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Kersplattle

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  1. I have to say that I *HAVE* had issues, but am not for now. It may help that I have 16 GB RAM and the GTX780M GPU on a 27" iMac. I fixed most of my issues with removing stray kext files, the problems were mostly fan spin ups with 400% processor utilisation rather than out of memory and KSP crashes. Then again, if it *IS* a Unity 4 bug then it cannot easily be solved in KSP and likely enough the Unity developers are not focussed on v4 now. I'm prepared to be patient for U5, at least for now. Thanks for the attention on this thread from Salvager and others.
  2. Well, not sure if i solved it fully but I think I was somehow being so accurate I kept colliding with the target capsule. Best explanation I can come up with. This last time I stopped 1.2 km away and jet-packed the stranded verbal (Moena) over. That worked, managed to get her home with about 1 unit of electricity left !
  3. Not sure if this is just running out of time, but every time I get within about 0.5 km of the capsule that is my target it disappears and the contract is a failure. Why this is a problem is that by using F5/F9 I can change the elapsed time and I always get the same result. Each time I get a close intercept regardless of how long it takes it fails. Could this be that the contract actually has already expired but that isn't recognised until I get close enough to switch to the target ? Just FYI, this is the knarliest rescue I've yet seen. Target is a capsule not a Kerbal in a suit, and the orbit is at around 10 degrees off equatorial and is out between Mun and Minmus. Took an upgrade to go beyond 30 parts to be able to built a craft with enough fuel to reach.
  4. Well, I just started a new career mode with the normal setting to gain some familiarity. So far so good, new features are pretty well integrated, and not too many bugs running the OSX version. Did get the bug where if the capsule hatch is slightly overlapped by a parachute (it an be anything but for me that's what it usually is) when you EVA on land Jeb explodes ! It does seem hard to gain science compared to the last version, very few science points on offering the contracts, I probably have to do a couple of limited sub-orbital missions to get science from local biomes. Or start making planes to get the local survey missions. Also wondering about the tourist and VIP contracts, they seem to say that these people need to be delivered to a location but no location specified. Could just be a language issue and later contracts will have a specific location; for these early contracts it is just a sub-orbital flight. Found the changing thrust more of a challenge for early flight, seems to force one to use Solid boosters for take off, but maybe that's realistic. Overall pretty solid and I like it. Though I have yet to get past the first layer or two of the tech tree and explore how that is now laid out.
  5. The standard Apple wireless mouse supports left click as a left click and right click as right click, so to speak. It is sensitive to which side of the no button mouse you click on. Works well but can be a pain when you click near the middle and it decides you clicked right when you want left and vice versa ! The older non-wireless mice may not support this. Also, I posted earlier about 10.10.2 being more stable, which was a bit premature. However I have found that a Google app, Soundflower, the audio component of a screen capture app was very likely a proble. By removing that app and its associated .kext file I haven't had any kernel panics or crashes for over a week. So if you have that Google app you may want to try removing it if you are having stability issues. YMMV of course.
  6. Just to note that I have had a lot of the same issues, only it is the Mac that gets borked. High CPU (Kernel Task at 350-400%). It's a late 2013 27" iMac with the Nvidia GTX 780M video card, the 3.4 Ghz i5 and 16 GB RAM. It seemed to be KSP that tipped it over but then it would reboot still in trouble. I have uninstalled Google Soundflower, a screen capture sound add-in and that seems (for now !) to have stabilized it significantly. No crashes for nearly a week nd it was daily before that, with multiple OS reloads. So just in case you have a program that adds a third party .kext file (Kernel Extension) to start up it can be the cause of a lot of problems. KSP and Unity don't seem to have kexts, so as I seem to have found, check for any third party (non-Apple, non-NVidia if you have an Nvidia card) and try uninstalling that app/program. Just FYI and YMMV, but it saved my KSP experience.
