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Commnet say that my craft isn't connected


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Currently I can only respond with two questions:

1: Does your craft have an antenna? (even as an experienced player I occasionally forget the antenna myself)

2: Do you by any chance have remote tech? While it's been a while since I last used it, I remember getting a bug every now and then in which I wouldn't get signal at the pad.

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2 hours ago, EpicSpaceTroll139 said:

Currently I can only respond with two questions:

1: Does your craft have an antenna? (even as an experienced player I occasionally forget the antenna myself)

2: Do you by any chance have remote tech? While it's been a while since I last used it, I remember getting a bug every now and then in which I wouldn't get signal at the pad.

For the first question yes I have an antenna, when I load my save is normal but in one or two minutes after that the connection simply disappears to all of my crafts.

For the second question, since the 1.1 version of ksp I don't have remote tech installed anymore. The last time I use that mod was in the 1.1 version of ksp.

Any other question?

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@qzgy No, I have all the EC on the craft

@EpicSpaceTroll139 These are the mods I have installed

Spoiler

AT Utils
B9 Part Switch
Background Resources
BahamutoD Animation Modules
BetterBurnTime
BetterTimeWarpContinued
CapCom - Mission Control On The Go
Chatterer
Community Category Kit
Community Resource Pack
Community Tech Tree
Configurable Containers Core
Connected Living Space
Contract Configurator
Contract Pack: Field Research
Contract Pack: Grand Tours
Contract Pack: Bases and Stations
Contract Pack: Rover Missions
Contract Pack: Tourism Plus
Contract Pack: Unmanned Contracts
Contract Parser
Contracts Window +
Custom Asteroids
Custom Asteroids (inner stock system data)
Custom Asteroids (outer stock system data)
Custom Asteroids (stockalike config)
Custom Barn Kit
DMagic Orbital Science
DMModuleScienceAnimateGeneric
Extraplanetary Launchpads
Feline Utility Rovers
Filter Extensions - Plugin
Firespitter Core
Firespitter Resources config
Ground Construction Core
Hide Empty Tech Tree Nodes
Impact!
IndicatorLights
Magic Smoke Industries Infernal Robotics
Interstellar Fuel Switch
Interstellar Fuel Switch Core
K2 Command Pod Continued
Karbonite
Kerbal Attachment System
Kerbal Alarm Clock
Kerbal Inventory System
Konstruction
KSP AVC
KSP Interstellar Extended
KW Rocketry Redux
KW Rocketry Redux - Graduated Power Response Configs
Landing Height Display
Lithobrake Exploration Technologies
Malemute Rover
Maneuver Node Evolved
MechJeb 2
MechJeb and Engineer for all!
Mission Controller 2
Modular Rocket Systems
Module Manager
Near Future Construction
Near Future Electrical
Near Future Electrical Core
Near Future IVA Props
Near Future Propulsion
Near Future Solar
Near Future Solar Core
Near Future Spacecraft
OctoSat Continued
Orbital Survey Plus
ProbesPlus
Procedural Fairings
Progress Parser
RealChute Parachute Systems
SCANsat
Science Relay
Selectable Data Transmitter Module
SETI-Greenhouse
Smart Parts
Solar Science
SpaceY Expanded
SpaceY Heavy Lifters
Station Science Continued
Strategia
Surface Experiment Pack
TAC Life Support (TACLS)
Tarsier Space Technology with Galaxies Continued...
Toolbar
TweakScale - Rescale Everything!
USI Kolonization Systems (MKS/OKS)
Universal Storage
USI Core
USI Exploration Pack
USI Freight Transport Technologies
USI Tools
WaypointManager
[x] Science!

 

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...And I thought the modlist in my RO file was big... I honestly have no idea which one it could be...

Does the bug happen to any ship or just this particular one?

Does the same bug happen without the mods?

If happens to any ship and only with mods, maybe you could try a "binary search" process to see if one of the mods is causing it?

Basically that involves cutting half of the mods out of your KSP directory and putting them in some folder perhaps named "Half Of Mods" and trying to launch a ship again. If you don't get the bug anymore, you know it was in one of the mods in that half. Now put the mods left in your game into a folder "Not broken", put the mods in "Half Of Mods" back in the game, and repeat the process. If you do get the bug, put the mods in "Half Of Mods" into "Not Broken" and simply repeat the process with what you have in your game. 

This should find you the broken mod within 6-7 iterations, depending on how you split things.

However if this is the result of two mods not playing nice with eachother, then things could be more complicated. Perhaps someone more experienced with modding could help if you uploaded and linked the KSP.log file.

Edited by EpicSpaceTroll139
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1 hour ago, EpicSpaceTroll139 said:

...And I thought the modlist in my RO file was big... I honestly have no idea which one it could be...

Does the bug happen to any ship or just this particular one?

Does the same bug happen without the mods?

If happens to any ship and only with mods, maybe you could try a "binary search" process to see if one of the mods is causing it?

Basically that involves cutting half of the mods out of your KSP directory and putting them in some folder perhaps named "Half Of Mods" and trying to launch a ship again. If you don't get the bug anymore, you know it was in one of the mods in that half. Now put the mods left in your game into a folder "Not broken", put the mods in "Half Of Mods" back in the game, and repeat the process. If you do get the bug, put the mods in "Half Of Mods" into "Not Broken" and simply repeat the process with what you have in your game. 

This should find you the broken mod within 6-7 iterations, depending on how you split things.

However if this is the result of two mods not playing nice with eachother, then things could  more complicated. Perhaps someone more experienced with modding could help if you uploaded and linked the KSP.log file.

Until now happens with all the crafts I launch, that craft on that image is just an example.

I never tried without the mods.

How can I do that "binary search"?

Below is the link to my KSP.log file and the output_log.txt of the last time I start the game, I have both because I don't know wich one is more important.

https://drive.google.com/file/d/0B2wma7kzb7yaWGQ2S1VwWEJkZm8/view

https://drive.google.com/file/d/0B2wma7kzb7yaR3JreFh4eEpicmM/view

 

Edited by zeant93
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4 hours ago, zeant93 said:

How can I do that "binary search"?

 

5 hours ago, EpicSpaceTroll139 said:

Basically that involves cutting half of the mods out of your KSP directory and putting them in some folder perhaps named "Half Of Mods" and trying to launch a ship again. If you don't get the bug anymore, you know it was in one of the mods in that half. Now put the mods left in your game into a folder "Not broken", put the mods in "Half Of Mods" back in the game, and repeat the process. If you do get the bug, put the mods in "Half Of Mods" into "Not Broken" and simply repeat the process with what you have in your game. 

This should find you the broken mod within 6-7 iterations, depending on how you split things.

It may be a bit labor intensive, but it's a lot better than the usual one-by-one check.

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