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So recently, I had the brilliant idea of "Submods", which are smaller parts of a large mod released separately, usually before the main mod releases as a small taste of the full thing. This first submod for my main mod Melanohelioi includes the desert planet Sarkas, which has the following features: A breathable atmosphere Rings Salt flats with small amounts of water in them 3 moons, 1 shepard moon and 2 outer moons Orbits between Moho and Eve Unfortunately, when i load the config for Sarkas and it's only moon as of present, Jead, the game gives me a warning saying that "The planets can't be loaded and playing the game at this state isn't a good idea". Here's the configs and logs. Sarkas: Jead: Logs: If anyone could help, i would appreciate that very much. Edit; situation resolved. turns out i forgor to add materialType = AtmosphericTriplanarZoomRotation to my code
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Upon crossing the threshold in to space low above Kerbin (70,000 Meters), I lose attitude control of my vessel. This problem persists until I re-enter Kerbin's atmosphere, upon which I have complete control of my vessel's attitude again
HereComesTheBoom posted a topic in KSP1 Technical Support (PC, modded installs)
See title for summary of the issue I have absolutely no idea what is going on. At first the bug was that, as soon as I entered space, my craft would disappear completely. My altitude bar at the top of the screen would read all zeros in red, and my kerbal would show up as KIA in the astronaut complex... Since then I deleted Remote Tech and Kerbalism since my game would show me a warning upon loading a save that Kerbalism and Remote Tech have limited compatibility. After doing so, the bug evolved to what it is currently. Instead of a full deletion of my vessel and killing of my pilot, it now merely removes my ability to control the vessel's attitude after reaching space, and continues to bar my inputs until again passing 70,000 meters on the way back down Other quirks of this issue I've noticed is that the nav ball's indicators, if shown, ant-radial for instance will flicker like the nav ball is glitching out. The SAS button on the top right of the nav ball will turn the yellowish-orange with the rotating arrows symbol to signify it recognizes I'm inputting controls, but the craft won't turn. I also can't throttle up or down All of that being said, I'm still able to right click on parts and control their functions such as service bays and science experiments. And to quash any of the obvious issues that may be running through your heads... I'm using Jeb, so the kerbal not being a pilot isn't the issue. I have electric charge. Connection to the KSC doesn't matter since it's a manned capsule, manned by a pilot. I'm using the standard Mk 1 command pod. Here below is a screenshot of the debug window as my vessel crosses the threshold into space low over Kerbin. I don't know how to read this so here's to hoping any of you all could see what the issue is by looking at the image below. I will also be uploading a full list of my installed mods and their versions. https://imgur.com/a/0HKZSfC Mod List: https://drive.google.com/file/d/1NmscqXXmTfZsxTFS5LIiGMLHTIMnf7Sa/view?usp=sharing If anyone willing to help needs the FULL debug .txt file to help me please let me know and I'll edit this post with a link to it's location on my Google Drive RESOLVED Edit: I noticed on the debug window seen above on the Imgur image, Orbital Decay seemed to be listed a lot. I closed KSP, deleted Orbital Decay, and re-tested the bug for reproduction and it was fixed. So it was probably Orbital Decay being outdated or incompatible with one of the other 50+ mods that are installed -
I use CKAN, and I am using the Commnet Constellations mod, on any signal, in distance and correctly set up, I get no signal and it goes to partial control, I had to uninstall and reinstall my game completely at one point, from a different bug, and did the same to my modlist, and after it stopped working, not sure if I added a bad mod on accident, I'd really like to be able to continue to use Constellations. log: https://www.dropbox.com/scl/fi/fn41y6qwz8yz36ointlv6/KSP.log?rlkey=iyhl1qh0bkw3m4e4kujv6n5i3&dl=0 I'm not exactly sure how to share the modlist without sending a download for the .ckan export if there's a different/better mod with similar functionality I would also be up to using that!
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@Just Jim Sorry for the ping, but I’m not sure who to contact about my question. I discovered a website (link snipped ) while browsing Google Images that sells the community’s planet packs for upwards of $10.00. What is the protocol for reporting these types of websites (if there even is one)? Thanks!
