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1.0.X Cross Platform Issues Thread


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Frequently Asked Problems with KSP (v1.0.4)

UPDATES:

- 2 Jul 15: Updated for v1.0.4

0.90 Cross Platform Issues Thread


KSP Known Issues and Self Help Thread

KSP is no longer in Beta or considered early access. However, KSP still relies heavily on the users to find and report bugs. If you find a bug, please check and see if it's already known. This thread contains bugs that generally affect all operating systems, and are specific to KSP. If your bug is not known, then check the bug reporting guidelines to give us the most useful information possible.

Known Issues and Self Help

Bug Reporting Guidelines

This thread contains questions that have come up several times, so hopefully this will help people out (many have fixes). This thread has information that is cross compatible between operating systems, but there might still be a few that are windows specific.

Please, always make backup copies of save files (or any files) before you edit them or update KSP.

UPDATE KSP!

First, make sure you’ve updated to the most recent patch (refer to the title for the most recent version). You can tell which version you have by looking in the bottom right corner of the main menu screen or by checking the "buildID.txt" file in your KSP installation directory.

ChangeLog:

=================================== v1.0.4 ============================================================

Bug Fixes:

* Hot-Fixed an issue where loading vessels equipped with heatshields from pre-1.0.3 saves would cause the game to crash.

=================================== v1.0.3 ============================================================

New:

Parts:

* Added five new Radiator parts, three of which are deployable.

Bug Fixes and Tweaks:

Misc:

* Fixed a bug where using the reset button with an Asteroid loaded would break the Mun tutorial.

* Made part's internal highlighter much more efficient.

* Disabled flashing highlighter in temperature gauges. (fixes memory leak with temperature overlay)

* Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative values.

* Fix for horizontalSrfSpd being incorrectly calculated.

* Fixed unfortunate typo in the Docking Tutorial.

* Fixed an issue where moving the camera using a 3D mouse would break drag-and-dropping of parts in the editors.

Thermal:

* 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes.

* Parts now have separate internal temperature and skin temperatures.

* Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage.

* Part internal temperature is increased by modules that generate heat and is used for part-part conduction.

* Part internal and skin temperature also conduct between each other.

* Solar panel efficiency is now calculated based on skin temperature.

* When in an atmosphere, there is a divide between the exposed (to convection) and unexposed skin temperatures.

* When not in an atmosphere, only one skin temperature is tracked; the two temperatures are unified on atmosphere exit.

* Radiative outflux and influx is tracked separately for exposed and unexposed areas of skin (since the shock temperature is much higher than ambient temperature).

Physics:

* Added curve to control drag coefficient exponent to DCL and Physics.cs

* With lowered drag for sharply-tapered cubes, wing lift and wing drag lowered to match.

* Convection velocity exponent raised to 3.3 to increase reentry heat, as well as convection factor.

* Convection min area typo corrected.

* Newtonian convection kept pace with hypersonic convection.

* Drag curves modified to lower transonic hump.

* Wing curves modified to lower change in drag based on deflection.

* Calculation of exposed area for convection fixed, spaceplanes no longer get as extreme heat.

* Flight integrator: allow setting of newtonian density exponent (default 0.5) and use density or density^exponent whichever is greater.

* Broke radiation into two parts, you get the regular background temp on your face not exposed to reentry flux, and the very high reentry one for the area that is.

* Clamped convection correctly so you will never pass external temperature.

* Added a factor to simulate the switch from laminar to turbulent flow (in layman's terms, if you're going too fast too low, you get a massive boost to heating). That corrects so steep reentries are in fact deadlier than shallow ones.

* Added conduction-changer module to Mk1 and Mk1-2 pods (necessary to not kill chutes), buffed heat shields for new heat loads. Changed burn/rip numbers for drogue chutes.

* Parachute module updated to use the new convection code.

* Skin temperature variables are controllable on per-part basis.

* Sped up Flight Integrator slightly by minimizing repeated loops through parts.

* Better compute various vessel values This should lower phantom orbit changing and wobble!

* Remove thermal mass as a factor in conduction rate: what matters is area.

* Add conduction between parts' skins (as well as between the internals of parts, between a part's internals and its skin, and between the exposed and unexposed skin of a part, all of which were already in.)

* Fix some small issues in conduction (better clamping), sped it up slightly.

* Fixed issue with radiation (no longer have to use dirty hack to prevent parts blowing up).

* Lowered skin thickness slightly globally, made magic number sane (part.skinMassPerArea is now in kg/m^2).

* Added Hsp (resource thermal mass value) to Ore resource.

Parts:

* Updated Mk1 Inline Cockpit model.

* Further decrease in LV-N heat production.

* Rebalance of SRB for the new drag changes.

* KR-2L description updated, mass to 9t, SL Isp to 255.

* Jet thrusts rebalanced for new drag (thrusts lowered, BJE curves altered). Jet Isp halved due to increased fuel quantity and lower drag.

* Lowered LV-N heat a bit, still a bit hot.