  7. I use (or try to) KSP on OSX 10.10.2 and it is currently unusable. System crashes repeatedly with kernel run-away (hmm, sounds like kerbal runway) processes that is much worse in .90 in 10.10.2. I'm inclined to blame OSX because I can get it to do this a lot even without starting KSP, though it could be a specific kext file from Unity or KSP causing the problem. It's a fairly recent Mac too, late 2013 with 16 GB RAM and the updated GPU with 4 GB, when it works it handles pretty large craft without to much trouble, but the "when it works" part has become the problem just lately. Still looking for some sort of solution as I am reluctant to go out and get parallels and a copy of Windows, but that maybe the best answer. I suppose I could try a Linux desktop with Parallels and see how that performs. So I'd be interested in the same answer, by the sound of it either Win or Linux would work fine. Which Linux is recommended, vanilla Ubuntu ?
  8. Just an update to an earlier post of mine, KSP on OSX *seems* to have become more stable with the latest update to OSX to 10.10.2. Haven't had to reload the OS for couple of weeks now which is an improvement. Worth trying if you are experiencing a lot of problems and are on 10.10.
  9. Not sure if others are having this problem, but I have a late 2013 iMac 27" with 3.4 i5, 16 GB RAM, NVidia GTX 780M with 4096 RAM, and it runs Kerbal well, but the machine regularly has a runaway kernel process that takes up 300-400% of CPU making it useless for anything. Restart can rarely fix, but once it starts it typically continues on restart. Only fix I have found is a complete reinstall of OSX 10.10.1. Could this be Kerbal or Unity related as there's no a lot else non standard loaded. Kerbal crashed when trying to launch a largish but not huge ship yesterday, and after the system was restarted the kernel run-away is back. (That's "kernel run-away" not kerbal runway, just fwiw).
  10. Just for info, I have exactly the same issue although I'm a little closer at 6100m, but after faffing around for ages trying to get over the highest piece of Gilly nearby on the hope that it would help, I simply can't get a scan done. As it is actually impossible I think it is debug time...
  11. Need to modify that Australia option to either Australasia or Oceania. Us K1w1's don't like being lumped in with Aussies, and vice versa. So no vote from this user.
  12. How about a craft management "system", so one could use sub-folders or some such method for managing all the various crafts one assembles for fun and profit. I often finish up with 50-100 craft and damned if I can remember which is which sometimes. Making weird variations is half the fun, or at least to me it is. And I like the ability to recover discarded stages if setup to be recoverable with chutes etc. It's OK with stages that reach orbit (or nearly so) as one can switch to them and bring them down, but not always.
  13. I don't think its the RAM or Graphics, I have an iMac with a 3.4 GHz i5 (QC), 16 GB RAM, and an NVIDIA GeForce GTX780M with 4096 MB, and I get these freezes a lot. Using Yosemite 10.10. Happens anywhere. Recently happening a lot when building rockets; also when parachuting to a landing. Sometimes I get a kernel process spun off taking all the CPU, sometimes just the "SBBoD". Only ever happens when KSP is up. Making it hard to play as I rarely get more than a couple of hours without it happening. Used to happen in 24.2, but much more frequent in 25. There is something in KSP doing this, not sure what but it would be great to have it fixed.
  14. I confess to not being able to use Hohmann transfers and I make all my interplanetary missions by going into solar orbit and then burning to get an intercept from there. Uses a lot more fuel so I compensate by building bigger ships. I do get frustrated at the slow acceleration when using efficient but underpowered ships with nuke engines to go to distant destinations like Jool. I also use F5/F9 to get the right descent to a planet or moon and still consider the mission a success ! And this one is not really a KSP sin, but my answer to most launch problems is...MORE BOOSTERS ! Love them "trash cans of boom". Though every now and then they become "trash cans of doom" !
  15. Started afresh in 23.5 in career mode, went through the tree OK completing it with a trip to Duna. The new heavy engines and fuel tanks make building a heavy lifted sooo much easier. Then it was off to Laythe and Vall, two missions, same basic lander and tug stage. Because there's no aero braking at Vall it is a lot more expensive on fuel and I should have swapped the aero spikes (chosen with Laythe in mind) for nukes, but both missions completed successfully. Next up, probably Moho with the nuke equipped lander, and I'm trying to build a successful Eve lander that can take off again. Not easy, using probes the size gets prohibitive very quickly. This is all completely stock. Haven't done the asteroid bit yet, maybe later, seems a bit "meh" to me.
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