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KerTrotsky

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Everything posted by KerTrotsky

  1. If I make one post a day . . . yeah, I can do this. (Congrats).
  2. Probably we need to modify the thread title to reflect 0.25 update.
  3. IWSAF - Episode 14 - Remote Tech 2, Tutorial 2, Expanding Your Network (In the context of the IWSAF program we launch 6 vehicles to establish a new, longer-ranged relay network complete with a 60Gm capability, and finally a Duna-bound probe for the first time)
  4. IWSAF - Episode 14 - Remote Tech 2, Tutorial 2, Expanding Your Network (In the context of the IWSAF program we launch 6 vehicles to establish a new, longer-ranged relay network complete with a 60Gm capability, and finally a Duna-bound probe for the first time)
  5. Yes that is indeed an issue at times. The way I record is to have the mic plugged in and the speakers on, rather than rely on settings in game or in the recorder to include game or system sounds to the feed. When I used the recording software to include game sounds, the sound level was almost completely unpredictable and required multiple tests before I could record a mission. Each time. Using the speakers, I have to set the mic to 'conference' so the range is extended just a bit (even though the speakers are only 3 feet from where I sit). Windows doesn't handle sound input very well (and I've read up on this for exactly these reasons) and so for example the 'conference' setting takes 1 or 2 seconds after the mic is turned on to adjust itself, and this sometimes results in a fuzzy low volume static sound which I try to edit out if I can. Window Movie Maker software as well doesn't make things easy when it comes to sound . . . sometimes that software alone adds a sound pulse when switching scenes or clips! I've got a library of bookmarks on new editing software . . . because I've grown into a passionate hate of WMM. And I have to remember to set the speaker volume manually - and I sometimes forget. But, overall, it's much easier and more reliable to do it this way than to use the recording software settings, which is ironic. Either way, the sound track isn't a separate track, so I don't have many options if, after a mission, I notice that my narration gets drowned by the game sound. I'm still kind of new at this video recording and editing stuff, but things I think are improving sound and content wise.
  6. Thanks! What's wrong with the microphone? I'm not completely happy with the sound when the movie editor compresses it down into a youtube format, but when recorded and played without compression it sounds excellent. I think there's something I could learn about compression rates and such, but I try to keep the videos under 500mb in size so people with lower bandwidth or metered connections can watch. When in raw format, the videos are 3 or 4 GB.
  7. My favorite part in the 3rd Video : "I brought a crucifix for protection . . . but it stopped working after 5 minutes."
  8. Having just established my first functioning and stable Satellite Relay Network over Kerbin at 800km, I have to fully endorse the Remote Tech mod as *Level Five Awesome.* (Note : Level Five Awesome is the maximum Awesome).
  9. Remote Tech 2 Tutorial and 4 Missions Establishing a Satellite Relay Network, the Basics.
  10. Aristarchus I Preview of Aristarchus II Aristarchus II - A Kerbalnaut Named Gus
  11. Thanks. Yes I would definitely get the 0.25 release out. I haven't tried to replicate with a stock install and only PP installed. Let me know if you need anything (like, for example, the entire KSP game data directory from my machine).
  12. After running the IWSAF - Main NBT1 gamesave, the KSP log file has the following entries related to the separation of the procedural decoupler : [LOG 12:09:18.225] [proceduralStackDecoupler]: Activated [LOG 12:09:18.226] [00:00:00]: Liftoff!! [LOG 12:09:18.271] Look rotation viewing vector is zero [ERR 12:09:18.276] Invalid parameter because it was infinity or nan. [ERR 12:09:18.276] dest.radius>=0.0f [ERR 12:09:18.277] Invalid parameter because it was infinity or nan. [ERR 12:09:18.277] dest.radius>=0.0f [ERR 12:09:18.278] dest.radius>=0.0f [ERR 12:09:18.278] Invalid parameter because it was infinity or nan. [ERR 12:09:18.279] dest.radius>=0.0f [ERR 12:09:18.279] dest.radius>=0.0f [ERR 12:09:18.280] dest.radius>=0.0f [ERR 12:09:18.280] Invalid parameter because it was infinity or nan. And this goes on in the log for a while. Something going on here I think.
  13. Nathan - are you the creator / manager of Procedural Parts ? Edit : Yes you are. Okay I've reported an issue on github and the support/modded installs forum which I believe is linked to PP, specifically the procedural decoupler. I'm using a 0.24.2 install base - not sure if you found or fixed the issue for your imminent update to 0.25, or whether this error will even apply, but thought it best to get this report in in case it does. http://forum.kerbalspaceprogram.com/threads/96106-NaN-Bug-0-24-2-Modded-Repeatable Edit : Purchased a ticket for the Procedural Parts 0.25 recompile Hype-Train. The ticket keeps changing it's shape and dimensions.
