Why are there these 3 types of hitbox 2. Why do solid hitbox form 3. How can I remove the hitbox ( in the game file) 4. Is solid hitbox another bug. Any answer for either questions will be accepted, please help.
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I am building a space tug that moves its arms out of the way from the object it is towing and re-aims it's main thrusters located on the arms based on direction of travel. I am trying to use weak motors to save cost and weight, but I am finding that the toggle locked actions don't do any good. They dont seem to trigger and toggling requires them to be in the right state to start. I wish there was a way to say at the start of a movement unlock that part, and once moving is complete to lock it again. Also setting the play head to 0 after getting to the end is nice too so I dont have to add those steps into the custom action groups.
- 11 replies
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- annoyance
- feature request
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Just built a large SSTO with 6 Turbojets, 4 Rapiers, and 4 Aerospikes weighing in at around 132t fully loaded. It managed to escape Kerbin atmosphere on multiple tests with very few Issues. in atmosphere at around 2km above sea level it could easily cruise at 700+m/s with the turbojets thrust capping out somewhere around 250-300. I saved my game and left my computer for an hour to go run some errands and when I got back the SSTO's engine performance for some reason changed drastically. At 2000m above sea level the engines can't even achieve a thrust above 190 and the SSTO struggles to get past 300m/s. I have made no changes to the craft prior to its successful test flights and the weight in the editor has remained unchanged. Is this some sort of bug?
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Hi folks, I'm new to the forum but playing for a while now but now I ran into something very weird. After I got Breaking Ground I started a new game and at some point I decided to make a helicopter/drone using the new motors I watched some tutorials and then tried to do my own but I ran into something I find very weird. As I increased the torque the propellers did spin faster but no lift, only a lot of vibration. I then opened the debug tools and enabled display of aero forces. The weird thing I noticed was that as the propellers were spinning the lifting force kept alternating up and down instead of only being up. At some point I got one that worked ok but no clue how to do it again or what's wrong. I tried with Elevon 5, FAT-455 Aeroplane Control Surface and even a few wings with the same thing happening Also how can I add screenshots on this forum? I only found a button to Insert image from URL Any help is greatly appreciated!
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If you press the LEFT ARROW key and press the RIGHT ARROW key, the right will react preferentially. Conversely, if you press the RIGHT ARROW key and then press the LEFT ARROW key, the left will not be the priority but the right will still be the priority. Devloper HATE LEFT?(?) (This bug(?) is real) Plz stop the left disgust!
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I sent probe to equal orbit, game said, that orbit was equal, probe had required things (solar panels, materials bay, antenna), and it said, that every part of contract is done except: "Build an unmanned probe that has an antenna and can generate power". So, why the contract isn't completed? Everything was ticked except that thing. Why?
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I've been playing around with some texture alterations today, as some preparation for a story series I'm planning to work on and I found something odd about the lighting of the kerbal characters. The issue is that the gloves don't appear to be lit correctly, as if ther normals in that part of the mesh are incorrect. Here's an image to show what I mean, which has a character with a pure white colour texure, all detail coming from the normal map. If you look at the character's left hand, which is facing the sun, it appears darker on the sun side (back) than the shadowed side (the palm). in fact it has the same colour value as the shadowed side of the right arm, which recieves no direct light. Most likely it's been there for a long time and I've just got used to it and mentally filtered it out. It was only because I was tinking with the textures that it caught my eye. My first reaction was that I'd screwed up something in making my changes, but I confirmed this wasn't the case, by first removing all the none stock textures. This gave the same result (dark back of the hands), so not an error I'd introduced. I then checked this on different planets (didn't make any sense, but did it just in case) and found the result was the same, the hands were lit wrong. I also had a look at this in v1.2 and the results was again the same, dark back of the hands. I even dug out the oldest build I have around (1.0.4) and still the hands were wrong. After playing the game for so long and doing a lot of art work based on screenshots, I'm a bit shocked that I've not noticed this before.
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I am being offered a contract to ferry 3 tourists to 'Isamund's Wreckage' and have them 'tour the station' there for 18 days. The 'Isamund's Wreckage' is a Mk.I command pod, left over from a rescue mission. It has a capacity of 1. Is it possible to complete this mission by using a 'Claw' Advanced Grabbing Unit and locking a larger vessel to the Mk.I command pod, or would I need to play musical chairs in space for 54 hours? Also, I have never seen this type of contract before. Is it new in 1.3.1?
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I constructed a large 362 part heavy SSTO. It was able to land on Mun, Duna...all sorts of places. But upon loading the craft from any landed environment, the craft will bounce upwards and often destroy itself due to flipping over. With closer inspection I noticed that when the game is loaded, for the very first few frames, the wheels will clip into the ground and thus create the bounce. This also happens when exiting time acceleration. What is causing this and how can I stop it!!!??? FYI I'm using five LY-99 landing gears. Are they the problem? Please Help Forum...For you guys are my only hope...
- 5 replies
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- design issue?
- physics issue?
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I've been designing this SSTO to go to Minmus for the past few days, and I've encountered a problem that I just can't seem to solve. Even with the center of lift behind the center of mass, the plane flips over upon liftoff like the COm is in front of the COL. Does anyone know what's going on? I've tried everything and it doesn't seem to work. Craft File: https://www.dropbox.com/s/vt720udwauxqzkg/Minmus Aircraft Mrk_ 2.craft?dl=0 Mods needed: OPT Space Plane Parts
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I don't know if anybody else has been experiencing this issue, but my green comm lines to show connections between the craft and the groundstations or any relays are not showing up on the map view. The comm network works fine and the little tab on the flight screen still shows if I have a kerbal on board, how good my connection is ETC. Thanks Hope this pic helps.
- 3 replies
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- modded
- comm lines
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