* Edited KS-25x4 "Mammoth" engine description.

* Update description of radial-mount engines to recommend use for extra attitude control.

* Mk1 fuel tank: uses same dry mass fraction and resource filling compared to its LFO counterpart as Mk2 parts do.

* Radial attachment point cost lowered.

* Shielded docking port radial attach node fixed.

* Aerospike mass lowered as a buff (it needed a buff to compete with late-tier engines) and tangents fixed.

* Heat shield thermal mass modifier increased to 0.05 to deal with increased heating. Max temp lowered to 3000 to avoid totally overpowered radiation heatloss.

* Mk3 cargo bays have override cubes (they got missed when cargo bays got custom cubes) - should now have expected drag.

* New large landing gear have override cubes (cubes were reversed).

* Mk3 parts have breaking forces/torques specified and should no longer break on landing.

* Mk2 cockpits have same breaking force/torque as other Mk2 parts.

* Ablator resource heat capacity increased.

* Rebalanced LV-1 to have Sea Level ISP of 80.

* Rebalanced Poodle to have Sea Level ISP of 90.

* To fix spaceplane vs pod reentry and better allow hot reentries, temp is separated between part internal temperature and part skin temperature.

* Fixed some occlusion issues. Occlusion is now over-generous rather than under-generous.

* Buffed heat resistance of spaceplane parts.

* Added in CoL and CoP offsets for wing parts, no longer at the attach node.

* Fix for ablator and configs not taking skin temp into account.

* Fixed Radian vs Lat/Lon bug in Overlay and made displays more consistent.

* Fixed potential exploits with sci lab.

* Removed transparency and added direct-attach node to heat shields.

* Balanced heat shields for skin temps. A Mk1-2 straight-in reentry to Eve starting at 6.5km/sec surface (more orbital) is just barely survivable (ablator fully depletes), and regular Eve and Kerbin Munar reentries deplete about 1/6 to 1/4 the shield.

* Added a tuning factor to conduction between parts with different shielded states, so a cargo/service bay won't conduct much to parts within it. Since radiation is disabled for parts within bays, they'd just increase in temperature with no way to cool during reentry, and parts in bays would be the first to blow up on reentry.

* Upped non-drogue chute default full-deploy altitude since pods were crashing before the chute fully opened.

* Upped non-drogue chutes' stress/thermal limits for deployment (safe speed is now around 290m/s at sea level rather than 250). Increased the time to fully deploy slightly so less of a G shock.

* Increased max temp of linear RCS, slightly decreased max temp of RCS quad.

* Tweaks to fairings to change the skin:internal thermal mass distribution, and better protect parts inside fairings and cargo bays.

* Not-Rockomax Micronode side stack nodes corrected.

* Parachutes now have deployment warnings in the Part Action menu, when it's safe to deploy etc.

* Halved intakeAir requirements for jets. Slightly raises service ceiling, mainly helps mitigate flameouts due to resource transfer issues.

* Balanced thermal mass of drogue chutes to correct max opening velocities.

* Attach node refinements on Wing Connector Type A and Structural Wing Type A.

* Removed drag from Intake context UI.

Modding API:

* flow multiplier curves can multiply thrust rather than flow.

* Added method to convert string to ConfigNode.

* Un-hardcoded altitude for navball velocity indicator to change modes.

FX:

* Heat animations for engine nacelles and 1.25m intakes.

* SR-71 style exhaust flame for TurboRamjet.

* Nose and tail cones heat animation.

* Fixed incorrect transparency on the letter P on the UKSA flag.

=================================== v1.0.2 ============================================================

Bug Fixes and Tweaks:

Thermal:

* Fixed ships potentially overheating when splashed down.

Parts:

* Small tweak to Mk16 parachute drag.

=================================== v1.0.1 ============================================================

Bug Fixes and Tweaks:

Thermal:

* Temperature gauge system.

* Vessels which are splashed will now have much higher convective coefficients making them cool to ambient temperature faster.

* Removed node size from being taken into account for stack occlusion. Added custom drag cubes for remaining hollow parts.

* Parachute heating/burning.

* Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates.

* Fixed conduction on service bays. Added Module Conduction Modifier to help service bays not incinerate their contents & configs updated

* Updated emissivity for spaceplane configs.

* Lowered heat production on LV-N.

Resources:

* Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic.

* Removed Overheat Throttle mechanic.

* Increased mass of Ore tanks to match wet/dry ratio of stock tanks.

* Aerodynamics

* New values for physics global drag and lift multipliers.

* Added a CoP offset calculation to procedural fairings

* Fix for the aero debug drag arrows switching directions. Added body lift arrows (cyan)

* Fixed occlusion on mk2 docking port.

* Fix for Laythe's atmosphere.

Solar Panels:

* Solar panels now use the proper inv square from FI's solar flux.

* Removed obsolete power curves from solar panels.

* Rebalanced solar panels against each other.

Career:

* Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer mark Pol as visited with the progress tracker.

