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Here is a link to my video on a quick fix. Please fix how the game saves as soon as possible. It impacts game performance heavily. I went from 30 FPS and the game freezing constantly to 40-60 fps on the surface of Duna.
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Personally im the kinda of person to save the game everytime I finish or start something. (I have trauma from the tens of times I did not save) But saving this often clogs up the save folder, and requires a bit more space on my computer. This was not a problem in ksp 1 as you had this feature, however ksp 2 simply lacks this feature, and you can not delete saves without going into the files. I mean sure you can overwrite them but I would like to have a timeline of saves, that I could delete later when Im done the mission. This would be a simple, but useful feature for me, and probably a bunch others. Thanks for reading
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Help with saved rockets
thebadger01 posted a topic in KSP1 Technical Support (PC, unmodded installs)
I’m trying to find where my saved rockets are located (not in game files) as I’m trying to launch multiple of the same thing and can’t be bothered making a new rpcket that is a carbon copy -
My KSP is crashing on Loading any save (4/5 Times), The weird part is that the Output_Logs are listing Mods that I don't have Installed at all. KSP 1.4.2 ~80 Mods Installed 64-Bit All Mods are Updated System Specs: Ryzen 1600X 16 GB Memory KSP Is running on a SSD Output_Log Error Log NullReferenceException: Object reference not set to an instance of an object at FerramAerospaceResearch.FARAeroComponents.FARVesselAero.SimulateAeroProperties (UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude) [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARAPI.InstanceCalcVesselAeroForces (.Vessel vessel, UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude) [0x00000] in <filename unknown>:0 at FerramAerospaceResearch.FARAPI.CalculateVesselAeroForces (.Vessel vessel, UnityEngine.Vector3& aeroForce, UnityEngine.Vector3& aeroTorque, Vector3 velocityWorldVector, Double altitude) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) MuMech.VesselState/FARCalculateVesselAeroForcesDelegate:invoke_void__this___Vessel_Vector3&_Vector3&_Vector3_double (Vessel,UnityEngine.Vector3&,UnityEngine.Vector3&,UnityEngine.Vector3,double) at MuMech.VesselState.AnalyzeParts (.Vessel vessel, MuMech.EngineInfo einfo, MuMech.IntakeInfo iinfo) [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 Both FAR & MechJeb are not installed at all on my Install, Not a single file at all. I'm also getting a ton of spam of This: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) delta 0, target amt 30 Uninstalling ModularFlightIntergrator seems to fix It somewhat, But introduces other issues with Kopernicus. I'm going to start running through my ~80 Mods to see If any are conflicting, But It would be nice to see If anyone else is having this issue. EDIT: Trajectories seems to have been causing It so far, But I need to reproduce it.
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So,I'm fairly new to the game and I wanted to orbit Kerbin to finish some contracts there.But I heard that orbiting Kerbin will be very hard without upgrading Tracking station.So i upgraded tracking station 2 times and continued with my mission.But then I couldn't launch spacecraft because I didn't have enough money.liquided off,I headed to game's save files and edited "persistent.sfs" with notepad.I added little bit just to get myself off the ground (literally) and press save.Then I couldn't change "persistent" file from text file to sfs.Can somebody help me?
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I am running KSP 1.2.2 with the Fall Of Kerbin Modpack, which is obviously a lot of mods, and none of my saves are loading, not even new ones. Instead, it just shows the loading icon in the bottom right corner, and plays the night theme (the crickets). Any help?
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I was playing KSP one day, and I tried to install VesselMover which didn't work because I'm on 1.2.1. I got rid of the VesselMover files but when I tried to go to 'resume saved game', I had no saves anymore! I started a new game but when I came back the next day, it was missing! My mods are: -Infernal Robotics -Konstruction -BDarmory -Tweakscale -ModuleManager -KAS Please note: even though nothing shows up in the resume game tab, when I try to make a new game with the same name, KSP states that the save already exists and I will need to over wright it. Please help me access my old saves! Also I play on KSP 64 bit
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I'm looking for something that'll take a save from a newer version of KSP (1.2.2), translate it into something that an older version can read (1.0.5), and maybe delete the stuff that shouldn't be there such as the fixed communotron. I know it sounds stupid but I have a very good reason - Hovercraft Dakar!
