Sereneti
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Posts posted by Sereneti
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12 hours ago, Nansuchao said:
I heard that someone else had a similar issue, but it's related to Kerbal Joint Reinforcement. If your Claw still doesn't work, I suggest you to take a look at the last few pages of the relative thread.
the only mods i use are
Mechjeb
and KSP-interstellar Extendet -
1 minute ago, Nansuchao said:
What doesn't work? I'm using it withoput issues
it dosnt grab...
i trie it again, steam had repaired KSP.
Maybe it work now... -
Advanced Grabbing Unit
Stock, but it dosnt work correctly...
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Just now, FreeThinker said:
What Claw?
The grabbing unit...
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21 hours ago, FreeThinker said:
Can you take a look at the Claw?
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On 20.1.2017 at 11:27 AM, p1t1o said:
What @Gaarst said.
What would be perfect for KSP would be a bespoke-created physics engine for simulating vast volumes of space with high resolution.
One did not exist, and creating one from scratch would have been prohibitively difficult (for starters you could add 2 or 3 years to KSP development time, double the cost to cover the salaries of the people they would have needed to hire to create it, and then add a bunch more cost on top of that because there would be few customers wishing to license the use of their engine.)
Porting from one non-ideal engine to another non-ideal engine would be a lot of work for nothing.
Squad did not make the mistake of "choosing the wrong engine", they made the "mistake" of building a game/sim that went beyond all contemporary expectations of what you could do in a game/sim world.
One should not say "Squad should port KSP to a differnt engine" or "If only Squad didn't choose unity..."
One should say "Gosh it never fails to impress me how much Squad achieved in KSP with the limitations of the physics engines available to them."
Seriously, read about floating point errors and how KSP handles them, its quite clever.
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Wich sattelite in RL does use "non-foldable" antennas
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6 minutes ago, Nansuchao said:
Are you talking about the Claw? It works, for me.
Yes
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Hi;
there is a Bug:
The Advanced grabing unit dosnt work, in this mod...
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i thing that KSP hast grown to Big..
To fast to Big...
Look; SQUAD is a marketing company.
and KSP has grown from a "i do something usefull/funny" thing to a realy, heavyweight game and simulation...
It has grown realy big.
a big Programming Project, maybe to big for a smal marketing company. - they havnt enough recources (know how, manpower) for that.
Yes they can increase the recources for that.
but what happened then?
I think KSP - to big for SQUAD, to small to sell -
my queston about a fission drive is:
why dont we use the waste products (like the Krypton) and use it as a working mass?
so , there on the on hand heavy fuel, on the other hand -> a lot of working mass for a ion drive... -
8 hours ago, todofwar said:
While there won't be a need for any aerodynamics, won't the g forces experienced eventually come into play? Can you accelerate the ISS very hard without something snapping somewhere? And tidal forces will limit you depending on size, I believe the ISS has to take them into account to avoid tumbling. I guess a space only transport would be using low thrust engines for most things though.
yes, g forces..
and from this point, -> the whole thing has struts/caples to avoid wobling...
Electrical engines (like vashmir, Hal and (maybe) the EM drive )could save a lot of working mass ... - but they have low thrust..
so thats fine from 2 points -> low working mass and low forces...
and because inflatable:
You can inflate it first, and thenn add layers to that..
like a foam -spray...
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groups User adm cdrom sudo dip plugdev lpadmin sambashare
no, i try to ad user to this group
okaysudo usermod -aG video user groups user adm cdrom sudo dip plugdev lpadmin sambashare [/groups] whats wrong... no error message or similar...
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32 64 bit dosnt make any differenze.