* Science contracts and science World Firsts can no longer be triggered with science gained by reverse engineering recovered vessels. You have to transmit or recover an actual experiment.

* Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as the final stop on the tour.

* Capped amount of recovery contracts that can generate, but increased caps on station and base to increase contract variety.

* Fixed "On Wheels" optional side objective not triggering on outposts when utilizing the new fixed landing gears.

* ISRU contracts round their capacities up, to handle cases where the player brings exactly enough resource capacity.

* Use the word "spaceflight" instead of "flight" when appropriate, to prevent player mistaking certain things for atmospheric flight.

* If the game cannot find an agent listed in the save file, it will pick a random agent.

* Remove some debug information from survey waypoint generation.

Parts:

* Added Tier 0 rocket fin.

* Added RescaleFactor to the RT-5 (preventing a potential regression bug).

* Removed the allowstack option from the NBS and orbital scanners to fix a bug if they were used as the root part.

* Fixed an issue where the physicsSignificance flag was set to 1 for heat shields.

* Added an option to clamp the lower bound of the deploy pressure of parachutes.

* Adjusted parachutes to open at a slightly higher atmospheric pressure.

* Fixed fairings not initializing their masses in flight properly.

* Added module info section for fairings.

* Rebalanced engine entry costs.

Miscellaneous:

* Moved all Part Loader part info code into a separate method which is run after drag cubes are loaded/created. Thus modules can access the part’s drag cube information in their info.

* MapSO and CBAttributeMapSO methods made virtual and member variables protected.

* Made physics-less part mass effect KB mass value.

* Zero part count vessels will not be run through Flight Integrator.

* Increased mass on some wings.

* Fixed a nullref being caused when clicking between vessels and empty space in map view.

* Vessels that blow up in atmosphere properly kill off their crew members.

* Added Part temperature gauges/highlighting (toggle with F10).

* Part temperature overlay can now be toggled with F11

* Part aerodynamic forces overlay can now be toggled with F12

=================================== v1.0.0 ============================================================

* New:

Editor:

- New Engineer's Report Toolbar App, provides warnings and advice during construction, notifying players of possible design issues with their ships.

- Added 'Cross-Section Profile' Filter to Parts List.

- Added Thumbnail images for Craft files in both Launch Dialog and Craft Browser screens.

- Added 'Merge' button to Load dialog, allowing ships to be loaded without replacing the current one

- Added confirmation dialogs when overwriting a save, launching or leaving editor without saving.

Aerodynamics:

- Complete overhaul of the flight model.

- Lift is now correctly calculated and applied for all lift-generating parts.

- Drag is now pre-calculated automatically based on part geometry, and applied based on part orientation in flight.

- Both lift and drag are dependant on density and the speed of sound; both properly calculated from temperature and pressure.

- Stack-mounted parts can occlude each other for drag calculations.

- Lift-Induced drag now properly simulated.

- Stalls are now properly simulated.

- A new body-lift system meaning parts can induce lift even if they are not designed to do so.

Heat Simulation:

- Completely revised part heating model, energy flux is considered, not merely temperature.

- All game temperatures changed from ‘Kervin’ to proper Kelvin.

- Radiative, conductive, and convective heating and cooling are simulated.

- Parts can have individual radiative, conductive, and convective properties.

- All parts now emit a blackbody radiation glow if they get hot enough.

- Conduction between attached parts is more accurately modelled.

- Parts can occlude other parts from being exposed to sunlight, celestial body albedo/radiation and supersonic flow.

- Reentry/hypersonic flight heating is now simulated.

- Added difficulty Setting to scale aerodynamic heating.

- Atmospheric temperature, and thus density, takes latitude and sun position into account.

- Celestial bodies accurately emit thermal radiation making nearby craft warmer.

- Service modules, fairings and cargo bays can be used to protect parts inside from heat.

- Heat shields provide (finite) ablation-based protection for parts behind them.

Parts:

- New procedural Fairings added, in 3 sizes

- New Heat Shields added, in 3 sizes

- Service Bay parts added in 1.25m and 2.5m sizes

- Several new Landing Gear parts added, in many sizes.

- Many New large airliner and shuttle style wing sections added.

- Large wing sections have internal fuel tanks.

- All old spaceplane parts overhauled with a more up-to-date style.

- Old Avionics Nose Cone overhauled and repurposed as a standalone, non-autonomous SAS module.

- New atmosphere scanner part added.

- New Inline Xenon Tank part added.

- New RT-5 'Flea' Solid Rocket Booster added.

- New Fuel Cell parts added (small and large), convert LiquidFuel and Oxidizer into Electricity when turned on.

- New models for Circular and Ram air intake parts.

- New models for Engine Nacelle parts.

- Several new nose cones and tail sections.

- New Airbrake part.

- New module for Airbrake parts, responds to Brakes input and can also be used as pitch/yaw actuator.

