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Dalgaim

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Everything posted by Dalgaim

  1. I have a noob question (which might have been answered earlier but I was unable to find it): should I want to calculate an aerodynamic drag force for a rocket (i.e. no wings, just small fins, no lift needed, etc.) using the classic formula 1/2 * rho * A * Cd * v^2 where A is the reference area and Cd is the drag coefficient, can I use the numbers from the Data + Stability Derivatives analysis window? There is both reference area and Cd but I have a strong feeling that it is related to aircraft analysis, i.e. the ref. area is the wing (fin) area and Cd is related to that. Am I right? If so, is there a way I could get cross-sectional area and the corresponding Cd? Thanks for any answers.
  2. @sal_vager I was afraid this is the case. Anyway, thanks for the bugzilla link! Let's hope the Unity guys fix this soon.
  3. My issue is basically identical to this one, but I decided to launch a new issue nevertheless since my version is 1.2.2 and I don't have an unmodded install (though it is almost umnodded, see lower). When KSP is launched a black empty window appears but is replaced in a few seconds with a new window with the white squad monkey and loading bar and after everything is loaded, KSP runs. The original issue I linked describes one type of crash - right before the monkey window appears. I experience the same issue (see video of it here). However, I experience also another kind of crash - when the loading bar reaches the end and the game is supposed to kick in (but it crashes in the same way) - see video here. There is also a third phenomenon I experienced - right about the time the first type crash happens, the window manager crashes but manages to recover and restart and the game loads fine (no video of that, I'm really not filming all my startups). Sometimes the game loads just fine, sometimes I experience the first type crash, sometimes I experience the second type crash and very very rarely I experience the third phenomenon. I'd say that the first type crash is the most common, the next in frequency is the fine loading of the game, the third is the second type crash and the third phenomenon is very very rare. I can't see any correlation with other stuff like running programs - it happens both right after system boot and when running a bunch of other programs like vscode, chrome, etc. Because of me being an idiot I forgot to store the logs. When this happens next time I'll save and publish the logs. My KSP is basically unmodded with the exception of kOS where I'm programming some stuff in (and because of this it really drives me crazy since I have to restart the game a lot). And no, my modifications to kOS don't cause the crash because it both crashes and not crashes with the same stuff. It is a copy of a steam-installed game that I use for working on mods. I'm running Ubuntu Gnome 16.10 with gnome-shell 3.20.4, X server version 1.18.4, nVidia GeForce 940M with driver version 367.57, I have dual screen setup (as you could have seen in the videos). Ask me for any other config info you need to know (apart from the logs, I'll post them as soon as I get them). I would appreciate any help, hint or trick to make it working consistently. Developing something with >50% of time crashing all the way to the login screen is really a hell. EDIT: I experienced the first type crash again, the log is here: http://pastebin.com/tSB3u6AG
  4. I'm sorry, posting the log now. I deleted the log, then let the game run for about 2 hrs and now the log is 6 GB in size. In my opinion this is HUGE and maybe is related to my problem. Here is the link to it (zipped): https://www.dropbox.com/s/f6s0o0g5csffawo/Player.log.zip?dl=0
  5. Recently I ran into a performance issue - when flying a vessel and when in map view of an active vessel the frame rate drops to very low number (1 to 5 FPS) and my nvidia control panel shows very low GPU utilization. However, in the KSC and in Tracking Station the game is nice and smooth and GPU is properly utilized. In detail When I start the game, in the KSC the game runs fine and smooth and it is clearly using the GPU as can be seen from this image (GPU uitilization can be read in the left window): GPU utilization in KSC When I go to the tracking station, the game still runs fine and smooth and is also using GPU: GPU utilization in Tracking Station And now it begins. When I fly the vessel (or Melina as in this example), the game drops to about 1 to 5 FPS. The weirdest thing is that now the GPU is almost idle (it fluctuates between 0% and about 20%): GPU utilization flying a vessel. More to that, the debug window shows 25 FPS but that is not true, it is painfully laggy with about 1 to 5 FPS as I have already written. The same happens when I switch to map view - again about 1 to 5 FPS, again very low GPU utilization: GPU utilization in Map View. Again the 25 FPS in the debug window is not the real frame