  14. Installed Mods As far as I know (and I was pretty careful on this point in selecting mods) all of the installed mods are reported to be compatible with 0.24.2 Gameplay Additions & Modifications KW Rocketry (great rocket and engine set) -- http://www.curse.com/ksp-mods/kerbal/220894-kw-rocketry ModRocketSys (additional parts and engines which are stock-alike) -- http://forum.kerbalspaceprogram.com/threads/93067-0-24-2-WIP-Modular-Rocket-Systems-v0-5-%282014-09-19%29-Stock-alike-Parts-Pack Deadly Reentry (burns up crafts and kerbals) -- http://forum.kerbalspaceprogram.com/threads/54954-0-22-Deadly-Reentry-Continued-v3 Remote Tech 2 (comm requirements for probes) -- http://forum.kerbalspaceprogram.com/threads/83305-Development-Resumed-RemoteTech-2 Distant Object (visualizations in flight mode of spacecraft, debris, stations, and planets from a long distance away) -- http://forum.kerbalspaceprogram.com/threads/69907-0-24-Distant-Object-Enhancement-1-3-1-Planets-satellites-in-the-night-sky!-%287-29%29 IFILS (simplified life support) -- http://www.curse.com/ksp-mods/kerbal/221057-interstellar-flight-inc-kerbal-life-support-mod#t1:screenshots Vessel Viewer (enables MFD functions related to craft and parts while in IVA) -- http://forum.kerbalspaceprogram.com/threads/80581-0-23-5-Vessel-Viewer?p=1168414#post1168414 Chatterer (background and crew sounds) -- http://www.curse.com/ksp-mods/kerbal/223841-chatterer Hot Rockets 7.24 (different engine sounds and exhaust/smoke appearance) -- http://www.curse.com/ksp-mods/kerbal/220207-hotrockets-particle-fx-replacement Hullcam VDS (provides working cameras to use with RPM, among other uses) -- http://www.curse.com/ksp-mods/kerbal/220258-hullcam-vds Engine Ignitor + Engine Ignitor MFD for RPM (limited engine ignition conditions) -- http://forum.kerbalspaceprogram.com/threads/51880 -- https://kerbalstuff.com/mod/60/Engine_Ignitor_MFD Procedural Fairings (aerodynamic fairings) -- https://github.com/e-dog/ProceduralFairings/releases Procedural Parts http://www.curse.com/ksp-mods/kerbal/220589-procedural-parts Kerbal Attachment System -- http://forum.kerbalspaceprogram.com/threads/92514 FASA Launch Clamps -- http://forum.kerbalspaceprogram.com/threads/71032-FASA-Launch-Towers ===== Utilities and GUI Enhancements Toolbar -- http://forum.kerbalspaceprogram.com/threads/60863-0-23-0-Toolbar-1-4-2-Common-API-for-draggable-resizable-buttons-toolbar Alternate Resource Panel (more organized HUD display of resources) -- http://www.curse.com/ksp-mods/kerbal/220649-alternate-resource-panel Nano Gauges (set of up to 52 small gauges) -- http://www.curse.com/ksp-mods/kerbal/221875-nanogauges Raster Prop Monitor (internal MFDs with hooks for other add-ons) -- https://github.com/Mihara/RasterPropMonitor/releases Final Frontier (Kerbalized award and decoration system) -- http://forum.kerbalspaceprogram.com/threads/67246-0-23-5-Final-Frontier-kerbal-individual-merits-0-3-15 Kerbal Engineer 1.0 (design and detailed flight info) -- http://www.curse.com/ksp-mods/kerbal/222685-kerbal-engineer-redux-v1-0 Kerbal Alarm Clock -- http://www.curse.com/ksp-mods/kerbal/220289-kerbal-alarm-clock Kronal Vessel Viewer (blueprint/schematics of your vehicles) -- http://www.curse.com/ksp-mods/kerbal/224287-kronal-vessel-viewer-kvv-exploded-ship-view ===== Visual Tweaks Texture Replacer (for GSI Purple Haze Skybox HiRes skybox) -- https://github.com/ducakar/TextureReplacer/releases/ -- http://forum.kerbalspaceprogram.com/threads/77420-Green-skull-inc-texture-packs Distant Object (allows in flight visualization of distant craft and planets, see above for link) ===== Other Necessities Module Manager (patches stock KSP for numerous add-ons, essential if you have any mods at all) -- http://forum.kerbalspaceprogram.com/threads/55219
  15. Not sure if this information should go in the previous thread I posted. In any case : Windows 8.1 pro, KSP 32 [0.24.2] I am able to duplicate instantiation of a NaN application event, on the launch pad. It appears to be related to a procedural part, specifically a procedural decoupler - when that decoupler is activated, the application goes into the familiar "NaN" mode, from which point one must exit the application. I have two persistent saves which are identical in every respect except one. In the first instance 'IWSAF - Main NBT1' a vessel is on the launchpad (Aristarchus I - NBT) with the procedural decoupler as the next stage to be activated. When activated, the application goes into NaN mode. In the second instance 'IWSAF - Main NBT2' same vessel is on the launchpad, except the procedural decoupler has been replaced with a standard stock decoupler. When activated, the application behaves normally. Searches of both persistent files for instances of NaN before and after testing was null. The mod list is posted below. The procedural decoupler is from Procedural Parts : http://www.curse.com/ksp-mods/kerbal/220589-procedural-parts http://forum.kerbalspaceprogram.com/threads/70676 I will be reporting this bug in the Procedural Parts forum. Will also be uploading the logs and persistent files, not sure how useful they are. Edit (Bug reported to swamp_ig github location for procedural parts) Drops : PP_NaN_Error folder on containing identical saves with 1 exception (described above) https://www./folder/47uju1w2v9n41/PP_NaN_Error Log files from NaN instantiation using IWSAF - Main NBT1 game save: https://www./folder/vuz8m9klaln2a/Logs_from_NBT1_NaN_Instantiation
  16. I didn't bother to adjusts setting or sound, so when there are rocket noises you probably can't hear me. Not that you care about that.
  17. Same here. Wonder if Squad uploaded the right build file or steam transposed them. - - - Updated - - - If we had an update queued, and downloaded, and updated, but the main screen still shows prior version what do we do?
  18. Steam update queued and updated. Game still reports 0.24.2. Hype-town looks very wierd.
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