Internal Spaces:

- Added new IVA space for the Mk1 Inline cockpit

- Added new IVA space for the Science Lab

- Added new IVA space for Mk3 Shuttle Cockpit

- Added new IVA space for Mk3 Passenger Cabin

- Added new IVA space for Mk2 Passenger Cabin

Resources:

- Added 'Ore' resource, which can be mined across the Solar System

- New drill part added

- Ore container tanks added

- ISRU Ore processor unit added, converts Ore into Liquid Fuel, Oxidizer or MonoProp

- Three new Ore scanner parts added

- Added new MapView overlays displaying Ore density for all Celestial Bodies.

- Support for moddability of resources added (including atmospheric and oceanic)

- New Difficulty Setting to scale resource abundance (both stock and modded).

- Asteroids can also be mined for Ore.

- Engineer Kerbals are able to ‘overdrive’ drilling equipment for increased yield (and less safety).

Kerbals:

- Female Kerbals added, with new randomly-generated female names

- Valentina Kerman (Pilot) added to initial Crew Roster

- Kerbals are now able to clamber onto ledges within reach, because their jobs weren’t dangerous enough already.

- Kerbals can now climb out of ladders onto ledges.

- Tourist Kerbals added. They have zero skills, are unable to control vessels, and are required to keep their heads inside the vessel at all times.

- Kerbals now cost increasingly larger amounts of Funds to hire in Career Games.

R&D:

- R&D Tech Tree completely revised. Several new nodes added; many, many parts reassigned for a better progression.

- Kerbal Scientists are now able to restore inoperable experiment modules.

- The Science Lab has been retooled to run long-term research on experiment data, providing much higher amounts of science over time.

Graphics:

- New Smoke effects added to Launchpads

- New Surface Effects added whenever rocket engines fire near terrain

- New Water Effect added whenever rocket engine fire near water

- Revised all part shaders for improved rendering of lighting effects and shadows.

- Main Flight UI can now be made transparent.

Career:

- Added new Tourism contracts and tourist kerbals.

- Added ISRU resource extraction contracts.

- Added Grand Tour contracts.

- Replaced Rescue contracts with Recovery contracts, which can ask the player to recover a part, a kerbal, or both, and can spawn on the surface of planets, with “props†nearby.

- Added two 'immediate' Strategies to convert existing Reputation and Science into Funds.

- World First contract line now extends all the way out to Eeloo, and is dependent on player progression.

- Record contracts are now always active, and will complete in order even over the course of a single mission.

Tutorials:

- All tutorials revised and rewritten to explain most game features.

- Expanded Flight Basics Tutorial to cover the essentials of launching into orbit.

- Added new Return from Mun tutorial.

- Added new Science and R&D Tutorial.

- Added new Docking tutorial.

Flight:

- 'Warp To' action added to orbit context menu. Allows warping to a specific spot along your trajectory.

- 'Warp to next morning' button added to KSC toolbar.

- Asteroids can now be found orbiting near Dres.

- Engine thrust now varies according to Isp and throttle setting, instead of the other way around.

Controls:

- Completely revised Input Mapping system.

- Flight input bindings is now much more straightforward and more flexible as well.

- Duplicate control bindings for Docking/Staging modes now replaced by a much more robust system based on secondary key bindings.

- Joystick Axes are now consistently enumerated and persist across sessions.

- Up to 10 joysticks with 20 axes each now supported.

- Added secondary channels for Axis Bindings.

Cameras:

- New 'Chase' Camera mode added, old mode now called 'Locked'.

- Added Camera wobble/vibration effects during flight (engine vibration, explosions, ground roll, G-force, and many more)

- TrackIR support added to all game views (toggleable independently in game settings). (FreeTrack also reported to work)

- Added FOV control to main flight camera. (Hold ModKey and zoom)

* Bug Fixes and Tweaks:

Editor:

- Fixed several issues with editor attachments, attachment node orientation and symmetry.

- Shift+Clicking a 'frozen' part in the editor will detach it from its parent.

- Fixed several bugs with cloned parts and persistence.

- The editor no longer requires a full scene reload to load new craft files.

UI:

- The KnowledgeBase panel for Vessels now shows 'Max Accel' and 'Estimated burn time to 0m/s' (as shown on navball) fields.

- Several part context menu actions now properly apply to symmetry counterparts automatically.

- Added new custom cursors.

Simulation:

- Fixed 'infiniglide' bug.

- Switching SOIs no longer causes the next orbit to change at high time warp rates.

- Added a warp speed limit when approaching an SOI transition.

- Kerbal EVAs should no longer fly off when disembarking in space.

- SAS now disengages autopilot modes automatically (and falls back to stability assist) in cases where the target vectors would change very rapidly.

- Parachute deployment should no longer cause vessel disassembly at high physics warp rates.

- Deployed parachute sway now actually has an effect on the vessel.

Parts:

- LV-N “Nerv†Engine now runs solely on Liquid Fuel and has no gimbal.

- OSCAR-B tank can now be surface attached

- Air-breathing engines now drain fuel evenly from all tanks in a vessel.

- Fixed radial decouplers not applying ejection forces correctly.

