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securityinstruts

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  1. So, few things that I noticed while building and testing new Mun lander; In VAB: somehow managed not to be able to copy parts(fuel tanks). How to do this? I could select assemblies and use Ctrl+c and Ctrl+v but not shift+left click or similar easy and quick way to copy single parts. In flight: Could not look down, could not rotate camera around the vehicle (side to side motion with mouse caused the view to rotate making up down and vice versa) and could not activate action groups (ladders, solar panels and communications that I had set to work as toggle deployment in action groups 9, 6 and 8). I'm a noob but this feels silly. What am I doing wrong?
  2. Regardless of what Devs achieve and when, some wonderful Modders will come up on a mod for that. I'm sure this is the case. UI improvements and functionalities -that we have on KSP1- will most likely be implemented in future patches
  3. 1) Do you have any words to those of us that run a potato, and stubbornly refuse to upgrade their systems for reasons? 2) Seeing that there are still multiple of different kinds of bugs, would you permit beneficial bugs to be not patched? For example the kraken-drive. 3) Rate the following; officially supported windowses, linux and mac. What do you think of these OS?
  4. Just a small one, ~1-2 FPS improvement when flying a small craft but this is with a potato; i7-3770k, GTX 980 and 16 gigs Otherwise the first patch was pretty much what I expected; a first step on a great journey
  5. I do not regard the age of that tutorial to be of issue when discussing terminal velocity and you might have skimmed over this part; 1000m – 10.000m Terminal Velocity & Initiate Gravity Turn Pitch 10 degrees from vertical towards the east I think we might find common ground if I were to say that every craft has its own optimal launch trajectory and the only heading one should burn during ascend is towards prograde marker... Well, until the craft is out of the thick part of the atmo, then one can pitch towards horizon and continue burn until AP is looking good. BTW; Do you have better guess as to why OP has this problem repeatedly at certain altitude and what do you think of the speeds indicated in the link?
  6. This is just a guess but I'm betting that the flipping out of control is actually about speed. If so, just lower your thrust and maintain your speed under 1 mach until you are ~15km up and remember not to pitch too much out of your prograde marker unless you know your craft can handle it. You could also manage your speed by terminal velocity; here's a link that managed to find easily https://coeleveld.com/kerbal-space-program-how-to-get-into-orbit-and-back/ You could also do well by adding fins/control surfaces to your 3rd stage
  7. is a potato i7-3770K GTX 980 16GiB With my SecondsPerFrame, not FPS at launch, I'm actually encountering the lowest amount of bugs due to actual playtime it takes me to get anywhere. Haven't actually met with the Kraken nor have I had any gamebreaking bugs but then again I'm building and controlling very small crafts as I play with a potato. Have build, launched, docked and separated crafts. Mostly LKO relay satellites and expanded that network to cover the Mun. I have manually set the forces of docking ports, separators and fairing to really low. This might have an effect for not encountering Kraken/ship destroying bugs but who knows has it helped.
  8. Oh, I totally forgot the mods since rarely use them but they have been keeping KSP1 relevant for many people. Seeing that many aspects of the game will be updated in a manner that will -most likely- break mods, having to manually install& manage the version that I would be using is preferable to sudden surprise update that -maybe- breaks the current save/mods. For this reason I'm leaning towards buying directly, can you change my mind? As a off-topic question for those that have the game; Is there a launcher from which you can manage the version being launched?
  9. I would like to put my money towards those that deserve it. Steam takes a cut but they have proton -yes, I'm linux user. I bought KSP1 directly because they have native client. Something that, if I'm correct, will eventually come into existence once KSP2 leaves EA stage. So, what do you think? Steam or directly?
  10. ^^Title. Can't really explain this but in my mind if the station has lights on then the Kerbals should start with helmet lights on. Maybe this is not wanted in some instance when player is using some survival mods and helmet light wastes precious electricity but IDK, this would be a massive improvement in my personal experience. Maybe this could be toggled on/off in some game settings. I don't know anything about modding but if somebody would be willing to hold my hand, I bet I could modify/add some entry into config files. Thank you for reading
  11. The current max time warp is perfectly fast enough when deploying relay constellations above Dres Kerbol orbit
  12. So, basically adding a line "vm.max_map_count =" above that mentioned 655360, say couple of millions, to /etc/sysctl.conf and rebooting would maybe fix these crashes? Did I get that right? But before doing this, I would like to know what that actually does? I'm pretty noob as to what comes to the soul of linux and would not like to put any more stress to my potato than is necessary. In any case, Thank you greatly!
  13. Okay, okay. It was not the mods, that is if Breaking ground and Making History are not counted as mods. Unpacked and installed those into a fresh installation of KSP and started a new career. This crash happened just after pressing recovery of first orbital vessel https://a.tmp.ninja/lVYqKWFl.log Should I now make a duplicate post in the unmodded sections or is this OK? Is there any info that I could tell you guys to take a guess about the issue and how to remedy the situation?
