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KSP V0.9 - Cant click on buildings or do anything!


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I had just completed a mission, but now the game is bugged out and I cannot click on pretty much anything!

Sometimes the admin or research building will work, but I've never got the either of the assembly buildings to work... However when I do open it up, I cant click on anything of consiquence, and when I try to go back nothing happens and the game get's stuck so bad I have to Alt+F4...

Things I've tried:

Reloading the save

Restarting KSP

Restarting the computer

Backing up the save and re-installing the game

Nothing I've tried works! I dont get any kind of error message, and I'm of the strong disposition that it's specific to the save file. I'm running Vanilla KSP so there are no mods to cause this.

I really dont want to restart my save all over! Any help would be greatly appreciated.

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Same thing happens to me. hope it is just a bug that can be fixed in a update soon

Same here. I officially cant play KSP any more. 3rd re-install, and it's starting to happen even while i'm just building stuff. I'll suddenly stop being able to click on parts, I cant exit or anything.

Really sad, because I had no issues for the first few days, now it's happening after only a few hours even on new profiles...

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There is another thread with similar symptoms. I posted a response here with saved games. I was able to recover because I had multiple quicksaves. It seems the save file becomes corrupt, but I can't figure out why.

http://forum.kerbalspaceprogram.com/threads/103205-0-90-Career-has-entered-a-state-where-menu-building-options-are-not-responsive?p=1627517#post1627517

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In the case of the KSC becoming unresponsive, this can be fixed in a couple of different ways that are referred to in the thread that VirtualCLD linked. It's not going to solve everyone's problem, but it seems to be the result of firing a Kerbal who is referred to elsewhere in the persistence file. Once they are no longer around, the game gets confused when it tries to find them.

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In the case of the KSC becoming unresponsive, this can be fixed in a couple of different ways that are referred to in the thread that VirtualCLD linked. It's not going to solve everyone's problem, but it seems to be the result of firing a Kerbal who is referred to elsewhere in the persistence file. Once they are no longer around, the game gets confused when it tries to find them.

I've heard of that potential problem being the cause, but it wouldnt explain what is going on in my sandbox saves, where I havnt hired any kerbals. I'll look at VirtualCLD's link and see if anything works. I was really just starting to get going along when this happened, so it was kind of a big bummer. Here's to good luck!

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Man, I don't know why everyone calls all bugs a "kraken."

Anyways. Yeah, so the reason you are having problems is because your save is broken. The fact that you backed up your save and restored it to a fresh install is why you're still having the problem.

It's a new bug with the Progress Tracking/Contracts system. If you have a kerbal that was rescued from a contract, or one that completed various milestones (such as first crew to survive) and you subsequently fire them (or they die), it locks up the save.

You'll have to dig in your save file and look for (and delete) sections that look like the following from this other thread...


Landing
{
completed = 303.340000000014
vessel
{
name = Untitled Space Craft
flag = Squad/Flags/default
}
crew
{
crews = Jebediah Kerman
}
}

and also...


FirstCrewToSurvive
{
completed = 326.219999999993
crew
{
crews = Jebediah Kerman
}
}

After that, you'll have to be careful about who you fire. If you aren't opposed to using Add-ons, you can have a look at my fix here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-6-20-Dec-14%29 It won't fix your existing save, but it will allow you to safely fire kerbals in the future.

Cheers,

~Claw

Edited by Claw
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Man, I don't know why everyone calls all bugs a "kraken."

No, not any bug: The Kraken (A Fan-given name) was originally related to the 0.17 bug where phantom forces would cause the craft to oscillate and cause the craft to be destroyed. The bug was "fixed"(decreased probability) and hence the dead squid on Bop. It's now associated with the major gamebreaking glitches.

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Man, I don't know why everyone calls all bugs a "kraken."

Anyways. Yeah, so the reason you are having problems is because your save is broken. The fact that you backed up your save and restored it to a fresh install is why you're still having the problem.

It's a new bug with the Progress Tracking/Contracts system. If you have a kerbal that was rescued from a contract, or one that completed various milestones (such as first crew to survive) and you subsequently fire them (or they die), it locks up the save.

You'll have to dig in your save file and look for (and delete) sections that look like the following from this other thread...


Landing
{
completed = 303.340000000014
vessel
{
name = Untitled Space Craft
flag = Squad/Flags/default
}
crew
{
crews = Jebediah Kerman
}
}

and also...


FirstCrewToSurvive
{
completed = 326.219999999993
crew
{
crews = Jebediah Kerman
}
}

After that, you'll have to be careful about who you fire. If you aren't opposed to using Add-ons, you can have a look at my fix here: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v0-90-Stock-Bug-Fix-Modules-%28Release-v0-1-6-20-Dec-14%29 It won't fix your existing save, but it will allow you to safely fire kerbals in the future.

Cheers,

~Claw

Thanks for this, i'll go ahead and give it a try... The only thing is I dont believe I've ever fired a kerbal, and I've seen it happen in sandbox where I havnt even gotten another kerbal beyond the classic 3.

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I think I have similar problems but for possibly a different reason. I've never done rescue missions. but I have killed a kerbal in sandbox mode and loaded up a ship where he was saved as the crew and then he was in my crew again. This was Jebediah so it was unmistakable which one it was. I've had the same issue with bill being put into orbit and then going back in my crew and not being in orbit anymore. I then had and still have the same symptoms by the sounds of it. It may be a bigger issue with anything that can auto yank a kerbil from a previous location. It's sounds like a more general game programming logic issue. they need to stop the game from allowing you to regain kerbals in these manners. And if they add a means to do so be able to recheck all data locations to make approprirate changes. I'm guessing they have no large scale organized software to locate all data files associated with any given action(Nvm, I'm guessing they just missed a peice of logic and are using a premade one. Same problem)? if they just place stuff into files and assume nothing will happen it won't. they need to organize all data files and add associations and the ability for any data changing action to modify and adapt to any situation through automated search functions etc. Especially via kerbil name possibly for this type of problem. It's not hard. It's just like a sheet with pull downs will all associated files that can be used and the name of the functions etc that can use them. Could make a good gui for going over development logic.

(and obviously the game needs to check those data spots and deny actions and other things appropriately.) BTW, organizing a tool like that is the best way to go over the overall logic of the software you're writing. You can see how many points you have to keep track of and the complete array and most complex type of logic being used as functions are changed/added. If you can maintain and stay on top that tool and the game logic you can program any part of it easily as you keep up with and understand what the changes you make do. Also makes it easy to modify faster if needed as you have the tool made. Should always have full knowledge of what the games total infafstructure is from a logical or mathematical/geometric standpoint.

Or do they already have that type of development tool. It sounded like they were loosly just dumping into files. I don't know what common tools are like anymore.

I'm linux btw so it's not just windows.

Edited by Arugela
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It's sounds like a more general game programming logic issue.

Yeah, it's more of a general problem with kerbals getting deleted from the roster. There are several ways for them to be deleted. The problem is that they aren't moved into an unused status, but are completely removed from the roster. With the way KSP stores connections for sake of keeping game history, missing entries from the roster are causing problems.

So firing kerbals, killing kerbals, and firing MIA kerbals are just a few of the problems. Once that's happened, any later references to those missing kerbals is disastrous to KSP.

Cheers,

~Claw

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