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491 ExcellentAbout Commodore_32
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Future Starship Rider
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Banned because this thread is not "banned".
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TLA_DEBUG_STACK_LEAK
Commodore_32 replied to Commodore_32's question in Technical Support (PC, modded installs)
I have been testing with the TLAs a bit, 1.11.1 and 1.10.1 fully stock, with the same settings, I observed that 1.10.1 is less likely to crash than 1.11.1, however, today 1.11.1 is the one less likely to crash while 1.10.1 is the one that crashes now, and I was genuely confused, since yesterday I experimented with a CPU setting found in the KSP launcher application called "AMD compatibilty mode", this setting made my computer handle nicely KSP when I had 4GB of RAM instead of the 12GB that I have now, if it's on or off, it still crashes with no peformance difference, so I went to the Unity for -
So yeah, I made my whole lineup of stock Atlas V rockets, and I would like to see how much weight they can carry to orbit, the problem is, there are too much factors to calculate like the dV and TWR and a lot of stuff, I even had to lower the fuel of my Centaur stage to get at least 1 TWR at vacuum, and the flexibility of the levels of fuel can really throw off my readings, I'm using the stock dV "gauge" since I can't have any mods at all, so all I ask is someone to post their solution or link me to a calculator.
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TLA_DEBUG_STACK_LEAK
Commodore_32 replied to Commodore_32's question in Technical Support (PC, modded installs)
Even just 2 basic mods is enough to crash this game... In the other hand, I found another way to trigger the TLAs, see, while in the KSC view, if you hover your mouse in one of the buildings they generate particles to highlight them, so I thought, this happens with parts in the editors, so I turned off highlighting but it still happens due to those damn lights, also, I figured out that the offset and rotate gizmos in the editors (mis) behave similarly, since from what I remember, the TLAs happen while offsetting, rotating, or selecting a highlighted part. Logs: https://1drv.ms/u/s!At -
o h n o
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sure i guess @Melontime
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Dr. Kerbal started following Commodore_32
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Ya revisé la página del mod y ví tu reporte, este bug no tiene nada que ver con las nuevas luces de Squad, el solo el mod interfiriendo con las luces de stock porque como fueron parcialmente re-diseñadas, claro que va a ver errores con los mods que se diseñaron para funcionar con 1.10 y no 1.11 Y desde que este es un problema de un mod, no creo que necesites echarle la culpa a los desarrolladores.
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yes its me @Spaceman.Spiff
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hi @Lewie
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The Dynawing Challenge [COMPLETED]
Commodore_32 replied to ShuttlePilot's topic in Challenges & Mission ideas
I think he means that the challenge must be completed with the space shuttle Dynawing, AKA: The space shuttle that is a default craft. -
A qué te refieres con "arruinada", que los desarolladores hicieron algo mal? o es algo que no te gustó? Y por lo que veo en el título tienes algo con las nuevas luces que salieron en la 1.11, asi que podrias decir que pasa con mas detalle?
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TLA_DEBUG_STACK_LEAK
Commodore_32 replied to Commodore_32's question in Technical Support (PC, modded installs)
Still with the visual mods, TLAs are everywhere!! Link for the logs of this and past year: https://1drv.ms/u/s!AtUgGSbBKMe8jgILevwPDV_SMifY?e=a1FQ51 -
its a duck fact, the ducks are trying to be dogs
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