- Parachutes no longer cause massive G spikes when opening.

- Control Surfaces can now be deployed as flaps, controllable via context menus and Action Groups.

- Stats of Antennas revised for a proper progression with the more advanced models.

- Added nicknames to all engine parts.

- Revised and balanced part costs.

- Balanced fuel amounts for Mk2 and Mk3 tanks.

- Balanced engines (Isp/thrust/mass) in line with the new aerodynamics.

- Added fuel gauge to LV-1 “Ant†engine.

- Materials Bay now faces away from the part it’s radially attached to.

- RoveMate rover body is now a probe body as well.

- The unshrouded solar panels are now non-retractable.

- Balanced probes electric charge usage, mass and crash tolerance.

- Lowered crash tolerance of the Structural Pylon to 70 from 999!

- All parts given ‘bulkhead profile’ tags in cfg files. Profile tags inferred automatically for parts missing this field.

- Cargo bays now properly detect enclosed parts, and can be grouped to make larger bays.

- Experiment Modules, Solar Panels, Antennas and such will not deploy while stowed inside a fairing or cargo bay.

- RCS thrusters will not function if stowed inside a closed cargo area (or fairing).

- Lifting surfaces will not generate lift if stowed inside a closed cargo area (or fairing).

Audio:

- Much improved flight ambience sounds for Kerbin and other bodies with atmospheres

- Added new sound effect when pulling high G forces.

- Eliminated audible gaps on several looping clips.

Effects:

- Improved sound/particle effects for all Air-Breathing engines

- Splashdown effects no longer spawn underwater.

General:

- All part textures converted to DDS format, load times are now 3x faster.

- Fixed a serious persistence bug which prevented Scenario/Training saves from updating scenario modules properly.

- Fixed persistence bugs which caused state data from Upgradeable Facilities to carry over to other saves.

- Fixed an issue which caused Kerbals to not be generated randomly enough, which led to slowdowns with larger Crew Rosters.

- Fixed issues with the terrain during scene switching making scene load times faster.

- Fixed terrain scatter generation which was causing memory leaks.

- ‘Elon Kerman’ added to name pool.

- Crew name generator can now output 10,000+ female names

- Fixed an issue with markers in the KSC scene potentially causing the game to lock up.

- Restructured GameData folder, integrated the NASA folder into the Squad one.

- Valentina Kerman added to Main Menu’s Space scene.

Gameplay:

- All contracts other than World Firsts or Records are halted until the player reaches space.

- Prevent “stacking†of various contract types.

- Resource parts added into satellite, station, and outpost contracts.

- Prose of contracts involving kerbals re-evaluated with gender appropriate text.

- All contracts in career given balanced income for all three currencies.

- Science and reputation no longer scale with the celestial body of a contract, and are handed out more conservatively in general.

- All strategies in career given equivalent exchange rates.

- Aggressive Negotiations strategy given a discount on building repair/upgrade.

- Recovery Transponder strategy now lowers maximum recovery rate, while raising minimum recovery rate.

- Facility upgrade costs re-evaluated, lowered by about a quarter overall.

- Kerbals now properly receive experience for suborbital flights.

- Part Test contracts now request much saner flight parameters.

- Survey contracts choose much saner locations to survey.

- Sensor Experiment Modules are now able to perform experiments in all situations.

Debugging/Modding:

- The R&D Tech tree is now defined in a cfg-file.

- The cfg file for the Tech Tree is defined separately for each save.

- GameVariables methods are now all virtual and can be overwritten by mods.

- Added a new set of debug tools to tweak Physics parameters.

- Added a new set of debug tools to tweak R&D tech tree nodes and part assignments.

UPDATE MODS!

If you are using mods, make absolutely sure they are all up to date. Several reported problems have also been fixed by completely reinstalling the game and mods. Don’t just copy the new mod into your existing game, but actually download and unzip a fresh copy of KSP, install the updated mods, then copy over your save games.

Please visit the Modded Support Forum for a compatibility list of mods for KSP as well as help in troubleshooting your modded install. If you’re having a problem with a mod (and you know it’s a specific mod), you’ll probably get the quickest response by posting to the mod’s specific thread.

STOCK BUG FIX ADD-ONS

I've also started a series of small, stand alone add-ons that address some of these bugs. My goal is to keep them fully stock compatible and as non-intrusive as possible. You can check here to see the most up to date bugs that have add-on fixes. Also, bugs that are fixed in the Stock Bug Fix Addon are annotated with [ADD-ON FIX] tags below.


NEW ISSUES FOR KSP v1.0.4:

[AWAITING UPDATE]


ISSUES / FIXES:

Issues that are confirmed still present in a specific version are annotated with [1.0.X].

[1.0.4] Parachutes throw NRE or excessive debug log entries – [NO FIX / ADD-ON FIX]

A small change in KSP v1.0.4 now causes parachutes to throw Null Reference Exceptions and excessive log spam, which creates game lag. There’s no stock workaround for this at the moment.

