Zeggpold

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About Zeggpold

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  1. The video was the attempt with the parachute unaltered. I hadn't noticed the SAS but that might be the difference. I'll give it a try when I have a chance. [edit]Yup, that was the difference. Thanks to all, I'm marking OHara's answer as "the answer" since that's the one that answered my title question.[/edit]
  2. Thanks for the inputs, everyone. Ohara, thanks for the analysis. It does look like the shape of the booster is different in the training flight. As you say, I know how to work around this (and there are more ideas below), but I wonder about a newcomer. Plusck, that's a great point. Too bad Squad didn't see fit to include it in the training flight. Rocket in My Pocket, your flight looks like just what I was trying to do at first. But when I try that with the chute set to the defaults, I get a message "[Mk16 Parachute]: Chute destroyed by aero forces and heat" at an altitude of about 9500. (I also don't see the same information as you in the parachute info box.) My flight on youtube (doesn't seem to be embedable for some reasons): https://youtu.be/Ae3txAVECho. if you (or anyone) could see what I'm doing differently, I'd love to hear it. bewing, that's another great idea that Squad didn't see fit to mention in the training flight.
  3. Long story short, I do the first two training missions (build and launch). Everything goes fine. If I do the same thing in the actual game, the rocket goes higher (altitude of around 23000 rather than around 15000). The result is that the parachute won't work: if I change the pressure value to 0.2 (as in the training mission), the parachute never deploys (it turns blue in the staging, then the background turns red---see screen shots). If I don't change the parachute, it deploys and then is destroyed. Linux, 64 bits, version 1.5.1.2334 (linuxPlayer) en-us on Ubuntu 14.04, store version (not steam) no mods. Log files plus screenshots on dropbox here. Of course, I can decrease the amount of propellant in the Flea SRB to avoid this, bit it seems unlikely that should be necessary. (Especially as I didn't find anything else on this searching the forums.) Does this indicate something wrong with my game or system? I did try reinstalling (which is to say unzipping the file again) and downloading again, but neither helped. Any idea what could be wrong?
  4. Zeggpold

    How do you find your mods?

    CKAN only. I have not much time to play KSP, so I don't have time to mess with anything else.
  5. [quote name='politas']Open your exported .ckan file in a text editor and change "depends" to "recommends", and you should be able to get just the compatible mods when you install from it.[/QUOTE] Thanks! That seems to have done the trick.
  6. I'd like to copy my mod list over from my old 1.0.4 installation to the new 1.05 version. I can export the list from 1.0.4 as a ckan and try to import it using the gui in the 1.0.5 directory, but as soon as ckan sees an incompatible mod, it just stops, reporting just that mod. Is there a way to either (1) get it to ignore the incompatible ones, or (2) provide a complete list of incompatible mods (not just the first)? I tried removing the incompatible ones one by one but gave up after about five. I also tried the readme hack to claim the version was 1.0.4, but that just gives me different mods listed as incompatible, so it doesn't help. Also, in at least one case (Astronomer's Pack), I get a message that it's incompatible, but it's available to check in the installation list, which seems odd.
  7. Thanks, that seems to have done the trick! Sorry I didn't mention KK before, I didn't know which mods might be of interest and I didn't know how to list them all. (I know do know, using "ckan.exe list").
  8. Nothing like that, it was a new game, but you may be right the the save got messed up. I did some further testing with a fresh save and found that there was no problem launching from the standard KSC, but when I launched from the "old" KSC (using Kerbalside/Kerbal Konstructs, I think), I got the explosions. But in this new save, visiting the VAB first seemed to prevent the explosions. (I also opened the KK launchsite selector, maybe that helped.) I can upload the old save if you like, but there are a lot of mods so not sure how useful it would be.
  9. Thanks for the quick reply! Unfortunately, visiting the VAB doesn't help, I still get the explosion, and the lines above still appear in the KSP.log file. A new log file is here.
  10. Attempting to launch after saving a game with a , I get lots of explosions and this error: While I don't necessarily object to explosions, in this case I didn't crash anything, so here is the log file. I looked through it and there are a bunch of NullReferenceExceptions in the few seconds before the "ERROR! An error while KCT loading data occurred. Things will be seriously broken!" line. The first of these is: [EXC 19:05:12.946] NullReferenceException: Object reference not set to an instance of an object scatterer.Core.OnDestroy () I thought that might mean scatterer was the problem, but launching the ship still caused the explosions.
  11. Zeggpold

    What resolution do you play KSP at?

    1600x1200
  12. I don't know those mods, but I once has a similar problem when uninstalling a mod (I think it was Interstellar); the mod had added a resource to all my ships, which caused them to fail to load. (KSP seems to check for missing parts and remove ships with them, but not missing resources.) So you might try reinstalling the mods you uninstalled and see if that helps.
  13. I'm seeing this too. Ubuntu 14.04, i7-4790K, 16GB, 64bit, NVIDIA 340.36 (but it also happens with 331.113). There's an SSD on the compute but KSP is on an HD. I don't think it's anything else running on the computer that's causing the problem: I tried boosting the priority to the maximum (renice -20) and still saw the stuttering. I did notice it was much less )but still present) on a new 0.90 install compared with my older heavily modified 0.23, but not sure whether it's the mods or the newer version that helps. I'll experiment more...
  14. If you're willing to add plugins, the VOID plugin provides Pe and Ap information (along with a lot of other useful information) in the HUD (heads up display).
  15. I see this too. It may be a more general bug; see this thread, which has pictures of returning to Kerbin that look much like I see in landing on Laythe with Alternis.