gsc

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About gsc

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  1. Haha...how do you pick up your laptop - lemme guess: right hand right edge fingers halfway under laptop towards center? Yeah...that causes hairline cracks over time in board, usually that area there around center is also where GPU is located ergo: hairline cracks/cracked solder joints around GPU, wont show up during normal operation, YET, but due to heat buildup they can expand hence flickering...i had the same a couple years back
  2. Do it again - ie load KSP sit there, monitor RAM usage and GPU temps while waiting for flicker / during flicker - laptops arent the best w regards to GPU cooling considering scatterer can put a bit of load on the GPU Considering here that KSP + scatterer works fine for a few mins before it happens ofc
  3. What you may or may not want to do / continue etc isnt up to you anymore tho KSP was / is nice because of the endless supply of free MODS from very knowledgeable and creative people making it worth wizzing away hours on end with AS WELL as getting KSP on the Radar for big publishers to take note and thus interest in the first place Talk to Rockstar regarding this ( Rockstar proper, not T2 or 2K)...
  4. Its a KSP-I 1.11.10 problem it seems - since that bug w 2.8.0/2.8.0.1/2.8.0.2 of Filter Extensions i've been using the old 2.7.4.2 of FE and it happens there as well w the KSP-I user category button spam
  5. No fix - 2.8.1 from github / the dll you posted - same error
  6. The difference on my side was / is RealSolarSystem incl dependencies Just tested w completely fresh, vanilla, boring 1.2.2 install: - just AP+ in GameData aside from Squad folder = engine works fine - AP+ & RealSolarSystem (incl dependencies) = flame-out on runway setting the velcurve "key = 0.0 0.1" to "key = 0.0 0.2" works fine tho - engine producing max thrust of 3.7kn at 100%, stationary, if thats what youre going for. On a side note - w 1.2.2 your props are not spinning anymore, it just gives you the "feathered" windmill graphic without actually spinning - editor and runway
  7. Btw just to follow up and finalize the OGL / scatterer (0.256 / 0.270) issue since 1.2.1 on w10x64 i mentioned earlier: [ERR 23:46:50.556] Trying to access pass 4, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.556] Trying to access pass 5, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.557] Trying to access pass 5, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.557] Trying to access pass 5, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.558] Trying to access pass 5, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.558] Trying to access pass 5, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.559] Trying to access pass 5, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.559] Trying to access pass 2, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. [ERR 23:46:50.560] Trying to access pass 2, but material 'Scatterer/Fourier' subshader (0) has only 1 valid passes. ^^ thats the error msg spam 0.256 worked fine in 1.2.0 w ogl
  8. Btw. changing velcurve "key = 0.0 0.1" to "key = 0.0 1" fixes the flame-out while stationary
  9. Left side AP+ engines - all flame-out Right side SXT engines - running fine Dunno whats causing it atm - which mod etc esp since the AP+ engines run fine when i copy / paste one of the SXT engines velcurve keys over the default ones coming w the AP+ engines
  10. The problem isnt low thrust when stationary, thats all nice and peachy - its the fact that the engines flame out immediately once activated when/if you are not doing at least 0.2m/s in either direction, no matter if fore/aft/side/up/down - if you just spawned in - physics ease done, sitting on runway NOT drifting away by some phantom force (ie 0.0m/s speed) the engine/s wont start / flame out Or just come to a full stop if engines are running and as soon as you drop below 0.2m/s = flame-out basically tested the 601 Tornado engine mostly - but for laughs tried the spud one as well and same thing... its the included velcurve params in cfg - switched the one in tornado out w one from the 601 from sxt pack and voila - starts right up sitting on runway stationary (0.0m/s)
  11. Btw. anyone aware that the velcurve coming w the ww2 prop engines as well as ww1 era et all cause the engines to flame out if you are not going at least 0.2m/s ? Makes it kinda hard to get going in the first place if you spawn in, sit on runway w or without brakes applied and try to get going unless Jeb picks it up like a paper plane and starts pushing...
  12. Firespitter v 7.4.2 installed? revert to 7.4.1 and that should solve animation loop - most likely
  13. Scatterer... googled it a few weeks ago already - something about fourier pass1 something etc - forget the actual error msg now - no work w opengl in windows 10x64 0.256 or 0.270 same thing - not working w ogl