  14. Thank you guys, that really helped me along Wolfhound it is! at least for this build It would take forever for NERVs to accelerate this vehicle into Munar orbital speeds but did some testing in VAB for Wolfhound VS Rhino. 4 x Wolfhound would net me 7375 m/s with 1.03 TWR while 4 x Rhino gives 6119 m/s with 5.38 TWR. I'm betting that I'll lose some 400-600 m/s just from battling against gravity with 4 x Wolfhound but 6 of them gives TWR of 1.54 with 7107 m/s, and i'm, again, betting that gravity losses would be ~300m/s and this seems like a Okay deal for me. What do you think about these estimates of losing m/s for fighting gravity with available TWR? Nice pics Krazy1, those really made me want to mod little bit more! That TweakScale could be a God send but why the parachutes, you ask.. Well, I just like the idea that I possibly could bring anything back to Kerbin, if I decide to do so for some reason It is just a thing for me, and happy accident from doing some stress tests
  15. Hi all, I'm currently building a bigger rover that could liftoff from the Mun and deliver some fuel to Mun orbit. Here is what i have right now https://imgur.com/a/DUGNoML I'm trying to keep the mass under 1 000tonnes in the final build. Which engine(s) would you use to get most of the fuel to orbit? Are the wolfhound engines the way to go, just add enough of them to get proper TWR to not to waste fuel fighting gravity? Or should I go with something with greater thrust for liftoff and another set of engines to get some speed to reach orbital velocity? Thank you, looking forward to hear your suggestions!
  16. This one is from after a crash in VAB https://a.tmp.ninja/yuXyqVi.log And this is after a crash in orbit https://a.tmp.ninja/MYydeYQr.log Hopefully these can provide some insight into the issues that I'm having! BTW, What upload service would you recommend? This tmp.ninja sometimes does not let me upload files
  17. Sorry, The mentioned crash is a nice exit of whole client. It just freezes and goes away in a second or two leaving no hanging audio or processes etc. I was not prepared for issues with the transition from 1.12.2 and this has me bit of mystified Granted, some of my mods could cause this! Thank you for the link! Found the log, does it renew? Do i "have to" play until another crash and after that submit fresh one? https://a.tmp.ninja/xdkzTxhG.log It is only 48h limited upload as dropbox was too commercial site for me
  18. Hi all, I'm having some stability issues with latest client. Before used 1.12.2 with Great Success! with the same OS and hardware but this one seems to crash randomly where ever after what ever time. I have few mods. Can't anymore remember their names as got them with maybe for 1.9.1 but they have following directory names in /GameData/ I have just copy&pasted them from installation to installation. Chatterer CommunityCategoryKit DMagicUtilities Kas Kis NavyFish TriggerTech Does KSP output any log that I could share with you to determine what causes these crashes? This is really infuriating so any help is much appreciated!
  19. i am on linux system but what you could do is to launch the game from main executable -like you seem to be doing- but before that find "settings.cfg" from your main game folder -just browse down-, and open it in some text editor, find the following lines and change them to your desired/current system values... If you do not wish to run full screen but some weird resolution then just change the settings-file also from fullscreen into windowed. You can play and find out how changes change what by just copying the settings.cfg into another location, launch game or launcher and change options before closing the executable and comparing original and the now changed file. " SCREEN_RESOLUTION_WIDTH = 640 SCREEN_RESOLUTION_HEIGHT = 480 " Find those lines -without the values, since you wont find them- and change manually them into what you would like, save the file and run the game with these new values... enjoy I can not say if Windows tries to force system resolution into runtime but hopefully it does not
  20. Continued yet another career play on 1.9.0 and constructed ahead of time an addition to soon-ish coming Munar research station. It is right now on LKO but it will soon leave to Mun where, and after managing Mun ~250km orbit, pusher-phase will detach and start serving as a relay station. This craft is compiled from pusher, addition to station and evacuation module. Only Jeb was capable of flying this to orbit
  21. Piracy -when there is no Demo- creates more interest and gives people the opportunity to try the real deal. ""tipping" is a way to say "Thank you" for Devs hard work -since all new content can be added by downloading a Mod anyways- and all updates etc should be towards the base game. And this constant developement has been for me the reason to buy DLC, not the content. And you would assume that all DLCs that may come are compatible with the base game by default
  22. i voted "Absolutely Not." Reasons are; i want games to launched as they are meant to be Games like this have their lifespan only because player base keeps working on new interesting stuff And since game enables custom mods, all additional content can be added that way but only games Devs can improve the actual game and guarantee that add-ons work in updates and Devs should make improvements into the actual game the reason to buy DLCs is only to give a "tip" for a job well done. I am going to confess a crime here! The first KSP version that i got was when the game was in free Beta but over the years illegally tried few pirated updates. These updates, and drooling for those sweet mods, and seeing the advancements by Devs made it so that in one christmas, i wanted to give a present for myself and bought the game. I even wanted to give some "interest rate" for this game and bought also one DLC... not that it brought anything into my game or gameplay but just to tip my hat for the good job done. This is the feeling that i believe all Fans have towards KSP. There is something that does not add literally anything that could not be done by modders but because Devs have done so much... just tip your hat towards them for it. I am looking into buying another DLC just because these updates are rolling on with upgrades and most likely will end up buying KSP 2.0 with few reasonable priced DLCs -after pirating base game and looking how a) polished it is and b) how Devs continue to work on it. P.s. Hopefully pirates make themselves usable so i can promote their torrents -if no Demo-version is available from distributer- and get more players hooked on P.p.s i fear the day of KSP 2.0 launch since the most likely outcome of that is
  23. Please make so that, us having a potato as a computer, could pause and minimize the game client! Just let it eat all the RAM it wants but if its executable is pausable, then even i can use my computer for example to search information about planets and orbits without having massive lags in web browser Please, and thank you
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