rate. However this behavior started only recently (a day or two, maybe? I'm not entirely sure). I have neither modified any mods nor the KSP itself. Maybe some system updates happened but I'm not sure about that (since I didn't track this as I found out about this problem just as it happened). OS: Ubuntu Gnome 16.04 > uname -srvmpio Linux 4.4.0-36-generic #55-Ubuntu SMP Thu Aug 11 18:01:55 UTC 2016 x86_64 x86_64 x86_64 GNU/Linux KSP version: 1.1.3.1289 (from Steam) Installed mods: (all installed via CKAN) [x] Science! (xScience v4.20) CapCom - Mission Control On The Go (CapCom 2.4) Contract Parser (ContractParser 4.0) Deadly Reentry Continued (DeadlyReentry v7.4.7.1) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.4) Ferram Aerospace Research (FerramAerospaceResearch 3:0.15.7.2) Kerbal Alarm Clock (KerbalAlarmClock v3.7.1.0) Kerbal Attachment System (KAS 0.5.9.0) Kerbal Flight Data (KerbalFlightData R21) Kerbal Inventory System (KIS 1.2.12.0) Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.5) Magic Smoke Industries Infernal Robotics - Legacy Parts (InfernalRobotics-LegacyParts v2.0.0) MechJeb 2 (MechJeb2 2.5.8.0) ModularFlightIntegrator (ModularFlightIntegrator 1.1.6.0) Module Manager (ModuleManager 2.6.25) NavUtilities (NavUtilities 0.6.1) PersistentRotation (PersistentRotation 1.6) Portrait Stats (PortraitStats 11.0) Procedural Fairings (ProceduralFairings v3.17) Progress Parser (ProgressParser 5.0) RemoteTech (RemoteTech v1.7.1) ShipManifest (ShipManifest 5.1.2.2) Surface Mounted Stock-Alike Lights (surfacelights 1.2.4.0) Toolbar (Toolbar 1.7.12) TweakScale - Rescale Everything! (TweakScale v2.2.13) Waypoint Manager (WaypointManager 2.5.3) GPU: Nvida NVS 4200M (a lot of info about the GPU can be seen in the screenshots) GPU driver: 364.19 (installed via Ubuntu's Additional drivers) Thanks for any help and hints.
  6. Hi, I have a little problem: I attached several I-Beams to my orbital station and then some Gigantor XL Solar Arrays on them but when I try to extend the panels, I get the error "Cannot deploy while stowed." Could this be ralted to KAS? The panels were brought up in an ILC-18k Container so maybe KSP thinks the panels are still inside? (or maybe I'm just balbbling nonsense, I don't know how mods or KSP work internally) Thanks for any pointers.
  7. Seems the problem was the Addon Controller plugin (http://forum.kerbalspaceprogram.com/threads/94426) which is incompatible with 1.0(.2) and which I accidentaly left in my GameData. Without it it works like a charm.
  8. I don't have a screenshot and I'm not exactly motivated to go through all of that again... And it's so simple I really think it won't clear anything... With KSP 1.0(.2) I decided I'll start my career game from scratch, so now I still have only the Mk1 Command Pod, of which I stacked two pieces, one on top of the other (I tried various configuration of the two pods, with no luck). One I loaded with Jeb, the other with the tourist. The contract is to ferry a SINGLE tourist to suborbital flight. I even played with the tourist's and Jeb's position in the craft, trying whether the tourist needs to be in the root pod or in the other... still no luck. No matter what I do the contract does not get completed. I even deleted all the mods that are incompatible with 1.0.2 so I should have a perfectly working game, but that's clearly not the case. Maybe I'll remove ALL the mods just to make sure, but I suspect it won't change anything... Interesting fact is that I have a similar problem with another contract - Return from orbit. I put a vessel into orbit, than deorbited and landed safely, but the contract was untouched. But other contracts work - speed/distance/altitude records worked fine, the pre-Return from orbit contracts (escape the atmosphere, launch the first ship...) were fine too, parts testing contracts work like a charm...
  9. I tried that too, various heights, various degrees of turn, still nothing .
  10. My suborbital VIP missions don't get completed. I accepted a contract which is stated like (in the Contracts "drop down" menu): "Ferry a VIP safely to his destination. - Lanberry's Travel Itinerary - Suborbital spaceflight on Kerbin". At first I thought I must perform a suborbital flight (i.e. fly out of the atmosphere but not enter an orbit) and land and recover for the contract to complete. But then I saw this video: where it is clear (e.g. at time 10:50) that the contract is completed right when the vessel is suborbital, before it lands. However, my VIP ferry contract does not get completed no matter what I'm doing. I made triple sure I have the right tourist on board, I entered a suborbital flight (out of atmo, periapsis under surface), even landed safely and recovered, but the contract is unchanged. Does anyone have a clue what the issue could be? A bug in KSP 1.0.2 for Linux? Some issue with some mod (I have about 20 of them installed, some are not compatible with 1.0.2)? I'll be glad for any hint what the cause could be.
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