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Can't Recover Vessels


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All of a sudden (post 1.4.3), i have this occasional bug where I can't recover vessels, can't go to the space center or tracking station, can't save or load saves, can't exit to the menu, etc. Pretty much I'm stuck in the flight (on the ground). The only thing I can do is force close and reload the game. It is becoming maddening. 

BTW, I have 132 mods installed so would prefer not to go the turn them off and on 1 at a time, as this gives me a practically infinite number of combinations (i realise it is nowhere near infinite numerically, but still it's too many for me to do manually).

More Info:

Apparently revert works, but kind of annoying to have to enable it each time the bug rears it's head. 

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6 hours ago, Xd the great said:

Well, seems like a mod problem. Do you have outdated mods?

all mods are kept up to date via ckan.

When it happens, it's like the vessel state shows "landed" but the physics engine isn't registering that the vessel is stationary (velocity and altitude fluctuate rapidly but in very small increments)

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4 hours ago, fwdixon said:

all mods are kept up to date via ckan.

When it happens, it's like the vessel state shows "landed" but the physics engine isn't registering that the vessel is stationary (velocity and altitude fluctuate rapidly but in very small increments)

So, phantom forces. Could be caused by clipping parts or wielded parts. Can you make a test craft with only a stock part (preferrably a capsule) and see if you can recover it when the big hits?

Do you have physics range extender installed? If so, what are the ranges?

Is there an excess copy of module manager?

Can you check through the alt+f12 cheat menu and see where the physics file is?

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On 5/26/2018 at 3:57 PM, fwdixon said:

All of a sudden (post 1.4.3), i have this occasional bug where I can't recover vessels, can't go to the space center or tracking station, can't save or load saves, can't exit to the menu, etc. Pretty much I'm stuck in the flight (on the ground). The only thing I can do is force close and reload the game. It is becoming maddening. 

Does the button click action work?  Or can you not even click the appropriate buttons?    Just as a shot in the dark, Alt-f12, and toggle your input locks, and see if that helps.  If it does, you know how to do get around the issue, but you still don't know the source.  Sorry, missed your earlier reply, probably not it, but worth trying. 

On 5/26/2018 at 3:57 PM, fwdixon said:

BTW, I have 132 mods installed so would prefer not to go the turn them off and on 1 at a time, as this gives me a practically infinite number of combinations (i realise it is nowhere near infinite numerically, but still it's too many for me to do manually).

That's where the beauty of CKAN does come in.  It's very easy to disable the mods one at at time, time consuming but easy.   Take them out 10 at a time until you isolate the error, so now your down to only 12-13 something reloads at worst (6ish on average), you can probably skip the uber stable ones like KER and KAC (although don't rule them out).  Take out the next 10, reinstall the previous 10.  Once you've found the group that contains the culprit, you can re-add them a couple at a time, whittling down the list.  I'd guess you could get away with <20 reloads to find the issue. 

 

 

 

18 hours ago, fwdixon said:

When it happens, it's like the vessel state shows "landed" but the physics engine isn't registering that the vessel is stationary (velocity and altitude fluctuate rapidly but in very small increments)

Launch a single part craft to the pad, and see if you still get forces.

Edited by Gargamel
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15 hours ago, Xd the great said:

So, phantom forces. Could be caused by clipping parts or wielded parts. Can you make a test craft with only a stock part (preferrably a capsule) and see if you can recover it when the big hits?

Have done this with no change

Quote

Do you have physics range extender installed? If so, what are the ranges?

no.

Quote

Is there an excess copy of module manager?

no

Quote

Can you check through the alt+f12 cheat menu and see where the physics file is?

GameDate\ModuleManager.Physics

2 hours ago, Gargamel said:

That's where the beauty of CKAN does come in.  It's very easy to disable the mods one at at time, time consuming but easy.   Take them out 10 at a time until you isolate the error, so now your down to only 12-13 something reloads at worst (6ish on average), you can probably skip the uber stable ones like KER and KAC (although don't rule them out).  Take out the next 10, reinstall the previous 10.  Once you've found the group that contains the culprit, you can re-add them a couple at a time, whittling down the list.  I'd guess you could get away with <20 reloads to find the issue. 

This only works if the conflicting mod(s) is within the group, not if they are in different groups.

Quote

Launch a single part craft to the pad, and see if you still get forces.

have to use at least 2 parts, as I have to do something other than just load on the pad to trigger (either have to fly and then land or jettison a part)

Edited by fwdixon
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5 hours ago, fwdixon said:

This only works if the conflicting mod(s) is within the group, not if they are in different groups.

But if you remove ONE of the conflicting mods, then you have a working game... 

And it's not necessarily a conflicting mod, it could be one mod. 

But once you've isolated one of the conflicting mods, you can discount every other mod you uninstalled previous to that, as they obviously didn't conflict with the offending mod.   Then, you'll only have to check the remaining groups, after you reinstall the problem mod.    Then once you've found the two mods that conflict, you'll have to choose one. 

 

And posting the entire log file would help, along with the mods list.

 

Edited by Gargamel
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On 5/26/2018 at 3:57 PM, fwdixon said:

BTW, I have 132 mods installed so would prefer not to go the turn them off and on 1 at a time, as this gives me a practically infinite number of combinations (i realise it is nowhere near infinite numerically, but still it's too many for me to do manually).

It's not infinite, and it's not 132. I didn't even know about how you can disable with CKAN, which makes it even easier, but I've done this by moving mod folders out before. The magic is in bifurcation.

First test 132/2 of your mods. That's 66 mods. You've already ruled out half of them with 1 load of the game.

Then test 66/2 of your mods. That's 33 mods. Boom, 75% of your mods are in the clear in only 2 game loads.

Then test 16 or 17 of your mods in your 3rd load, then 8 or 9 in your 4th, then 4 or 5 in your 6th, 2 or 3 in your 7th, and 1 in your 8th. If you were really unlucky you'll have 2 mods left untested in your 9th load but likely you'll have it pegged in your 8th.

Edited by 5thHorseman
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1 hour ago, 5thHorseman said:

It's not infinite, and it's not 132. I didn't even know about how you can disable with CKAN, which makes it even easier, but I've done this by moving mod folders out before. The magic is in bifurcation.

First test 132/2 of your mods. That's 66 mods. You've already ruled out half of them with 1 load of the game.

Then test 66/2 of your mods. That's 33 mods. Boom, 75% of your mods are in the clear in only 2 game loads.

Then test 16 or 17 of your mods in your 3rd load, then 8 or 9 in your 4th, then 4 or 5 in your 6th, 2 or 3 in your 7th, and 1 in your 8th. If you were really unlucky you'll have 2 mods left untested in your 9th load but likely you'll have it pegged in your 8th.

that assumes the issue isn't a conflict between two mods that are in different groups.

Anyway, I've fixed it by installing the world stabilizer mod.

Edit: New niggle, if I am flying and crash, I don't get the crash dialog (doesn't affect vehicles returning from orbit). And of course, if the command pod/probe core is destroyed, no recover option. So much for no revert.....

Edited by fwdixon
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On 5/28/2018 at 5:28 PM, fwdixon said:

that assumes the issue isn't a conflict between two mods that are in different groups.

As has been said a few times already, you isolate one half of the problem, then your run through all the mods again until it works with the problem mod installed, and there are your conflicting mods.....

 

Instead of looking at how hard you think a problem is, try thinking about the best way to solve it. 

On 5/28/2018 at 4:32 PM, 5thHorseman said:

*snip*

Duh... binary...  duh....  I always want to chop into regular even segments. 

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