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

[1.0.4] Career Pilots Use Excessive Electricity / RCS When Piloting – [NO FIX / ADD-ON FIX]

The pilot controls (hold prograde, retrograde, radial, etc...) seem to use excessive electricity and RCS, especially with smaller ships. There is currently no stock fix for this, but you can sort of work around it by reducing the amount of control authority (fewer torque modules, RCS ports, etc).

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

[1.0.4] Cannot change the AIRBRAKES action group – [NO FIX / ADD-ON FIX]

There is a bug with the AIRBRAKES that doesn’t allow the “toggle†option to be deleted from the BRAKES action group and assigned to another action group.

There is no stock fix for this.

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

[1.0.4] Timewarp or switching Claw ships makes them explode and/or infinite accelerate – [NO FIX / ADD-ON FIX]

It’s still unclear what is causing this problem. Ships with the claw, especially when clawed to something, sometimes experience spontaneous explosions or bizarre bending when using time warp. The devs are aware, but there is currently no short term solution to this.

Be very cautious about quicksaving when this is happening. It has corrupted save games. If you’re planning a lot of claw missions, I recommend periodically keeping multiple quicksaves (using MOD+F5).

There is no stock fix for this (except rapid quicksave and exit.)

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

[1.0.4] Docking ships (or claw) causes frozen orbits or target velocity to go crazy – [NO FIX / ADD-ON FIX]

Unfortunately, like the timewarp exploding ships, the devs are aware but there is currently no short term solution.

With this bug alone (not accompanied by the timewarp problems), it seems reloading sometimes helps. Again, keep extra copies of your save files.

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

[1.0.4] "Cannot Activate While Stowed" Message – [PARTIAL FIX]

Sometimes radially mounted parts near cargo bays and service bays will still be counted as inside the bay. This means they won't function.

Partial Fix:

About the only thing that can be done is to open the bay, activate the part, then close the bay.

This also happens to some extent with interstage fairings. Although those can be reset by doing a quicksave/quickload, or switching to another vessel and back.

See this thread for more details.

[1.0.4] Tier 2 "Sticky" Launch Pad – [PARTIAL FIX / PARTIAL ADD-ON FIX]

This bug only strikes the Tier 2 launch pad with certain (mostly 30 ton+) rockets where the engine nozzles rest directly on the launch pad.

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

If add-ons aren't your thing, keep reading below.

Fixes to avoid are basically to lift the engines up off the launch pad.

  • Use launch clamps to hold the ship up a little.
  • Put cubic struts or modular girders, or launch legs on the ship to hold it slightly off the pad.
  • Offset your rocket to the west side of the launch pad (by moving it away from the doors in the VAB pre-launch).
  • Offset your rocket off the east side of the launch pad (by moving it toward the doors in the VAB pre-launch).
  • Increasing physical warp (while engines are running). Remember to hold MOD when pressing the warp key. (mega_newblar)

[1.0.4] Can't Save / Load / Revert / Return to Space Center – [PARTIAL FIX]

This bug often seems related to a problem that 0.23.5 has with separating more than one manned pod at a time.

If you run into this bug, be extremely careful about quicksaving (if it lets you). It may corrupt your save game.

Partial Fix:

- The partial fix for this is more preventive. If you run into this problem, or need to separate more than one capsule, you need to do it one at a time.

[1.0.4] Dock / Undocking Bugs – [PARTIAL FIX]

KSP has suffered from docking and undocking problems for a while now. There is a previous thread that outlines a fix, but seems to not fix all of the problems with docking issues in v0.23.5. I think I have figured out a new method which will hopefully work on the more stubborn undocking problems since v0.23.5. I've still seen complaints about docking ports in 1.0.

Here is a thread which explains how to edit the save file to recover from common docking and undocking bugs.

http://forum.kerbalspaceprogram.com/threads/78863

[1.0.4] Rover wheel brakes do not work – [PARTIAL FIX / ADD-ON FIX]

There is a bug in the wheel tweakables that breaks the rover wheels.

The only way to prevent this bug is to never right-click on the wheels (in the editor or in flight). Once you right-click on the wheel and bring up the tweakable menu, the wheel’s brakes will be practically non-functional.

To fix after this, you will need to edit the save file and increase the braking torque value for each wheel.

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

[1.0.4] Controlling all craft within physics range (also applies to kerbals) – [FIX]

With two craft in physics range, controlling one craft causes the other craft to also move. This also applies to controlling a kerbal on EVA who is near another craft.

The fix works immediately. No need to quicksave/reload/restart.

- Switch to each craft in range (using [ or ] ) and zero out the trim setting (ALT-X)

More details about this bug here.

[1.0.4] Frozen, stuck, or Debris Kerbals on EVA – [FIX / ADD-ON FIX]

If your little guys get stuck or frozen in a “T†position with their arms out, or are stuck motionless on an external command seat, you’re in luck because there’s a fix. This particular bug occurs when a kerbal is broken free from an external command seat when crashing (the kerbal strikes the ground and is broken loose from the seat).