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I am not a cheater... but having watched Scott Manley's 5xG to orbit challenge, my first task on updating to 1.2 was to create a special game just to try a 10xG orbit... I gave up after I couldn't get anything to not explode on the pad over 8xG... (I love the stress creaking sounds though!) So I gave up and went back to my normal game. After losing an orbiting probe on a part rescue mission unexplainedly, and nearly my station, I went back in to check the gravity setting - still on 7.something xG?!?! Surely cheat menu options should be set in a particular save game and stored in that game only?
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Every time I open KSP, my saves don't show. I've checked the save file, and all my saves are there, but when I run KSP and click "Resume Save" It shows a blank GUI. I believe DarkMultiPlayer caused the problem, and so I deleted it and every other mod, but it still doesn't show the saves. Any idea on how to fix this?
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Hello, last night I logged on KSP and I couldn't find my save files. The game wouldn't load any of them. They literally didn't show up. I have all of the persistent and quicksave sfs files. KSP just won't load. I have no mods that should interfere with this save game problem, but I have a lot of mods so if any of you know any mods that cause the problem tell me. Here is a screenshot of my files of my favorite save: asdfjkl. http://imgur.com/a/RMuKP
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Hello everyone! As the title already says, in my modded main install are frequently ships going missing (at least 4 by now, 3 of them interplanetary) . I did not remove any modpacks required for them. The Victims are manned, unmanned, modded or stock. It even happened when I did not have anymods installed but KAC and graphical ones. For saving before closing the game, I use the Save button on the escape menu in the KSC view. I tried manually editing the ships from previous saves where they still existed in, but failed and nothing happened. I also can't load previous save files from the escape menu, as the game crashes when I try to do so. When I have set up an alarm for that vessel and it dissapears, KAC states "vesselID not found". It seems to be a variation of the nullspace/hell kraken, as when I have last switched to a vessel that went to the grave some saves later, the altidude meter changed to white, speed went to NaN, black main screen. The only way to fix it was alt-f4 to save the vessel, but it also happens when I do not switch to the vessel before, it can randomly dissappear at any time as I feel. Does anyone know a trick to edit the save mechanic to prevent this or some other tips? It really bugs me out, lost the Eeloo rover, a manned moho mission, the 1.000.000 funds refueling station in Kerbin orbit and a contract kerbol refueling station with duna landers on it already.
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Hello all; this will be a basic guide as to how I managed to save my ancient Kerbals from doomed old saves, and bring them back to life again in my modern game. If I'm missing something, I hope others will add their knowledge below. I make no guarantee it will work for ALL previous saves; but this is how I managed to retrieve my own older vehicles, and I hope it will aid some of you to do the same as I wasn't able to find much information of how to do so, and had to work it out step by step myself! STEP 1: PREPARATION You will need the "persistent.sfs" file from your old save. Make a copy of this somewhere, so you don't accidentally ruin it. We will be working from the copy only. Also make sure to make up your current save file somewhere safe, so you don't lose it. They can be found at the following location; Install location\Kerbal Space Program\saves\ Copy the lot somewhere too, so you don't lose your current vehicle designs. Now, download this simple editing tool. It can be run from anywhere, so don't worry about where it goes for now. STEP 2: FIRST STEPS IN EDITING You do not need to shut KSP down, but the game can't have the save you're moving too open, so close it and go to the title screen. You can re-open it later to see if your changes stick. Run the editor. Then click "File" and select "Open". Point it at the copy of your OLD "persistent.sfs". This is where we shall be taking the data from. Then click "File" and "Open" again, and select the current saved game's " "persistent.sfs" file. You should then have two tabs open, which looks a bit like this: Notice I'm retrieving a lot of vessels and kerbals from all the way back in version 0.20.2. And it works, I promise! Expand the tab that says "FLIGHTSTATE"; most of what we need to get at is in there. Right click the line that says "UT = xxxx", then hold down SHIFT + Right Click on the very last VESSEL in the list, and select "Copy". You should have selected all your old ships, and a lot of Kerbals. Flags are classed as "VESSEL"s so these should be moved too. Now swab to the new save tab, and delete the "UT" line there. Then right click on the Flightstate line, and "Paste" to add the old values in. If you are moving to an new saved state that has other vehicles active, right click on the "activeVessel = x" in the new save, select "Edit", and change the value from to (New + Old). In my case I had none active in the new, so left "activeVessel" as 8, the old value. If you want to take things slowly, move a single "VESSEL" first that doesn't have a Kerbal in it, and is remotely controlled somehow; once done, in the editor still, make sure the New file tab is highlighted, then click "File" and then "Save". Point the editor back at the