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Nitrous Oxide

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    MF Zoom
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  1. Appears to be the case, I'm on KSP 1.11. I don't think I noticed this at all in 1.10, but I'm not sure if I even attempted to take-off after landing there. It was definitely fine before landing, and definitely not fine after taking off.
  2. My plane was flying fine in cruise mode @ 1600m now it's doing circles and dives and can't keep anything (heading or level)... nothing in the logs indicates anything went wrong, but has this happened to anyone else? Currently flies properly with SAS but, AA makes it all erratic and insists on deathspiraling to the ground. Losing patience for this game. I landed at Island Airport, fine, took off and AA doesn't work now, crashed into ocean. Even FBW moderator wasn't acting as expected... is it because I took off again after landing?
  3. I'm having trouble with this, it seems to "work", but the log is full of the likes of: ... and: I'm using 10.6x scale, and I think whatever is happening here is ballooning my RAM use until the game crashes OOM (at 32 GB, mind you)... I thought the issue was maybe related to Scatterer or PlanetShine, but disabled much of the former and uninstalled the latter, and I can still only fly for about 12 minutes, at which point I have to reset to the main menu... Is this just KSP? Or is there an issue here that I could provide logs/tests on? Currently about to test without Parallax, but the log entries were interesting to me.
  4. I have either a memory leak in the flight scene where I cannot fly more than 10~12 minutes over terrain or ocean (effectively, anything on Kerbin); or a really broken modded install. Google-Fu results in nothing much other than it possibly being related to the PQS system... How much RAM+SWAP is needed to play at 10.6x scale? My 12 GB physical + 20 GB SWAP gets decimated making it unplayable with the game ungracefully exiting, failing to allocate even more RAM. Seems ridiculous considering the prominence of RO, I have a theory as to what my culprit may be, but I want to confirm if anyone has played 10.6x scale on less than 32 GB of RAM first. Logs don't actually show anything, since the process just dies OOM...
  5. I've barely played KSP in nearly 4 years... Forget KSP 2, this is the real sequel we've been waiting for.
  6. Can confirm for 1.10, not to mention it doesn't work with TU for any shader configs... was wondering why a Squad tank wasn't working properly... this mod is apparently the cause, changing the models of something that already has a config...
  7. I've been playing around with this mod and I think we need some roadster/convertible pieces... you know why.
  8. I've updated some configs for Tantares, adding some of the new parts and getting rid of depreciated ones (probably missed one or two), as well as made a new config for TantaresSP, if anyone wants. Is there a Git repository where people can contribute? Tantares TantaresLV TantaresSP I haven't tested them much, but I'll update them if I notice anything weird (possibly endcaps on the LVs?). Cheers
  9. Lol, people complaining about the other language names... w t f. We get excrements like "Doodman" Kerman in English, who cares?
  10. Cheers Nereid, can't play without this. Appreciate your work!
  11. It's a major upgrade because they've added things like native x64 Windows support, meaning KSP wouldn't have to use some community hack anymore, Squad could compile an .exe that can actually use more than 3.5GB of RAM. That is single-handedly the biggest issue plaguing KSP right now (OOM crashes), and it's absolutely worth delaying a "1.0" release to fix. Have you ever seen what people outside this forum and the subreddit think about KSP as a piece of software? It's not blind fanatic love like many of you have for Squad. Rushing an incomplete "1.0" is not going to help that.
  12. Yeah seriously, they'd be better off to do it right as they only have 1 chance at "full release".
  13. You make it sound like Unity 5 is a completely new engine and not a re-work of Unity 4... it's an update ffs. The engine developer is specifically intending projects made on Unity 4 to be ported to 5... Besides, Unity 5 has had months of beta testing. It's ready. You aren't a software dev by the sounds of it with your naive speculation that everything is going to be completely broken and hard to port. It'll take some extra work, but I'd rather have 1.0 delayed a month and a half and have x64 on Windows... >With the stock game being as stable as it is now LMFAO
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