the big question is: why dos it work as root...user@user-Aspire-E1-571:~ > glxinfo | grep OpenGL OpenGL vendor string: Intel Open Source Technology Center OpenGL renderer string: Mesa DRI Intel(R) Ivybridge Mobile OpenGL core profile version string: 3.3 (Core Profile) Mesa 10.1.3 OpenGL core profile shading language version string: 3.30 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: OpenGL version string: 3.0 Mesa 10.1.3 OpenGL shading language version string: 1.30 OpenGL context flags: (none) OpenGL extensions: user@user-Aspire-E1-571:~ > ls /dev/dri/? -lisa ls: Zugriff auf /dev/dri/? nicht möglich: Datei oder Verzeichnis nicht gefunden user@user-Aspire-E1-571:~ > ls /dev/dri/ -lisa insgesamt 0 209 0 drwxr-xr-x 2 root root 80 Dez 8 13:44 . 1025 0 drwxr-xr-x 17 root root 4240 Dez 8 13:44 .. 211 0 crw-rw----+ 1 root video 226, 0 Dez 8 16:03 card0 210 0 crw-rw---- 1 root video 226, 64 Dez 8 13:44 controlD64 user@user-Aspire-E1-571:~ > glxgears Running synchronized to the vertical refresh. The framerate should be approximately the same as the monitor refresh rate. 306 frames in 5.0 seconds = 61.102 FPS 301 frames in 5.0 seconds = 60.093 FPS 301 frames in 5.0 seconds = 60.091 FPS 301 frames in 5.0 seconds = 60.091 FPS 301 frames in 5.0 seconds = 60.092 FPS 301 frames in 5.0 seconds = 60.093 FPS 301 frames in 5.0 seconds = 60.091 FPS 301 frames in 5.0 seconds = 60.092 FPS 301 frames in 5.0 seconds = 60.093 FPS XIO: fatal IO error 11 (Resource temporarily unavailable) on X server ":0" after 9068 requests (9068 known processed) with 0 events remaining. user@user-Aspire-E1-571:~ > ^C user@user-Aspire-E1-571:~ >
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User@User-Aspire-E1-571:~ > cd .steam/steam/steamapps/common/Kerbal\ Space\ Program/ User@User-Aspire-E1-571:~/.steam/steam/steamapps/common/Kerbal Space Program > ./KSP.x86 Set current directory to /home/User/.steam/steam/steamapps/common/Kerbal Space Program Found path: /home/User/.steam/steam/steamapps/common/Kerbal Space Program/KSP.x86 Mono path[0] = '/home/User/.steam/steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/User/.steam/steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/User/.steam/steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono/etc' displaymanager : xrandr version warning. 1.4 client has 4 screens displaymanager screen (0)(LVDS1): 1366 x 768 Using libudev for joystick management Importing game controller configs Abgebrochen User@User-Aspire-E1-571:~/.steam/steam/steamapps/common/Kerbal Space Program > cd ~/.config/unity3d/Squad/ User@User-Aspire-E1-571:~/.config/unity3d/Squad > dir Kerbal\ Space\ Program User@User-Aspire-E1-571:~/.config/unity3d/Squad > cd Kerbal\ Space\ Program/ User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > ls -lisa insgesamt 16 2511650 4 drwx------ 2 User User 4096 Apr 15 2016 . 2511649 4 drwx------ 3 User User 4096 Apr 15 2016 .. 2511651 4 -rw-r--r-- 1 User User 1108 Dez 8 06:02 Player.log 2511781 4 -rw-r--r-- 1 User User 375 Mai 1 2016 prefs User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > cat /etc/issue Linux Mint 17.1 Rebecca \n \l User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > cat /proc/version Linux version 3.13.0-37-generic (buildd@kapok) (gcc version 4.8.2 (Ubuntu 4.8.2-19ubuntu1) ) #64-Ubuntu SMP Mon Sep 22 21:28:38 UTC 2014 User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > inxi -fx CPU: Dual core Intel Core i5-3230M CPU (-HT-MCP-) cache: 3072 KB bmips: 10377 Clock Speeds: 1: 1200.00 MHz 2: 1200.00 MHz 3: 1200.00 MHz 4: 1200.00 MHz CPU Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx rdtscp lm constant_tsc arch_perfmon pebs bts rep_good nopl xtopology nonstop_tsc aperfmperf eagerfpu pni pclmulqdq dtes64 monitor ds_cpl vmx est tm2 ssse3 cx16 xtpr pdcm pcid sse4_1 sse4_2 x2apic popcnt tsc_deadline_timer aes xsave avx f16c rdrand lahf_lm ida arat epb xsaveopt pln pts dtherm tpr_shadow vnmi flexpriority ept vpid fsgsbase smep erms User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > ^C User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > dir Player.log prefs User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > nano Player.log User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program > cat Player.log Stacktrace: Native stacktrace: /home/User/.steam/steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono/x86/libmono.so(+0x89917) [0xf5770917] /home/User/.steam/steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono/x86/libmono.so(+0x21a63) [0xf5708a63] [0xf77cb410] ./KSP.x86() [0x8b97e4b] ./KSP.x86() [0x8b97fd6] /lib/i386-linux-gnu/libc.so.6(+0x33231) [0xf7309231] /lib/i386-linux-gnu/libc.so.6(+0x3328d) [0xf730928d] /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xfb) [0xf72efafb] ./KSP.x86() [0x80955c9] Debug info from gdb: Could not attach to process. If your uid matches the uid of the target process, check the setting of /proc/sys/kernel/yama/ptrace_scope, or try again as the root user. For more details, see /etc/sysctl.d/10-ptrace.conf ptrace: Vorgang nicht zulässig. No threads. ================================================================= Got a SIGSEGV while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= User@User-Aspire-E1-571:~/.config/unity3d/Squad/Kerbal Space Program >
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The big problem is: there is only a "switch" -> if (explode conditions >=1) {explode}
There is not a health bar.
