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Disclosure: I have done some manual editing of craft and save game files, so I may have gotten myself into trouble, though I've tried to be careful and haven't run into anything obviously caused by bad editing. TL:DR; Parts that are not inside a cargo bay or a fairing show signs of being "stowed": e.g. Magnetometer boom cannot extend because "cannot deploy while stowed". Looking at the save file I see lots of parts have "shielded = True" even though they are not inside a fairing, cargo bay, or anything similar. Manually editing the save file to set this to false sees those values overwritten when the craft is reloaded Detail: I built up my largest ever craft for a manned mission to Sarnus (Outer Planets Mod, complete mod list included below). On my ship I have a large lab from stockalike station parts expansion redux" and some science parts (and an antenna) attached to the outside of it. Once I was ready to do my Kerbin departure burn, I double checked my antenna was extended (it wasn't), but I was blocked from doing so in game by "cannot deploy while stowed" The antenna is on the surface of the lab (sspx-lab-5-1) lab along with both types of Magnetometer (Magnetometer and DTMagnetometer). Rather than fight with it I just edited the save file to change the state of the antenna to EXTENDED and all was good. Then I decided to grab some science on the way out to get some data into my lab. That's when I discovered that I couldn't extend the Magnetometer either as it gave a similar "cannot deploy while stowed" error. Things I've tried: 1. Doing an EVA and using construction mode to move the magnetometer to other locations, including other parts. 2. Editing the file to make it EXTENDED - when I reloaded it was extended but I still couldn't run the experiment (similar "cannot run while stowed" error). When I retracted it in game I was again unable to extend it. 3. Deploying all remaining fairings on the vessel. I do have a total of 4 fairings on the ship. One had already been deployed, but the other 3 hadn't. I tried deploying them to see if there was some weird interaction going on. It did not help (though I didn't try that in combination with other things). Also, see below for more on the fairings. 4. Finally, I "launched" a new iteration of the lander bit that I have docked with the main craft, but with a magnetometer added there. After confirming that on this ship I could extend the magnetometer and run the experiment, I wrote some code to find the nodes in the save game data for the two magnetometers and compare them. I found the "shielded" property as the only thing that was different and seemingly relevant (of course they had different ids, positions, etc.) So then I wrote more code that found all parts on the ship that had "shielded = True" and for each of those, look through its ancestry (via parent parts) to see if it was a descendant of a fairing that didn't have "fsm = st_flight_deployed" set. If so, I figured that would mean it should be shielded and I left it alone. But parts that were "shielded = True" but were not descended from a non-deployed fairing, then I set it to "shielded = False" There were over 150 parts that needed this edit, including things that made no sense.. parts that were never in a fairing or similar. But I hoped that would be the end of it. But when I loaded the new save (which parsed and loaded correctly, yay!) and went to that ship I ran into the same issue. A new save from inside the game revealed that the parts had had their shielded properties reset to True. In fact running the same code on the new save showed a larger number of "shielded = True" parts outside of fairings (though I didn't do digging to see what was different). A word on the fairings: In order to get symmetry I tried to alt-click parts in the VAB to get a copy, but the copied fairing didn't have its enclosure copied. To get the symmetry I edited the craft file by copying the XSECTION nodes in MODULE(ModuleProceduralFairing) from the built fairing to the other ones. As far as I could tell the data there was all relative to the fairing itself and didn't need to be adjusted to account for fairings in different locations. The 3 matching fairings (one original and 2 copies, the 4th fairing was also manually built as isn't symmetric with the others) all appeared fine in the VAB and once the craft was launched. But maybe I introduces some weird issue where some part of the system thinks that everything is inside one of the fairings. Anyway, that's where things are. I have built up a pretty good code library for editing save files, so I have no fear of trying to poke around, but with the game overwriting my "shielded = False" edits, I'm not sure where to go from here. Link to Player.log: Player.log: https://www.dropbox.com/scl/fi/1nz7igwrmkd76945ot6ui/20240817-KSP-Player.log?rlkey=ssi8xikejapiqz9gi2bq3civm&st=nffo6rkc&dl=0 Player-prev.log: https://www.dropbox.com/scl/fi/vmmyirbcou4pdyqv7pp61/20240817-KSP-Player-prev.log?rlkey=qe12u7jlrjb0ky9ds8e7dnneu&st=8vajq33n&dl=0 MOD LIST (CKAN export): [x] Science! 