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Samssonart

KSP Team
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Posts posted by Samssonart

  1. 6 minutes ago, Inter said:

    The acronym "NRE" was thrown around everywhere in this changelog but never defined first.  What does it stand for, please?

    It stands for Null Reference Exception. It's a programming term that in plain English means that you are trying to access something that is not there when you need it. The consequences can vary from just getting log spam to a behavior in the game completely breaking.

  2. 6 hours ago, Psycho_zs said:

    What I'm trying to ask is, is motorizing a hinge consists of changing hinge's parameter, or adding a piston between hinged parts? ...or any which way?

    I'll try to answer this in the clearest way possible. All robotic parts can be motorized or not by themselves, so you can have a motorized hinge without having to use a piston in-between. 

  3. 23 minutes ago, 5thHorseman said:

    Very cool! The last thing I *need* KER for has now been implemented. Can't wait to try the new node.

    Can you copy/paste from that UT field? If you paste raw numbers does it convert? Like if I paste 12343244 will it convert those seconds into a date? This is how I create maneuver nodes in PreciseNode now, from data from Transfer Window Planner.

    You can do both, it has the option to input numbers separated by colons so you can input YY:DD:HH:MM:SS (or subsets of that from lower to higher); or you can just input a big number of seconds and the tool will translate it to UT for you.

  4. 16 minutes ago, tater said:

    OK, I can do that. Historically the installer has never worked, so I've been trained to not even bother. If the zip doesn't work, why offer it at all?

    Some people like to have it around to selectively restore just a few files if thing go wrong. Apple really did a number on security starting in Sierra, so it couldn't be said that the zip just works or doesn't work. It depends on a lot of thing (security settings before and after updating macOS, file system, permissions settings, etc). So the fact that it didn't quite work for you doesn't mean it won't for anyone. Anyway, I read that the installer version just works for you, so that's a win for everyone.

  5. 10 minutes ago, Drew Kerman said:

    Would any of the devs care to elaborate on this? I'm not really sure what "behavior" refers to

    If you ever tried making a good old apocalyptic mission where an asteroid has a trajectory to destroy KSC and you have to prevent it, you would have realized that....you didn't need to do anything. As soon as the Asteroid entered the Kerbin atmosphere, physics were all over the place, the asteroid started behaving like a giant ball of Styrofoam flying on the wind or something weird like that. The "behavior" in this case would be the physics interactions with the atmosphere, the drag, the lift. All of these to ensure that asteroids behave the way you would expect them and get on with supervillan's agendas to destroy the KSC ;)

    And well, as you can see in the GIF, now they have reentry FX and explosions, so there's also that.

  6. It's perfectly normal for KSP to install without a settings file, it gets generated by KSP on loading if it's not found. If it's not being created I would advise you check if KSP has write permissions in the installation folder, you would think on Steam this is a given, but that's not always the case. Check here to find out how to repair the folder's permissions on Steam (Repair Library Folder subsection):

  7. KSP is sadly not compatible with screen resolutions higher than 1080p. In order to overcome this in macOS, follow these steps:


    1. In the Finder, choose the KSP application so it's highlighted, but don't open it.
    2. Choose Get Info from either the File menu, or right clicking
    3. Place a checkmark next to "Open in Low Resolution"

    This will enforce KSP to natively run in 1080p resolution. BTW, this is not something KSP -specific, if you're having similar trouble with any other game or app yo can do the same thing.

  8. 17 hours ago, RecursivelyRecursive said:

    That's great to hear! 

    Any idea how the patch will affect my current Career save? As in, after the update will I be able to access my crafts/quicksaves (and Launch them of course) or do I need to start a new Career game? Assuming I'll have to start over again?

    I'm not directly involved in the console development team, so take this with a grain of salt, but afaik saves of the current build will still work after the patch.

  9. 22 hours ago, RecursivelyRecursive said:

    @Samssonart

    I have also recently encountered this bug unfortunately. After putting in dozens of hours of work into career mode, it's extremely frustrating.

    It it helps, I'll describe how it happened.

    First, I had about 10 or so saved ships. I didn't and have never turned the game off/quit in the middle of a loading screen (unless the game crashes).

    I had just launched a large-ish ship (295 parts) into Orbit, planning on rendezvousing with it. After launch I went back to the Space Center and into the VAB. I launched another, identical ship (295 parts). While loading, the screen froze and the audio messed up (continuously repeating a short sound 20-30 times a second). After 10 or so seconds of this, the game crashed to the Xbox Home screen.

    After restarting the game, I noticed all of my quicksaves were gone (with the exception of the Persistent). I then checked the VAB, and noticed that all of my ship saves were gone as well. At this point, the "Return to Space Center, Launch, New Craft, Open Craft, and Save Craft" options weren't greyed out yet. I tried making a small 3 part rocket and clicking Launch. Nothing happened. And now all of the previously mentioned buttons are greyed out. I can't do anything, even exit the VAB.

    Restart the game. Load my Career Save. Enter VAB. Return to Space Center. Go back into VAB. All buttons mentioned greyed out. 

    Very disappointed. I've encountered tons of other bugs but nothing like this.

    *EDIT* : After reading some other reports of this issue (and trying to fix it so I can launch crafts again), I haven't been able to do anything that allows me to launch from the VAB. However, I can launch from the Space Hanger. Thought I would include this as it might help with narrowing the scope of this bug.

    The issue has been identified and fixed in one of the recent development builds. As soon as we finish squashing all the critical bugs we'll have a release candidate and a clearer idea of a patch date. 

  10. 1 hour ago, nice_4_you said:

    There are no output_log.txt file

    my friend says its about my GPU and thats whats causing the StackHash_4c0d fail?

     

    It's hard to say without the full DXDiag report, could be many things. Could be faulty graphics drivers, a background process interfering with the execution of KSP (such as an antivirus for example), could be a permissions issue. In order to narrow down the issue you can begin making a clean re-installation of your graphics drivers, and a clean Windows boot.

  11. 1 hour ago, nice_4_you said:

    but it you are talking about the crash file that normally comes after the crash that isn’t coming up after the crash

    Yes, I see from your screenshot that there's no log file in the KSP folder. In that case, let me see output_log.txt, found in either the KSP_Data or KSP_x64_Data, depending on the version that you've been trying. So far you've been posting screen capture, for this file please upload the text. You can add it as a code snippet directly here in the forum or upload it to pastebin and post a link. But it's important that we can see the whole text file and not just what fits your screen.

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