Jump to content

Search the Community

Showing results for tags 'bugfix'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website


  • Developer Articles


  • KSP2 Release Notes


There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



About me



Found 5 results

  1. As some reports suggest, 1.5.1 still suffers from it... The infamous bouncing bug was mostly fixed in 1.4.1, however, in some odd situations it is reported to appear again. If this happens to you, you're welcome to try this mod. But surprisingly, there are reports that 1.4.5 has the bug again: Squad Bugtracker Issue #16159, note #19 There's a bug that was seemingly fixed in 1.3 and reintroduced in 1.3.1 - when you enter the scene with some vessels landed they jump up in the air (or in the lack of it). Bug #16159 If you don't experience it, just ignore this post. However, many, including me, do experience it and it is rather frustrating. It is unclear when and how this would be fixed officially, chances are it will only happen in Release 1.4 and this release in my understanding could potentially break many mods, so 1.3.1 might be around for quite a long time. The root reason of this seems to be that the game places the vessels slightly beneath the ground and after that physics kicks in and the ground pushes the vessels outwards with significant force. In many cases, especially on low-gravity worlds this could be disastrous. Features and caveats: Vessels on launch clamps are not affected Kerbals on EVA are not affected by default (configurable) Vessels in Prelaunch state (i.e. just launched from VAB/SPH) are affected by default (configurable) Vessels that are Splashed, Flying, Orbiting, Escaping, or on Sub-orbital trajectory are not affected Particular vessels can be excluded from stabilization (see config file) If there is a Hangar with attached anchor, it would be reattached after the hangar settled If the vessel is moored to the surface with KAS harpoon, it should be safe (no longer valid for KAS 1.0 as there are no harpoons at the moment of writing) If the vessel contains KAS pylons/concrete blocks in attached state (with staticAttached = true, that have physical connection to the ground), they will be reattached like Hangar anchors (NOTE - relevant for old KAS < 1.0, new KAS is yet to be addressed) You might experience some FPS drop during the stabilization, for instance when you are coming into physics range with some other vessel and it goes off-rails. This usually lasts only about 3 seconds and can be reduced further in config file in exchange for less gentle vessel release. Compatibility and Robustness This fix has been tested in a bunch of other people's games including mine and so far no issues were reported, but I'm pretty sure something will eventually be blown up - some parts or mods me and all participated in testing don't have weren't tested. Some specific mod may require special treatment. Some particular situations may require special treatment as well. For instance, I'm pretty sure if your base is hanging on a cliff, it would not survive. I just didn't find a cliff in KSP to hang a base on it. BACK UP YOUR SAVE BEFORE TRYING THIS FIX and please report the issue if bad things happen. Configuration is being done via WorldStabilizer.cfg file inside the mod directory, it should be pretty self-explanatory and there are comments. The mod comes with MiniAVC version checker - obligatory notice: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Licensed under MIT License Kudos to @BahamutoD, @Papa_Joe and all participants of this thread for code pieces I pried into. Thanks for all who participated in testing. Latest version for KSP 1.3.1 is 0.8.4, for 1.4.3 - 0.9.2, for 1.5.1 - 0.9.3, currently available on GitHub, SpaceDock, CurseForge and CKAN. As there are reports for 1.4.5, proper recompile is expected soon, but other people report 0.9.2 works just fine. Ping me if you badly want 1.4.5 recompile with fixed AVC version. Since 0.9.4 I start doing multi-builds, so at least 0.9.4 is available on GitHub for KSP-1.3.1, 1.5.1, 1.6.1, 1.7.3. However 1.8 has changed quite a lot, so recent builds (0.9.6-0.9.7) are for 1.8.x only Download from GitHub Download from SpaceDock Download from CurseForge Source code is on GitHub as well. Changelog Development thread for posterity.
  2. I just did a mission to Duna to save Jeb, Bill and Bob from an orbit around Duna. When I got all of them on board, I time warped to a transfer window back to Kerbin, but after the time warp I couldn't save my game anymore. I loaded the last quick save I made and time warped again, but after that time warp I still couldn't save the game. I then just went back to Kerbin and landed successfully, but I couldn't recover the vessel. I tried to EVA the Kerbals and recover them, but it still didn't work. Going to the Space Center, saving the game, going to the Tracking Station and exit to main menu, all don't work. I then just closed the game via task manager and opened it again, but then it started at the last quick save I made, so back in an orbit around Duna. I then just tried again, trying to figure out the moment from which I can't save the game anymore. And it seems to be after a long or fast time warp. If I use the 100.000x time warp, it immediately doesn't work anymore, if I use the 10.000x time warp it works for a few seconds, but after a while I get the same problem again. So the problem seems to arise after/while a time warp. I have seen other people have also experienced this problem, but almost all of them after docking, but I didn't dock anything in this flight. I transferred the Kerbals from craft to craft with there EVA pack. As far as I know I haven't clipped any parts and I don't have any mods. (I do have both the DLC's) Does anyone know why this happened and how I can fix this?
  3. I play KSP on a smallish monitor (1440x900) and when I go to the settings menu with a lot of mods installed, the Accept / Cancel buttons disappear off of the bottom of the screen and I have to restart the game in order to exit the menu. In order to change settings I have to move my computer to another room and plug into a 1080p tv. Just the restart takes 45 minutes when you have that many mods. Would it be possible for someone to mod the game such that the Accept and Cancel buttons be fixed in place on the UI rather than dynamically reposition depending on how many mods are installed. Because I sure as heck can't uninstall any of my mods.
  4. *** NOTE *** No problem reported for latest dev version, so I've made a public release There's a bug that was fixed in 1.3 and reintroduced in 1.3.1 when you enter the scene with some vessels landed and they jump up in the air (or in the lack of it). Bug #16159 I've tried to fix it by introducing one more simple mod. I heavily borrowed parts of the code from VesselMover, specifically, determining vessel's top and bottom points. The mod moves up the vessel that just went off rails little bit up (approximately by the difference between top to ground and bottom to ground heights) and then lowers the vessel down checking the bottom-ground distance. It also supports Hangar's anchors and vessels, moored to the ground with KAS Harpoons. Links to youtube videos (by Fredrik Wolf) Typical buggy behavior Stabilized by mod Source and mod files on GitHub: Impudently called World Stabilizer Licensed under MIT License Kudos to @BahamutoD, @Papa_Joe and all participants of this thread for code pieces I pried into. This is highly experimental mod, but I'd be grateful for test feedback. Just back up your saves as something might be blown up.
  5. This patch is for use with ModuleManager 2.6.24, available here: https://ksp.sarbian.com/jenkins/job/ModuleManager/113/artifact/ModuleManager.2.6.24.dll Patch file here: http://wikisend.com/download/269118/112GearFixer.cfg ModuleManager dll goes into the KSP/GameData folder. My config patch will work anywhere within KSP or it's sub- folders. What it does: LY-01 Fixed gear * Dramatically reduces sloppiness by increasing spring tension and damper. * Maintains the ability to construct science carts without jittering * Reduces tendency to overload and explode during spawning and landing. * (Nearly) eliminates tendency to wallow during takeoff * Increases brake strength * Increased durability for rough field takeoffs and landings LY-05 Steerable gear * Adds braking ability (default on) so they can be used as main gear * Increases spring tension, travel, offset, and damper * Eliminates clipping, reducing tendency to initiate oscillations, skitter, and explode on spawning/ landing * Increased durability for rough field takeoffs and landings This adjustment should make the entry level landing gear useful again. Feel free to post any questions, comments below! -Slashy
  • Create New...