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The BIG (and Small) Bug Workaround Thread


LoSBoL

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It certainly isn't for everybody to enjoy a game which bugs out, but at least some of us are able to enjoy the failing of the game on top of failure of the player itself. KSP to me always was about perserverance and learning from failure, launching, crashing and launching again!
When looking at the community challenge topic's or the What did you do in KSP2 topic I'm not the only one that sinks in hours in playing and working around bugs and glitches. So how do we do that?

The game is at v0.1.2.0 currently and over 500 fixes and changes have come since v0.1.0.0, Intercept is doing their part to get KSP2 up and running, in the mean time it's an effort of endurance. I thought  it was time for some sort of repository in how to overcome the game's bug challenges.
Let's try to keep this thread positive, we know the game's current state and (lack of) feautures, I like to hear your bug workaround so we can all profit from it, got a mod that fixes your experienced issue? I'd like to hear!

So here's three to start off with from a Real Life Bughunter;

  • Unstable low orbit's across bodies?  Hit physical timewarp to 2x speed, and you're Ap and Pe become stable, or keep above 25KM
  • Launchbutton not working in the VAB?  Select launch vehicle, press CTRL+C, select new workplace, press CTRL+V and launch!
  • F5 and F9 are your companions, often when a bug occurs, F5 and F9 helps to get rid of it.

@GalileOh-No made a great small guide to have some fun while avoiding bugs, which can be found here

Have you got a workaround for landers falling through the surface of planets after loading the game? Or have you figured out how to stop uncontrollable SAS behaviour? Found somebody who posted other workarounds? Share 'em!

Repository links;

 

Here's @ShadowZone with a few good workarounds, posted when v0.1.1.0 was live;

  • How to prevent your creation from disapearing through the VAB floor
  • How to prevent the skittles of doom and parts falling of your creation on the launchpad
  • Wronly placed struts destroying your creation. 

 

 

 

Edited by LoSBoL
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22 minutes ago, LoSBoL said:

Unstable low orbit's across bodies?  Hit physical timewarp to 2x speed, and you're Ap and Pe become stable!

It's all fine unless you have to perform some actions. Which is most of the time. I remember losing a ship or two because the orbit kept changing while I was trying to dock. By the time I got close, the target ship was on a collision course with the ground.

the true workaround is to stay above 25km.

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3 minutes ago, The Aziz said:

It's all fine unless you have to perform some actions. Which is most of the time. I remember losing a ship or two because the orbit kept changing while I was trying to dock. By the time I got close, the target ship was on a collision course with the ground.

the true workaround is to stay above 25km.

Docking in timewarp might indeed prove very difficult, so a very good adition to keep above 25KM!

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Not necessarily workarounds, more build considerations and order of operations that has kept me keep my dwindling sanity in the VAB for more ambitious constructions/missions. Please bear in mind I'm very much a novice at the game; take with a grain of salt:

- Try to avoid long chains of parts where possible. Attaching parts (as close) to the root part as possible and offsetting them typically results in more stable vessels. @Syvwlch first clued me in on this and since I've been able to make hydrogen powered craft with large, radially mounted drop tanks/decouplers (all offset from main).

- My personal rule of thumb is to add 25% the dV requirements for any planetary transfer stages due to the SOI trajectory bug.

- Bury a single tiny RTG on any non-piloted craft to keep them from going stone dead. Supplement with solar, etc as energy needs dictate.

- Keep struts minimal. Try launching without them and add only as necessary. If you move a strutted part, you have my sympathy.

- Micro Engineer is my best friend.

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Double click on vessels to take control of them. This is handy when the switch vessel keys [ ] aren't working.

If the mission failure interface pops up, it's a good idea to immediately pause the game. This gives you the chance to take back control of the vehicle, assuming it hasn't vaporized, or at least to get a visual of what went wrong.

On 4/23/2023 at 5:36 AM, LoSBoL said:

have you figured out how to stop uncontrollable SAS behaviour?

I hate to state the obvious, but aren't some of these reported SAS problems the result of trim?  Right alt+x to reset trim.

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1 hour ago, Wetzelrad said:

I hate to state the obvious, but aren't some of these reported SAS problems the result of trim?  Right alt+x to reset trim.

This one happens to me most often with quickloads. So... If saving changes my trim, I'd say that it's not obvious to me.

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Another good addition, I'll update the OP this evening.

On 4/26/2023 at 8:14 PM, Wetzelrad said:

I hate to state the obvious, but aren't some of these reported SAS problems the result of trim?  Right alt+x to reset trim.

I've had the issue trice, last occasion it was the controls being borked with a spaceplane, SAS expected 'normal' controls and went haywire. When shutting SAS down I could stear the plane again with WASDQE still being borked.

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  • 2 weeks later...
8 hours ago, GalileOh-No said:

Has anybody figured out how get the small (not XS) rover wheels to work well? I'm having not great success using them for the Dres weekly challenge. Any tips appreciated!

I feel like just getting folks to fly by, land on, and return from, would have been challenging enough.

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3 hours ago, Socraticat said:

I feel like just getting folks to fly by, land on, and return from, would have been challenging enough.

 These challenges seem somewhat unaware of the state of the game.  I've seen no one on reddit or the forums post anything about doing this one.  Maybe discord?

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