The reason for explode is: the exploding fairings do damage. - and the builings explode if they recive damage.... -
Hi;
My problem was, the game only start as root.
i had removed the game complet, even the savegames.
removed the game with the steam (deinstall routine)
removed the game folder with the console...
i think there was nothing left on the pc..
and installed it new.
but steam cant start KSP, it runs only as root...
anything i forgot?
in the game folder, with ls -lisa all rights are for the current user.
there arnt any data/directorys for "root"...
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One question:
Why does the Girder Segment (a simple construct from aluminium/steel with no air inside) implode from overpressure?
Pressure from water...
That has no logic ... -
The Solar-array are a good idea.
But what about the industry that needs a huge amount of Energy.
ore more worse, coal as reagent, like the steel/aluminium produktion?
To extract that from the air, you have to use a lot more energy.
or Aircrafts.
they need a lot of energy (a turbine from a aircraft, i think, was about 3,6MW of Power). too much to carry about by Batteries.
you have to use fuel (syntetic, renewable or fosil) -> if you want to syntetisice that , you need a huge amount of power.
A fusion reactor are good.
One fusion reactor produce a lot of energy, at a single point -> you can add there a lot of massive power-consuming industry.
So you dont have to transport the energy over a huge distance.
Solar-power are good enough for the private-buildings like houses, and so on. -
On 29.4.2016 at 4:14 PM, todofwar said:
Ant Man had a really horrendous one. They explicitly state the technology relies on shrinking the distance between atoms. So, there should be a limit to how small you can get. Yet at one point they talk about going "subatomic", which should be impossible by the movie's rules. Not to mention the whole "mass is conserved" thing which was supposed to be one of the reasons Ant Man can do some serious damage when shrunk gets haphazardly applied. Internal consistency, that's all I ask
And another thing that has some spoilers:
At the end of the movie he goes "subatomic", and we see the worst depiction of basically everything at the micro, nano, and femto scales.
yes, ant-man bugs me a lot.
If he save his whole mass, the whole mass (let me say 50 kg) are aplied to a areal of 0,2*0,2cm...
thats 0,04 cm²
with 50 kg thats 1250kg/cm²
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maybe there are parts like balloons.
then cilindrical parts -> more easy to build.
and every part has docking ports, and slots for struts/cables (to prevent this thing from wobling) - so this whole thing can be modular
(btw: i miss that i can strut docket things in orbit, -> to prevent space-stations from wobling)
a lot of solar arays (better weight/energy ratio than a heavy fision reaktor)
A lot of smaler ships are docking on this thing - > like the skylon to land/lift things to orbitBig electrical based engines -> safe a lot of working mass.
Welding: you can clean the parts, and then you can heat the tings if you let flown a lot of ampere between the parts.
thats a good thing about the vakuum in space, you dont need an inert-gas ore something else.You don't need anything - just clean them off.
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I dont have space-debris.
(one pice of space-debris by accident)
the Seperatrons do a god job to deorbit things... -
"blocked by aero-shielding" but not any aero-shielding between the solar-cell and the sun 0.o
whtas wrong? -
maybe a launchpad with a longer runway.
KSC has an optimal position to reach LKO .
yes, the dessert looks good.
i think about this suggestion:
good idea.
but not much priority...
"thrustmaster" Keymapping, import Keymapping
in KSP1 Gameplay Questions and Tutorials
Posted
Hello there,
I had bought a new joystick. With a sperate throttle-controll-stick.
My question is: Can someone make good soggestions about the keymapping, and is there a way to import that?
Greetings :)