If you want a stock solution, you can edit the save file as described here: http://forum.kerbalspaceprogram.com/threads/75586

I have created a small, stand-alone add-on that fixes this bug. You can find it here: http://forum.kerbalspaceprogram.com/threads/97285

[1.0.4] Not recovering funds for debris without capsule/probe core – [FIXED]

When recovering debris or other pieces without controlling parts (capsule or probe core), the FUNDS window does not come up. However, if you look at FUNDS before and after recovery, you will actually receive the funds for this. The bug is actually that the window itself isn't coming up.

So no fix is actually required, just a bit of faith. :)

Please note: Debris cleaned up automatically around KSP does NOT refund funds. So please be aware that if parts are auto-recovered, you will not get money back.

SPH or VAB freezes when launching – [FIX]

Sometimes the ship folders don't get created or are deleted for some reason. This will cause the game to hang, but usually only temporarily. Make sure you have the following folders.

".../KSP/Ships/VAB"

".../KSP/Ships/SPH"

".../KSP/Saves/Your_Save_Name/Ships/VAB"

".../KSP/Saves/Your_Save_Name/Ships/SPH"

Also, make sure all your KSP folders are not "read only." For some reason, they sometimes get set that way. In which case, the game can also freeze up.


POSSIBLE OLD BUGS:

These bugs are unconfirmed in 1.0.X.

Game Pauses or Won’t Load when Minimized – [PARTIAL FIX]

Yes, in KSP 0.23.5 the game will now pause when minimized, if you are playing full screen. Fortunately you can get around this by running the game in windowed mode. Windowed mode seems to be having its own problems at the moment, so if you want your game to look full screen without the pausing, try the fix below.

- Run in frameless window (fake full screen) mode. Create a shortcut to KSP.exe and add the command flag “-popupwindow†The shortcut line should look something like “C:\Games\KSP Install\KSP.exe -popupwindowâ€Â

Game crashes during scene change (on Revert, Launch, etc) or some of the graphics (buttons/text) are glitched – [PARTIAL FIX]

This seems to be related to graphics settings and causes crashes when the game is switching scenes. I don’t think the cause is tracked down yet, but is sometimes linked to the resolution being set to max.

I suffered a lot from this problem till I figured out that it is related to running at maximum resolution in windowed mode. This was not a problem for me in v0.23.0, but the following fixes have made this issue go away completely.

Possible fixes:

- Try running in full screen mode.

- Reduce resolution away from max.

- Run in frameless window (fake full screen) mode. Create a shortcut to KSP.exe and add the command flag “-popupwindow†The shortcut line should look something like “C:\Games\KSP Install\KSP.exe -popupwindowâ€Â

Also, try reducing the texture quality down to Half or less. If you can't get to the main menu of KSP, edit the settings.cfg file with a plain text editor and look for the "TEXTURE_QALITY" line. Make it say "TEXTURE_QUALITY = 1". Restart KSP.

[0.90] Graphics Glitching / KSC Floating on the Ocean (Generally Windows Specific) – [FIX]

v0.90 introduced some new highlighting effects. This seems to cause problems, especially when forcing OpenGL. Additionally, some small Unity Engine updates monkeyed a bit with OpenGL. As such, some users are experiences excessive graphics problems.

Fixes:

- Turn off PPFX Highlighting and/or Anti-Aliasing

- Stop forcing OpenGL

Edited by Claw
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No offense but I don't believe IMO that the "Cannot Activate While Stowed" bug has a partial fix. It's still broken, one can 'work around it' but that isn't a 'fix'. Partial or otherwise.

The same goes for "Controlling all craft within physics range (also applies to kerbals)". A 'fix' should not require user interaction. It just just not happen. Again more of a 'work around' than any actual 'fix'.

Edited by StoryMusgrave
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No offense but I don't believe IMO that the "Cannot Activate While Stowed" bug has a partial fix. It's still broken, one can 'work around it' but that isn't a 'fix'. Partial or otherwise.

No offense taken. I think we might just have a difference in terminology. I used No Fix, Partial Fix, and Fix to be consistent within the post. It's really more like "You can't do anything", "There might be a workaround or some sort of thing you can do to kinda fix it", and "Here's how to make it go away."

Unfortunately, with most of the bugs, you'll never really be able to achieve a pure "Fix" that requires zero user interaction. Even at that, fixing something like a frozen kerbal will fix that kerbal, but isn't going to keep it from happening again. The labels are more so to indicate the level of recovery you can expect from any particular bug, and how much work might be entailed.

Even by that definition, the add-on fixes I've made wouldn't qualify as a "Fix" because it requires the user to download and install them.

Cheers,

~Claw

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That's fair. It's just that, definitions:)

IMO something like installing your compilation of plugins/MM patches, or ensuring a certain directory structure which, when done once, otherwise hands off 'in game' actually fixes the issues would be considered a fix. While something that requires a user to do, or not do, something in game, one or more times, is just that, a 'work around'.

