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brusura

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Everything posted by brusura

  1. Uhm more joints does mean more processing power needed for physX/cpu? Of course if I want to enable it
  2. Personally I am talking about Pitch, Yaw, Roll and ability to reduce the force for each
  3. This is the craft, it's stock : https://drive.google.com/file/d/0B4kd548FeSEpS0VUeHNidV8xNzQ/view?usp=sharing And here is a video, it happens only with kerbals onboard: https://youtu.be/a-5uIJQ3iy0
  4. From time to time KSP crash when switching vessel using the Rendezvous target selector NRE log: https://drive.google.com/file/d/0B4kd548FeSEpSVlSSmhvQm9uUms/view?usp=sharing
  5. Yeah, it's been a plague for everything , input are not locked , click through , key pressed.... it is not affecting only this mod, hope the new gui in 1.2 give a more robust way to handle input
  6. Hi @Snark I have this NRE I have two kerbals in seats rovering the mun, it happen when touching the ground after a jump off a cliff , here is the log: https://drive.google.com/file/d/0B4kd548FeSEpTnRSSWtLVHVsNzA/view?usp=sharing Nothing affecting gameplay just spamming the log
  7. I figured out the problem. I'll try to explain, maybe this is standard stock mechanic wich I did not know, maybe it could be usefull for someone: My configuration is 3 reactors, 4 drills and 1 converter , all tanks are full this is important ( ore, Lf+Ox , monoprop ) While in background simulation everything is considered to work at max capacity even if the tanks are full: 3x Reactors = +90 EC/S 4x Drills = -60 EC/s 1x Conv = -30 EC/s x conversion ( ie. monoprop and Lf+Ox = -60 EC/s ) Since I left the drills on and Lf+Ox and Monoprop conversion on I was draining -30 EC/s , this was not happening with base focused because while NOT in background the simulation work as intendend if the tanks are full the drills will not mine more ore, if the monoprop is full the converter will not produce it anymore and so will cosume less EC/s ( none because in this case tanks are full ) Dunno if the background simulation could be adjust to consider this.
  8. Kerbalism is known for causing sometime the double kerbal , also it's a stock bug hope they fix it in 1.2 http://bugs.kerbalspaceprogram.com/issues/10007
  9. Dunno I have to test it, because even if the planner say perpetual I read zero battery when I switch to base the reactors start to pump EC EDIT: From what I can see, while in background, only 2 of 3 reactors works, I still have to figure out why and wich reactor is not working
  10. Reactors from USI Core look like are not generating EC while in background , is it because they rely on stock backgorund processing and Kerbalism remove it? Should I take it up to RoverDude or you ShotgunNinja? Thanks
  11. Yeah I clarified in the edit previous post, anyway look like its alway been this way the food estimantion do not change if you change the greenhouse light or close the shutters
  12. Uhm nope in one screenshoot the light is zero also on the first greenhouse EDIT: I mean the "food" under supplies stay 173 days and 2 hours no matter how set the light on the greenhouses, for oxygen if I disable a scrubber it changes
  13. It works now thanks, but I have noticed something, dunno if it was already there but if I change the amount of light and thus changing the havervesting time, should not this reflect in the vessel monitor? Here some screenshoots: http://imgur.com/a/bMJDY
  14. it's a stock craft, one probe, one antenna, battery, a tank and 4 engine with a docking port underneath the tank nothing special
  15. Yes the greenshow show the preview, It was working when I released it on the mun with the skycrane then when I attached it to the main base got the nan on it , other parts like solar panels look alright
  16. @IgorZ After using an harpon to try stabilize my base from drifting on the mun I sometime get this crash "R6025 pure virtual function call" when loading the base, I can just hear the sound of the winches engage as I load and then crash: I have uploaded save logs and screenshot https://drive.google.com/file/d/0B4kd548FeSEpSFg4eFVIMzlsSDQ/view?usp=sharing
  17. Same prob https://drive.google.com/file/d/0B4kd548FeSEpYTMtcExQYlBPMk0/view?usp=sharing
  18. I am sorry , look like I am unable to reproduce this issue, anyway I found another problem with the 2th greenhouse that I attached to base with KIS , it show NaN% as growth Here logs screenshoot and savegame: https://drive.google.com/file/d/0B4kd548FeSEpQkVMemJua2NhMDA/view?usp=sharing Mods ( needed to load the base are KIS, KAS, PlanetaryBaceInc, USI Reactor ):
  19. @ShotgunNinja every new vessel I launch keep saying I have no connection, even tried a single probe with an antenna same result with a new sandbox game I have no problem, in my original game I was just building the 10th unmanned launch for the base on the mun... here is the log but I can not see anything strange, do you want same game also? https://drive.google.com/file/d/0B4kd548FeSEpYklieVVtcXJpZTQ/view?usp=sharing UPDATE: I have restart KSP no luck, then I have restarted again and warped till day on kerbin to try launch again and now works, I am a bit confused .-.
  20. I gave up building in orbit.. what you can do is surface attach the part ( if it surface attachable ) along the way as you move. I never tried your approach maybe you could attach the whole kis container to the winch and move the container where you need
  21. So the helmet in reality is fixed, the astronaut move the head inside it... right Too bad, a flashlight with KIS moved by the mouse orientation would be cool, like the spotlight from bahamuto armory mod, but smaller and in the hand of a kerbal
  22. I find the eva light while on surface pretty useless because it always illuminate the wrong area What I am asking is to allow the EVA light to rotate with the mouse , no need for the head animation yet just simulating it , the head animation would it be a plus, this could work with a modifier ( alt or control ) to allow camera orientation when needed
  23. sorry somehow I didn't see it already reported and fixed by you
  24. I found out that was indeed one of my skycrane from wich I stripped antenna and probe core, the probe core was attached on the mun base and the antenna again on the skycrane ( without a probe core and classfied as debries ) as soon as I removed the antenna from this probecore-less skycrane the NRE went away Now I have a problem with the greenhouse, it has an enourmous amount of waste and while it is decreasing during gameplau it keep increase explonentially every game load, as a result i am producing food at a lot faster rate ( minutes ) . The greenhouse was shipped from kerbin to mun with shutters open and landed there with a skycrane, after that assembled with KIS, here is an image: The log do not show anything strange, would it helpful to you my savegsame? ( I'll try to strip down as much mods as I can )
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