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vetrox

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    Sr. Spacecraft Engineer

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  1. Thats exactly what i've been attempting. the defalt ksp steam control config sets the thumbstick to behave like a dpad. I've set it to give a joystick input but when trying to set it up in ksp, ksp just doesnt detect a joystick when setting it. The best work around i have found is to configure the controller to pulse the dpad to make it act like a joystick. I've only tested it on smaller craft but it seems to work well enough-ish (big deadzone on the stick) but i really want it to be a joystick input. I'm hoping im just missing something totally obvious
  2. So i've just realized i have a steam controller that i could ppotentially be using with ksp. Currently (like most players) i have used wasd for my rotation controls and the steam controllers thumbstick map uses the wasd binding. Whilst, yes, this does allow me to use my thumbstick to control my craft, it is still treating it like key strokes rather than an stick. there is no 0-100% for it. If u slightly nudge the thumbstick it still goes full tilt so there is currently no benefit for me to fly with the controller. Theres got to be something i am missing? How can i force ksp to acknowledge a thumbstick, Thanks
  3. When you get close (think less than 40km or so) your navball should switch to "target" if not you can click it until it says "target" Once set to target, burn retrograde until the relative speed is 0 then point to target (pink circle) burn until speed is around 50m/s. At this point try to get your prograde marker to match the target marker. At this point i usually switch to"Docking mode" and use my RCS thrusters to get everything right on the navball. Once you get close, burn retrograde until your relative speed is 0 again then eva him out of the ship and over onto yours
  4. After Being away from KSP for what seems like years. I reinstalled, added some mods using ckan (omg i was waiting for something like ckan since i first played ksp) then after learning how the new aero works. I slapped together a pretty crude but functional ssto and took a trip to laythe. Now i just have to send them some fuel for the return trip.
  5. Thank u op! This has driven me mad. Twice I have been doing low altitude flights to north pole (cos u know, rockets are too mainstream) and after 40 minutes it would crash! 250ms @10-12km causing 2 landing gear to get warm. At least now I know the cause
  6. If u are happy to use mods then "kerbal engineer" gives you this info. If not then I can't help sorry :-(
  7. I don't think I have ever considered trying to recover all my debris. I'm sure there's mods that will give u ur funds back if u attach a parachute to everything. Personally I have no trouble with funds to warrant debris recover. Im pretty Damn wastefull in ksp. I've often left half full stages in orbit because they aren't even needed and the added mas just makes piloting a tiny bit more tedious. Or I've ballsed up and the ship is no longer needed (normally because I under engineered it for that particular trip This is ksp not reality. Be wastefull.
  8. I currently have engineer redux and kerbal alarm clock installed and after a 40 minute early career flight to the north pole the game just crashed no error messages or anything. This has happened once before. Now before i uninstall mods and make the same trip again as its pretty intermittent and im gonna take a break for the evening but if someone can see the problem as its all just jibberish to me. ( icut alot of what was repeated alot out of it to keep it postable whilst i solve my drobox issue) Dropbox error log output log (Filename: Line: 67) ization depth limit exceeded at 'Contracts.Agents::AgentStanding'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization dept Serialization depth limit exceeded at 'Contracts.Agents::AgentMentality'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentStanding'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentMentality'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentStanding'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentMentality'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentStanding'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) UnloadTime: 16.913301 ms Unloading 7 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 195 unused Assets to reduce memory usage. Loaded Objects now: 101778. Total: 95.544365 ms (FindLiveObjects: 14.831612 ms CreateObjectMapping: 4.282859 ms MarkObjects: 74.005470 ms DeleteObjects: 1.709252 ms) (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Agent: Found 18 agent mentality types (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AgentList: 27 agents parsed and loaded. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 59s long (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 9.949303 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 9 unused Assets to reduce memory usage. Loaded Objects now: 105654. Total: 127.027451 ms (FindLiveObjects: 13.479776 ms CreateObjectMapping: 4.112173 ms MarkObjects: 107.940292 ms DeleteObjects: 0.635635 ms) AddonLoader: Instantiating addon 'KerbalAlarmClockTextureLoader' from assembly 'KerbalAlarmClock' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 5/20/2015 10:44:41 PM,KerbalAlarmClock,Loading Textures (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) 5/20/2015 10:44:41 PM,KerbalAlarmClock,Loaded Textures (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ExperienceSystem: Found 0 trait types (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ExperienceSystem: Found 9 effect types (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ScenarioTypes: List Created 12 scenario types loaded from 4 loaded assemblies. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 13.783599 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 201 unused Assets to reduce memory usage. Loaded Objects now: 103580. Total: 134.896088 ms (FindLiveObjects: 13.262323 ms CreateObjectMapping: 3.911446 ms MarkObjects: 113.561333 ms DeleteObjects: 3.460834 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 103553. Total: 129.040527 ms (FindLiveObjects: 13.848802 ms CreateObjectMapping: 3.995765 ms MarkObjects: 110.313171 ms DeleteObjects: 0.258419 ms) UnloadTime: 10.249027 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 106718. Total: 149.616425 ms (FindLiveObjects: 13.891472 ms CreateObjectMapping: 8.721727 ms MarkObjects: 126.008797 ms DeleteObjects: 0.292214 ms) Camera Mode: AUTO (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [PlanetariumCamera]: Focus: Plane 1 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Camera Mode: AUTO (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Active Vessel is in atmosphere. Cannot save. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 8388608B with 4 alignment. MemoryLabel: STL Allocation happend at: Line:74 in Memory overview [ ALLOC_DEFAULT ] used: 1728252391B | peak: 0B | reserved: 2008335474B [ ALLOC_GFX ] used: 186427311B | peak: 0B | reserved: 262356764B [ ALLOC_CACHEOBJECTS ] used: 67404B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 13172B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 533772B | peak: 0B | reserved: 8388608B Could not allocate memory: System out of memory! Trying to allocate: 8388608B with 4 alignment. MemoryLabel: STL Allocation happend at: Line:74 in Memory overview [ ALLOC_DEFAULT ] used: 1728252391B | peak: 0B | reserved: 2008335474B [ ALLOC_GFX ] used: 186427311B | peak: 0B | reserved: 262356764B [ ALLOC_CACHEOBJECTS ] used: 67404B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 13172B | peak: 0B | reserved: 4194304B [ ALLOC_PROFILER ] used: 533772B | peak: 0B | reserved: 8388608B (Filename: Line: 920) Crash!!! ERROR: Error while initializing dbghelp.dll, GetLastError: 'The operation completed successfully.' (Address: 00000000) ========== OUTPUTING STACK TRACE ================== ERROR: Error while initializing dbghelp.dll, GetLastError: 'The operation completed successfully.' (Address: 00000000) ========== END OF STACKTRACE =========== **** Crash! **** And my pc spec Machine name: VETROX Operating System: Windows 8.1 Pro 64-bit (6.3, Build 9600) (9600.winblue_r3.140827-1500) Language: English (Regional Setting: English) System Manufacturer: System manufacturer System Model: Maximus II Formula BIOS: BIOS Date: 12/17/08 12:28:08 Ver: 08.00.14 Processor: Intel(R) Core(TM)2 Quad CPU Q9650 @ 3.00GHz (4 CPUs), ~3.0GHz Memory: 8192MB RAM Available OS Memory: 8192MB RAM Page File: 2430MB used, 7040MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.03.9600.16384 64bit Unicode ------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Input Tab: No problems found. -------------------- DirectX Debug Levels -------------------- Direct3D: 0/4 (retail) DirectDraw: 0/4 (retail) DirectInput: 0/5 (retail) DirectMusic: 0/5 (retail) DirectPlay: 0/9 (retail) DirectSound: 0/5 (retail) DirectShow: 0/6 (retail) --------------- Display Devices --------------- Card name: NVIDIA GeForce GTX 285 Manufacturer: NVIDIA Chip type: GeForce GTX 285 DAC type: Integrated RAMDAC Device Type: Full Device Device Key: Enum\PCI\VEN_10DE&DEV_05E3&SUBSYS_12813842&REV_A1 Display Memory: 4063 MB Dedicated Memory: 991 MB Shared Memory: 3071 MB Current Mode: 1600 x 900 (32 bit) (60Hz) I would like to note this is a fairly fresh install of about 3 days old. Any ideas? I find it hard that I have run out of memory. Im jsut a bit disheartened about losing 40 minutes of my life lol
  9. The new aero does take some getting used to but it certainly makes more sense than the old placeholder. I never could get on with FAR so its a happy medium. My ships finally come screaching towards the surface at some dangerous (read:standard kerbal) speeds. On my first orbital flight I made the rookie mistake of leaving my chute and final decouple stage in one stage...needless to say that ship cam hurtling towards the planet at a pretty incredible speed and then suddenly came to a not so incredible speed. Although alot of the threads seem to be comparing the current 1.02 aero to the 1.0 aero? Forunatley I never played it at 1.0 so i currently dont suffer from the "change is to hard to get used to game is broken please revert to 1.0" syndrome Death ray would be easier than managing 10 warships....or maybe...10 warships armed with death rays?....be right back...
  10. I must say, I'm loving these new aerodynamics, the new tech tree all the little ui features. I can wait to start mining the mun and holding kerbin ransom after using the ore to build a death ray!
  11. So i stopped playing in around january and decided to wait it out until it was fully released. Naturally I promptly forgot until today when I was clearing out my steam library and got to the letter "k" What a fantastic surprise for me!!!!! all the changes! all the additions and new content! Such deliciousness. Its a good thing my significant other is away all week because she would be getting pretty heavily ignored if she were here! I'm in love all over again!
  12. Just remembered my most hated peeve. It rarely happens but when it does, it tickles my hate gland [snip - keep it clean guys]. unable to stage in map view. You think I would learn by now but when I hear an engine cut out and I instinctively hit spacebar to stage and nothing but the sigh of despair as I remember, yet again, to come out of map view, stage, then get back to it. Oh how I find it ever so slightly irksome
  13. Ksp sort of warps our perceptions of distance, orbits, dv and $$$ costs
  14. I'm a pretty easy going guy. However, the lack of axial tilt gets on my tits for some reason. Also, does the thermometer read temperatures correctly yet?
  15. Theres a lot of pages here to read but has anyone put a business plan together for this? Project leader who the designers are, what design you plan on using how much the sat itself will cost. Where will it be assembled. I think you guys need specific "staff" members and a definitive objective that you can build up to. If you are going to be looking for investment then you are going to need a detailed plan of costs, timeframe, geographical location etc I was thinking at work it would be a better idea to build a rocket instead of a cubesat. It does seem like this project is soon to start but i think a rocket is more ksp than a cubesat. You wont have to fight for or buy space on a commercial rocket. If we can make a powerfull enough rocket to get mast the magic 100km mark we can even put a small sattelite on it. Doesnt have to get to orbit but something that gets right up into the atmosphere would be a great achievement. I will still keep an eye on this to see what happens though
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