I don't hold much of 'stock' vs not stock because these fixes are otherwise required to ensure clean gameplay, something which SQUAD has failed time and time again for some absolutely glaring issues that have persisted for quite some time.

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It's not just the brakes on rover wheels.

I built my base in a modular fashion each module on the largest wheels. Each module weighed in at over 12 tonnes.

I took the first module to The Mun and landed it.

I then took the second module to The Mun landed it and proceeded to drive to the first module.

It was Awful! The steering was awful! the Grip was Awful! The brakes were passable. (had your fix installed)

Even with SAS turned off a slight turn to the right made the whole 12 tonne vehicle jump up and spin. Thankfully it was only the slightest touch of the controls. Had I gone more firmly, my mission would have been over.

With SAS on small taps to turn did almost nothing. So I had to be a little firmer. I increased the pressure one press at a time and they went from unresponsive to rapid rotate. Scared the snot out of me.

I was desperate to see if my docking would work in the lower gravity so I persevered. After much effort and very slow movements I got them docked.

I didn't feel up to sending the next module after that though.

It got added to the list of missions tried and failed because of a bug.

Now my save sits waiting for the day when things just work.

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I don't see listed here, "Career Pilots fail to properly hold position (prograde, retrograde, etc), and also "Career Pilots, when told to hold a position cause a jitter/wobble in the ship". I have a non-modded fresh install and experience both of these issues immediately. For example, with just a capsule with a parachute attached, if I turn SAS on and align my trajectory perfectly retrograde, then tell a 5-star Jeb to "hold retrograde", he moves the position of the ship so that on the Navball it's about 3/8 of an inch away from the retrograde marker. This happens even in space, with no atmosphere to give him problems. When I switch to "assist" it works fine, and there's also no jitter. So the "hold (whatever)" is currently useless. And FWIW, before deleting/reinstalling clean (again), I tried the "Claw fix" addon and it didn't help.

Edit: If needed I can make a short video tomorrow and post it on Youtube, and link it here. What's weird is that I could have sworn last week Jeb had no problems holding positions. Now he can't even get within a 1/4 of a Navball's distance from the marker... And I reiterate, I uninstalled, deleted everything that was left over (logs, etc), and just downloaded a fresh install from Steam and played it with no mods.

Edit 2: Here it is. Check out this video:

Edit 3: After further testing, the issue of the Kerbal pilot not pointing at the correct vector appears to only be happening when the ship consists of a capsule only. With fuel tanks and engines attached, they have no problems keeping the correct vector heading.

Edited by Targa
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  • 2 weeks later...

In the forums, on Reddit, and on the bug tracker, there are various phantom/runaway/unexplained overheating bug reports. Happening in modded and stock installs. Issue 5181 on the tracker is an example. Turning down conduction in the thermal debug menu seems to work around it.

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  • 2 weeks later...

Well turns out this damn bug is still a thing.

1epAv1E.png

Claw, the mod you link to in the Stock Bugfix page is no longer functional or being maintained.

So far, restarting, completely replacing the Gamedata\Squad\Engine folder (which replaces all the part's files) have done nothing.

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I don't see listed here, "Career Pilots fail to properly hold position (prograde, retrograde, etc), and also "Career Pilots, when told to hold a position cause a jitter/wobble in the ship".

That issue is caused by overkill torque, that's why it's usually encountered when piloting a ship that consists of a capsule and maybe a few other parts. A good add-on fix is to install Tweakable Everything, it lets you set the amount of torque in every axis in the VAB/SPH (from zero kN to twice the stock value) and adds a force percent slider available in flight.

In the forums, on Reddit, and on the bug tracker, there are various phantom/runaway/unexplained overheating bug reports. Happening in modded and stock installs. Issue 5181 on the tracker is an example. Turning down conduction in the thermal debug menu seems to work around it.

I can confirm, this is an extremely annoying issue. It happens both with very low mass parts (notably making octogonal struts very dangerous to use) and clipped parts. It can be triggered by physical and on-rail timewarp, ship loading, docking, etc. It caused major issues for me when I was building a very large space station because I clipped RCS tanks inside a structural parts on my RCS tugs, lots of stuff would randomly explode when docking modules or even loading the station. KIS/KAS doesn't like this bug either, parts attached with it seem to be very susceptible to these overheating issues. With all the frustration this bug caused for me I've been trying to find a fix but there doesn't seem to be aything other than not using cubic octogonal struts and never clipping stuff inside other parts.

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  • 4 weeks later...

Can we add this to the list ?

Cannot place manoeuver nodes between ship and next AP/PE or AN/DN. This is annoying when you want to place a node relatively near the craft and the apsis is far away. Dragging the node around often results in deleting it or messing it up with the wrong handle.

Additionally, when the orbit line of the next orbit after touching another SOI runs close to the current orbit line the manoeuver node allways (?) wants to be set in the next orbit, not thie current one.

If that sounds silly: Pink line/blue line, the node goes to the pink line (next orbit), not the blue (this orbit).

k

Edited by kemde
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