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Recently I was doing a KSP2 Dres mission and I encountered a bug where the save file size would exponentially increase in size, causing saving to freeze my game for several seconds. It turns out the culprit of the save file size ballooning is due items within a JSON array called "ObjectEvents" duplicating. This array can be found in any KSP2 save file. Within the save file, the ObjectEvents array is located within a JSON object titled TravelLogData. It is also important to note that I have two mods installed using Spacewarp version 1.0.1: - LazyOrbit version 0.4.0 - StageInfo (version unknown) However, I do not think these mods cause the issue since there are two reports of this issue occuring on 2/26/2023 and 2/27/2023 in the ksp2_help channel on the Intercept Games Discord, when modding was not as mainstream. The threads are called: - "Savefile sizes ballooning exponentially? - "Save files BALLOONING in size massively" You can see my save file with repeated entries in the ObjectEvents array at the link below (you can easily find this array by typing Ctrl + F and searching for "ObjectEvents"). When duplicates are removed using a Python program that I made, the save lowers to ~11 KB. https://drive.google.com/file/d/1RKUqKpzwQd2S-TK4v_Z_-Mj7W73WlmaI/view?usp=sharing I hope this information helps!
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KSP Version: 0.1.1.0.21572 OS: Windows 10 CPU and GPU: AMD Ryzen 3950, Nvidia RTX 2070 Super Description of the bug. Expected Behavior: Reliable vehicle saves Observed Behavior: After a revert, the rocket is no longer launchable eventhough it was fine before. Anything below the drone core is stuck underground and none of the parts are attached to each other. Screenshot 7zipped Savefiles
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This is a pretty simple one. Give me a way to tell KSP2 to "stay in its lane" and keep its save data in the game's install folder, where it (at least in my personal opinion) belongs. I have 1 save game, with just a couple dozen vehicle (attempts, with little success due to bugs) and I have nearly 250MB of data in my %appdata% now. I can easily see this growing since the breakdown so far is about 50% crash data, and 50% game saves a 1 vehicle workspace is about 4MB of JSON data and a save file seems to contain a primary file between a couple KB and 6ish MB and then a set of four autosaves at 4MB each for a total of about 25MB of save data for a game with no active missions and just some junk I cant delete so I expect this to significantly grow in size with active missions, as it appears to be keeping the entire vehicle hierarchy in the main save in addition to any individual workspace files. (I'll update this if I manage to get multiple things into space and save without crashing so I can tell if the file size increases correspondingly) Crash data for this game is at a little over 3MB per crash, and the KSP crash reporting currently has 39 crash report files. Which feels pretty close to the number of times the game has crashed to desktop on me. So I expect this folder is just growing without any limit, which I have no issue with in normal circumstances, but given how many crashes I have in 27hrs, thats less than 1hr per crash, this will likely grow to a significant size and cause issues with my main user "windows" drive. My C drive is not my biggest drive, never has been, its often my smallest. Ive got media files on HDDs, project and asset file asset dirs on larger SSDs I can easily drop into a new machine if anything happens to this one, and a more expensive M2 PCIe NVME drive for the stuff that needs high IO like my development environments so the compiler can pull all the small files together, etc... and spread out across all of these are steam libraries with the location chosen based on how I feel... tiny 30MB game, chuck them all on the spinning rust, they arent big enough i care, large game I rarely play and dont mind the load time, sure HDD again, game I like and want to be able to open quickly, maybe on the SSD, game I want to load as fast as possible or hate any interruption while playing, maybe that gets a place on the expensive high IO NVME... I gave KSP2 a spot on that NVME drive, but it seems to want to put its data on my slower windows drive... and fill it up with crash reports. This is silly. I dont want yet more junk in %appdata% If I delete KSP2, I want to delete KSP2, that means all the data gone, not taking up extra space somewhere else. Having a hard coded one true directory where every version of KSP2 puts save files, feels like it will cause issues with conflicting files between different versions of KSP2 once we have updates and start having to deal with things like Mod compatibility between versions of KSP2 Early access = lots of bugs, lots of bugs means lots of crash reports, lots of crash reports mean filling up my windows drive, don't fill up my windows drive. %appdata% isn't %tmp% (not that windows is particularly good at keeping %tmp% clean) don't fill it up. Just give me a place in the global config or something like that, where I can say "data files live in the game directory"... or better yet, make that the default behavior, because the current one doesn't make sense for a game that expects to have a modding community in the future. The current default will either need workarounds to avoid conflicting save file versions between multiple copies of KSP, or its going to cause problems... or a different save directory can just avoid the issue entirely.
