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nonot8946

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Everything posted by nonot8946

  1. Yes, that's it exactly. Awesome, your fix worked, thank you! [quote name='EditorRUS']Perhaps you mean something like that: <picture> If so, then it's not caused by mods (doesn't seem so at least). It can be reproduced easily by unfocusing from the game window while game loads from main menu. When you focus on it again, it will be stuck like that. Just remain focused on the game window while it loads and after it loaded you can safely do anything you want. [/QUOTE]
  2. I am playing a modded install using the Real Solar System (and the other 30-80 mods that CKAN installed with it). I have encountered a problem where the camera is stuck at a weird angle, the camera is positioned to the side of the VAB looking somewhat past it. Furthermore, loading an old save that used to be working results in the same thing upon loading up any save. Restarting KSP doesn't help. I can load to a quicksave that is focused on a vessel, but I am unable to control the vessel or switch to map mode, and all that works is going back to the Space Center. However once the space center context loads, the camera is stuck at the side of the VAB, and only the escape key works, or the button at the lower right that lets you save/load/exit. Any help would be appreciated.
  3. I suspect it is a memory problem, switching between map mode and vessel mode when near planets appears to force the game to reload some of the planet's textures, causing out of memory problems if you are running lots of mods. I was able to decrease the frequency of this by lowering texture detail to 1/8, anything not so severe results in crashes on about 60% of map mode switches at planets/moons other than Earth (using RSS mod.)
  4. Just FYI for the other people having this problem, after rebooting the computer a few times, the game eventually accepted the mod installs. Best I can figure my anti-virus was somehow interfering with the game recognizing the new files.
  5. I've had this problem with radial mount parachutes in v1.0. It seems to occur during re-entry and 75% of the time (it happened at least 4 times) I can finally activate the parachute at around 300 ft. Luckily it has never happened with all the parachutes at the same time. I considered this a game feature until I saw this thread and thought it was a bug - like the game was making systems randomly fail in hard career mode, to ensure you built redundancy into your craft designs. As to what causes it - bugger all, I have no idea.
  6. I am having the same problem on the non-steam install with v1.0, I recently have tried installing just a few mods onto 1.0 after missing the features they provided: AlarmClock, Kerbal Engineer, and Transfer Window Planner. I'm pretty sure the mods are correctly copied in the GameData folder, and I can even see the KSP startup thing show that it is parsing those directories, but the mods do not appear to load. Confirmed that I have the mod versions released for 1.0. Last time I installed mods was 0.25. Worked perfectly then.
  7. Version 1.0.0 Steps I took to consistently reproduce bug: -Launch a craft that can gain significant speed while still in the dense atmosphere -Ignite engines and burn full throttle, get your craft into a stable ascent -Switch to map mode (m key) below perhaps 300 m/s, so that you can watch your apogee (why Squad doesn't put this info on the main display I don't know.) Here's where the bug occurs: -if a part explodes due to overheating (in my case, a small nosecone seems to explode at perhaps 700-1500 m/s @ ~14000-25000 m) but the rest of the craft is otherwise unaffected, the entire craft will suddenly appear on top of the map mode overlay. (In other words, you see the craft rendered on top of the map mode background which shows kerbin/space/orbits of multiple craft, etc. I'm not sure if the intent is for the game to switch out of map mode due to the part exploding, but it is a weird combination of things being rendered. Gameplay is otherwise unaffected, switching out of map mode will restore the "normal" view you have of your craft, switching back into map mode again restores map mode to "normal". I've never exploded anything on rentry yet while in map mode (since I have no purpose for map mode on reentry to kerbin), but it may be possible to produce this bug with other means of causing overheating. P.S. Yes, I understand you shouldn't go that fast in the atmosphere, but early hard career mode forces you to do unadvised things to get to orbit with the tech you've got and part limitations that exist in the non upgraded facilities.
  8. This is an annoying bug that doesn't cause the game to crash, but is an aggravation. Steps: 1) Build a craft in the VAB that is sufficiently complicated that the staging fills the entire vertical height of the right side of the screen. 2) Without scrolling the staging area on the right side of the screen, attempt to click the VAB exit button at the top right when it is (partially) covered by something on the staging diagram. You likely have to click on a staging element in the staging diagram at the same time you are clicking on the exit button. 3) You will be transported outside the VAB, but will have an odd view in which you are not directly over all the space center buildings, but can view the VAB from an angle. The only thing you can click on is the VAB. The problem with this bug is that until you figure it out yourself you get caught in an infinite loop. E.g. go back into VAB, exit into weird mode, go back into VAB, exit into weird mode, etc. Problem was first observed in 0.242 but still appears to occur in 0.25. Restarting the game was the best solution until I figured out the cause and avoid it. I think I encountered this bug before installing mods, but didn't re-test it in 0.25 before installing mods, so I put this in the modded forum.