new save file and over-write it. You did back it up first though, yes? Now we can start KSP or load it from the title screen and see if our changes have stuck. There are two issues that can cause problems here. The first is that without the Universal Time matching the old save, KSP seemed to get confused as to where ships etc are supposed to be, as planets etc aren't where they should be. This I believe is what the UT line does, so I copied it across. If you have other ships active, and thus are trying to move to a save in a different time frame, this may prove an issue. Please let me know in comments. Secondly ships with multiple crew and multiple sub-components (like space stations or two docked ships) loaded, but weren't able to be Flown from the Space Centre. There are two ways to fix that. The easy way, and the hard; THE EASY WAY: Under the editor, re-copy from the old file only the Kerbals listed, and paste them into the new "ROSTER" line on the new save. This meant they were duplicated in two places in the new save, but it didn't seem to cause any trouble so I just ignored it. You should now be able to fly your old craft with the old crew back aboard. THE HARD WAY: Maybe you don't want to try and retrieve the old crew, because it means you end up with duplicate Jebs all over the place. Or maybe the above hasn't worked for you for some reason? There is a way to re-generate a fresh crew in game though. And that is... simply fly back to it and get close enough that you can swap with the [ and ] keys between your two ships, and the missing crew will be replaced with new ones. My Munbase, abandoned for nearly 3 years, was visible on radar but couldn't be accessed at first, so I sent some brave Kerbals out to see if aliens had eaten them, or they'd eaten all the snacks since I was last able to load them up and had starved to death; once within range, the lights spookily came back on and fresh faces could be seen peering out the windows... Good job Sherbald Kerman was already bald, or all his hair may have fallen out due to shock! To avoid this issue in the future, I plan to have at least one automated control system aboard my space stations. MY SHIPS WONT LOAD! IT SAYS I HAVE MISSING PARTS! One of the problems with saving old ships is that they may have parts aboard that no longer work, or aren't installed any more. They can be retrieved, but it requires much longer fiddling. Bear in mind the following condition must be met; The ship can't use the missing part as a connection between two other parts. If it does (say you have a seat stuck on top of that part) it just won't load if it's removed, as far as I can tell. Correct me in comments below if I'm wrong! On the above space station, I had some old MapSat scanners mounted radially however, and I was able to fix these. How? EDITING IN FLIGHT VEHICLES: Firstly we need to identify which vehicles might have the error; when you attempt to load the game itself, it should tell you which active vehicles have missing parts. And when we try and open them in VAB it should warn us again. Under the "FLIGHTSTATUS" lines in our New Save, find the VESSEL, in this case Munbase, and double click it. You will now get a full list of parts aboard like below; Scroll down until you find the one preventing it from loading, in this case "ISA.GPS" (which is Map Sat, but remember it tells you when it tries to load the name of the broken part) and Delete it. Save here, then resave the entire "Persistent.sfs" file again. EDITING VAB DESIGNS. In the editor, you can open the ".CRAFT" files directly, and remove the broken parts from the list, just like we did above for the station. However because the old file format might carry across, you may still get this error when you attempt to load in KSP: You can "Attempt To Load Anyway"; the vehicle should appear in the background, and even though you get the error here a second time, just click "Cancel". Now you just need to do one small edit, even just take apart and put back together the vehicle, and then re-save over the old version to correctly update it and use it from then on. If it doesn't load a second time, and only one for me did not because I made a slight error editing the CRAFT file by hand earlier, you won't be able to load it in KSP at all, and it won't appear no matter how often you click Attempt To Load. The way around this is to create a blank CRAFT file in KSP, then using the editor, copy all the parts data etc back across from the old file, then re-open in KSP and see if you can save it that way. But hopefully you won't need to try! And that is how I got all my old space stations from v0.20.2 back into the modern game! I hope you've found this guide helpful in saving your own wee green wonders.
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Hi all, I've spent an evening trying to bring some very, very old vehicles from 0.21 or so into the latest KSP, and so far I've managed to work out how to remove older parts from vessels by manually editing the files in notepad, and can now reload them in the VAB. However the next step has proven trickier; I want to return some old completed vessels around the Mun etc, but copying and pasting these (also edited) into the "persistent" file leads to issues where the vehicle appears correctly on the map, but I can't Fly them, and the game seems broken because I can't launch or load anything from the VAB etc. I tried doing it manually, as well as using the Kerbal Savefile Editor to try and automate it, but neither makes any difference. It's not individual parts blocking it, does any one know if there's a more up to date vehicle-importer, or what the issue might be which is blocking me? Thanks!
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