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I have been playing KSP for quite a while but recently there is a problem. Every time I start my KSP save, it would revert in progress many days ago. At first I addressed the problem as KSP autosave stop functioning, but in Backup folder there is the updated autosave file. I am able to recover my progress but the fact that the main "persistent.sfs" not updating automatically really irritate me. Are there similar issues in others KSP? More importantly, Are there any fix?
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I was working on getting a SCANsat satellite into a the correct orbit when I realized that the SCANsat contract was tracking a different vessel for contract completion. (I think) I've found the parameters for said contract in my save file, but I don't know the vessel ID of the sat that I want it to track, and I don't want to bork my latest career save; I've already backed up the file but just in case. Here's the contract data from the save file:
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I've written a mickey-mouse prototype of what might become a true KSP extension. It automates the modification of a quicksave.sfs file to transplant a KSC aircraft on the runway or on the launchpad to the Baikerbanur cosmodrome. Everything is straightforward except for the manipulation of the VESSEL.rot quaternion that expresses the vehicle attitude (presumably in Kerbin's frame of reference). I put the same craft in both places and observed the quaternion values, K and B. Then I wrote code that, for a vessel at KSC with quaternion 'p', performed the computation q = B.(Kinv.p) The idea is to use Kinv to back out the orientation for K and then use B to orient the vehicle for the destination. I am aware that quaternion multiplication is not the same as quaternion rotation. First difficulty is that I found I had to use different numbers for the categories os SPH (horizontal) and VAB (vertical) craft and I suspect flags fall into their own category as well. I thought I had cracked the code but the last teleport attempt was of a Screechcraft Starship and it arrived at Baikerbanur in a devilish twist. All of this is (necessarily) outside of Unity for the moment, but I wondered if any sage advice might be proferred? I've had half a shot at writing a real r.q.rinv rotation but it does not look promising. Another way of looking at this would be to find a rotation that is equivalent to rotating from KSC to Baikerbanur. Both have known coordinates, e.g.: KSC: lat = -0.097168916153244286 lon = -74.557681735503166 BKB: lat = 20.652140227285638 lon = -146.42383127125942 Any thoughts about this would be appreciated.
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So when i was building a new spacecraft for my game, my computer crashed, resulting in a broken save file. It says "Error Accesing this save" and "Argument cannot be null. " under the first error message. I really don`t wan`t to lose my save file because i already played on it for 60 Hours. Is there anything i can do ? This is my first thread, so i hope this is the right section.
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Here are the symptoms: I'm running 1.1.2, and using multiple backup savefiles which I transfer between computers, for ReasonsTM. Savefile A is at a Universal Time (UT) of year 1, day 1 and Savefile B is at year 7 day 45. Both of these dates show up in the savefile selection menu. Now, suppose I start in Savefile A and then load Savefile B, everything in B is as it should be except that the UT clock is at Y1D1, matching Savefile A. Examining the FLIGHTSTATE section of the .sfs I find that Savefile B does indeed have a UT of 56180909.2327814 corresponding to the correct date. But when I play from B the UT clock shows Y1 D1, and the planets etc. are all in positions corresponding to that date. So: from where else could the game possibly be getting time value other than in the FLIGHTSTATE section? I am running several mods including Kopernicus, EVE, KER and a couple of others but this seems like more of a stock issue. Thanks!