  9. Yes, this is related to the diminishing returns you get with transmitting science. It appears it is granting you science differently than it is calculating and displaying science.
  10. If you cannot see photos you may have to go here: https://plus.google.com/photos/105685457886632521163/albums/6074639808728761041 Picture 1: Collected my data, ready to transmit. I am expecting to get 2.3 science Picture 2: Transmitting (did not do lab). I think I got 1.1 science as it was scrolling by, not the 2.3 advertised. However at 100% it didn't add additional to the 1.1 I did get. I think it went 0.5, 0.4, 0.2 ( @ 50%), 0 , 0, 0 (@ 100%, shown in picture) Picture 3: Collected that data again. Note that it shows I will still get some science if I retransmit it, however it is different than before and seemingly different than the amount of science I did get? Picture 4: Transmitting that data again nets 0 new science Picture 5: Collecting the data again shows that I should get science if I transmit it:
  11. To explore other solar systems requires getting there, which is the main problem. I am wondering if the developers could define an area called interstellar space SOI, where one could time accelerate billions/tens of billions of time speed, rather than the current max of 100,000. In interstellar space there would be almost no physics, perhaps even no acceleration. You are simply passing time. This would be the most realistic means, but perhaps prevents problems with the current implementation of the physics engine, which is why all physics would be turned off in this region, and no accelerations allowed. You are simply refused to turn your ship/fire your engines because the interstellar region is causing unknown interference with Kerbal tech and the built in safety mechanisms have shut these parts down until the sensors indicate the parts are working nominally.
  12. After looking some more, it appears to be only related to objects in orbit around the sun that have the potential to intersect with planets orbits. Perhaps this is because some 1-1000 orbits it will actually get into SOI of the planet and slingshot the object out of the solar system, so this may not be a bug after all, just confusing.
  13. It is related to the diminishing returns you get from transmitting science. It is not related to running out of electrocharge. I believe the game is granting the diminishing returns from science differently than it is calculating and displaying the diminishing returns from science. I will see if I can get a series of screenshots.
  14. I wanted to alert the developers there is a bug in the tracking station classification. If there is an object outside the sphere of influence of a planet/moon, it appears to be classified as being "on an escape trajectory out of the sun", rather than "in orbit around the sun." Please note, I have not yet achieved a craft actually able to escape an ejection trajectory from the sun, nor am I sure it is actually possible without installing a mod for another star. This is a very minor bug and does not affect the playability of the game.
  15. With 0.25 I am encountering a problem with transmitting science. The screen regarding the scientific data says I will gain science if I transmit it, but science is not granted when I transmit it. If I collect the data again, the game will again say I will get science for transmission. This problem seems to occur both on data not processed in the science lab, and the data boosted by the science lab. I should note it is not the very first collection/transmission of the data that is the problem, it is generally on the second or third data transmission. I believe the first transmission always works correctly. Furthermore, EVA data appears to work properly on the 2nd transmit. The problem seems to be with the: gravity/seismic/temp/pressure materials/goo type of science and I do not see this problem with: crew reports EVA reports. Did not occur with 0.24.2 Does occur every time with 0.25 I am noticing that with the initial transmission, it goes all the way through 0-100% However with subsequent transmission there is this status update at 50%. If I see that status update it appears I do not get science. In some cases it appears I am granted partial science but not all the science I should get according to the data summary screen. E.g. it says I might gain 30 science but I gain 7.2. If I do actually bring the data back to Kerbin and recover the vessel it appears I do get the stated recovery value of the science.
  16. Same problem, win64bit install. It takes two to three tries on average to successfully load a save. Too bad as I am trying the 64 bit version to attempt to fix all the crashes caused by out of memory errors on the 32 bit version.
  17. I have encountered this same bug in the recent 0.25 release. I do not have the time mod installed. I cannot load to the space center, but the only keys that work appear to be the switch to local vessel keys. However, the only things I can switch to are debris, I cannot switch to another controllable vessel, nor can the vessel I am controlling (if I do not switch) have thrusters turned on or any action performed on it. I solution to this problem would be nice as the only way to get out of this I have found is to kill the game. My log shows the following exception which appears to repeat, but there is no timestamp to indicate whether this is happening at the same time as the problem: NullReferenceException: Object reference not set to an instance of an object at Clouds.Clouds.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
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