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There are large gaps in the terrain on kerbal. This is visible in KSC view, but also when flying a craft. It seems that the missing parts are always the same though. Although it is not visible, collisions do work. AMD Ryzen 9 3950X 64 GB DDR4-3600 AMD RX 5700 openSUSE Tumbleweed, KDE Plasma (Xorg) Proton Experimental Launch Options: PROTON_USE_WINED3D=1 %command% Version 0.1.0.0.20892
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So far I've not seen any clouds, but there is a layer of grass hanging low above the runway. AMD Ryzen 9 3950X 64 GB DDR4-3600 AMD RX 5700 openSUSE Tumbleweed, KDE Plasma (Xorg) Proton Experimental Launch Options: PROTON_USE_WINED3D=1 %command% Version 0.1.0.0.20892
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Wanting to find any info on Krag's PlanetFactory.
smushanoob posted a topic in KSP1 Mods Discussions
Not sure if this has been asked before but I've been scouring the internet for any old versions of Krag's planet factory. I am currently unsuccessful in finding any such files, but I wonder if any forum members here may have old versions collecting dust on their drives? I hope my question isn't violating any rules or anything, if so tell me. I'm just looking to play an old mod. Thanks. -
In the moment i try to load a saved ship the entire game freeze but i can ear the background sounds and move the cursor The problem is probaly not hardware because the ram and cpu usage remain invariate, and i'm pretty sure this problem emerged when i loaded some other mods. If someone tell me witch mod is conflitting i would be very gratefoul. Here is a list of all the mods i have installed trough CKAN: 000_ClickThroughBlocker 000_Harmony 000_KSPBurst 000_TexturesUnlimited 000_Toolbar 001_ToolbarControl AJE AtmosphereAutopilot B9_Aerospace_ProceduralWings B9PartSwitch BahaSP CommunityCategoryKit CommunityResourcePack CommunityTechTree ConformalDecals ConnectedLivingSpace ContractConfigurator CryoTanks CustomBarnKit DeployableEngines DepthMask DistantObject DynamicBatteryStorage EditorExtensionsRedux EngineGroupController EnvironmentalVisualEnhancements FarFutureTechnologies FerramAerospaceResearch Firespitter FShangarExtender HeatControl JSI KerbalAtomics KerbalChangelog Kerbalism KerbalismConfig KerbalJointReinforcement KerbalRenamer Kopernicus KSCSwitcher KSPCommunityFixes KSPWheel MagiCore MechJeb2 ModularFlightIntegrator ModularLaunchPads NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft OrbitalLFOEngines PatchManager PlanetaryBaseInc PlanetShine ProceduralFairings ProceduralParts RCSBuildAid RealAntennas RealChute RealFuels RealHeat RealismOverhaul RealPlume RealSolarSystem REPOSoftTech ReStock ReStockPlus RetractableLiftingSurface ROCapsules ROEngines ROHeatshields ROLib ROSolar ROTanks RP-0 RP-1-ExpressInstall RP-1-ExpressInstall-Graphics RSSDateTime RSS-Textures RSSVE scatterer Shabby ShipManifest SmokeScreen SolarScience SolverEngines SpaceDust Squad SquadExpansion StagedAnimation StationPartsExpansionRedux SXT SystemHeat TestFlight TextureReplacer TriggerTech VenStockRevamp Waterfall WildBlueIndustries XenonHallThrusters ZeroMiniAVC 999_Scale_Redist.dll Custom_FARAeroData.cfg ModuleManager.4.2.2.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree toolbar-settings.dat And here is a list of the mods i installed before the chrashes: DeepFreeze continued REPOSoft-Thech-Agencies Background Resources Far Future Technologies Deployable Engines Plugin Dynamic Battery Storage Cryo Tanks Cryo Tanks Core System Heat Space Dust Kerbal Planetary Base Systems Near Future Areounatics Near Future Electrical Near Future Electrical Core Near Future Exploration Near Future Launch Vehicles Near Future Propulsion Near Future- Xeon Hall Effect Thrusters Near Future Solar Near Future Solar Core Near Future Spacecraft Near Future IVA Props Near Future Spacecraft - LFO Engines Solar Science (SOL)
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are you supposed to be able to see the mun outpost from the tracking station and if yes something is wrong cuz i dont see it
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So, I went to play some KSP, and with some new mods, I thought I was gonna have some fun.... then the game crashes, during the loading screen. Anyone willing to help? PS: I'm now willing to create a separate copy of the game to test the mods, it's worth it. Also, I will post the crash report up here, and give the thread the tag "resolved", if I fix it. Thank you. It was caused by mono.dll, I know that it means that some mods are outdated, but I can't tell what. I'm pretty sure it's not MK4 parts, and the Near Future modpacks all support 1.3. I have a pastebin link here for anyone who wants to try to decode it. Output_log: https://pastebin.com/raw/c3znYXaA
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So, I start with some new mods. boot the game, lag as usual, get into the SPH, and then I notice it: when I select a tab the first time, it's items appear as usual, but when I press any other tab, the first tab's items stay on the selection menu. This sticks until I create or load a vehicle. This makes building impossible. This may be a one time thin. If it isn't, I'll get some screenshots. PS: Once the problem is resolved, I will add a tag called "Resolved".' It just needed a restart. Yay!