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Is anybody else seeing command pod launch failure?


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I'm attempting to see if this is particular to my install. I just updated to 1.1.3 (fresh install and copied over save file) on Linux.

I'm able to get to existing vessels and play around with them.

I attempted to launch a simple vessel from the VAB: I selected the mk1 pod and clicked "launch". This disables all of the edit buttons along the top and left. However, it doesn't actually switch to the launchpad to launch. I'm unable to press the exit button to get out - animations and sound keep running.

I have to switch out and kill the game.

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I was hoping this was a common problem and that I could take a nap instead of diagnosing problems myself. :-)

Digging into the output with multiple attempts, I've found a workaround and partial cause.

Partial cause: KSP was not creating the VAB directory in my savegame Ships directory.

This resulted in the following log error:
[EXC 19:04:59.943] IsolatedStorageException: Could not find a part of the path "/home/garrett/KSP_linux/saves/default/Ships/VAB/Auto-Saved Ship.craft".
        System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options)
        System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
        System.IO.File.Open (System.String path, FileMode mode)
        ConfigNode.Save (System.String fileFullName, System.String header)
        ConfigNode.Save (System.String fileFullName)
        ShipConstruction.SaveShip (System.String shipFilename)
        EditorLogic.launchVessel ()
        UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
        UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
        UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
        UnityEngine.Events.UnityEvent.Invoke ()
        UnityEngine.UI.Button.Press ()
        UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
        UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
        UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
        UnityEngine.EventSystems.EventSystem:Update()
[LOG 19:05:01.176] SCREENSHOT!!
 

It was not possible to work around this issue by clicking "save" prior to launch. Manually creating the VAB directory with a standard 'mkdir' command did work.

Build information:

build id = 01289
2016-06-21_20-12-27
Branch: master
 

I would upload screenshots, but I'm not seeing any button which would allow me to do that.

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