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ZenithRising

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  1. I'm curious if this will fix the memory leak issue some Macs (including mine) have had since 0.9. With textures at full the game will crash within 10-20 minutes, once the leak tops 4GB. I've had to play with the textures turned way down as a workaround until the Unity 5 migration, which will supposedly fix it. Mostly I just haven't been playing. Would be very cool if I could get my pretty Kerbin back. Will try it after the holidays and report back.
  2. Hey, so as of the 1.0.3 update I was in the middle of a major mission to Duna I have been trying to aerobrake safely to the ground with insufficient parachutes and thrust (long story). Been retrying the maneuver for an hour or two every couple of days for a week or so. I've been very close, and so was a little worried 1.0.3 would make it impossible (and hopeful it would make it easier), so I loaded up KSP today nervously. What I didn't expect was this glitch: The Issue KSP seems to operate normally at first, until I go to the Tracking Station and load my ship, the "Duna Express". First Duna is gone, replaced by a pixelated white half circle. I figured it might resolve itself as I got closer to Duna. But the craft won't move. I can't retract my solar panels. In fact, none of the ship controls seem to do anything. Then I notice time isn't passing. The ship isn't getting closer to Duna at all. Some UI elements are out of place. When I hit ESC to pull up the menu, then resume, time starts flowing again, the ship is falling towards pixel-Duna as it should, but the controls still don't work, and weirder still, now every piece of the ship except the command pod goes flying off into the distance before resetting back to where it should be, and then immediately flying off into the distance again. I'm guessing the command pod is moving towards Duna while the rest of the ship is flying to the original freeze point before snapping back to the command pod. All other crafts I've loaded fly normally, including other crafts in Duna's SOI. Ike displays normally. During the many reloads I did, Duna occasionally displayed normally, but usually it didn't. It doesn't seem to make much of a difference whether I load the craft through the tracking center or by hitting F9. There are three possible things I can think of that could make this craft unique (other than just some random part): it's the only manned craft currently flying; it has been quicksaved and reloaded a lot; it has one fairing (generated by a decoupler) that turned invisible a week or so ago during 1.0.2 and never reappeared. My Setup KSP 1.0.3 through Steam Unmodded Mac OS X 10.10.3 iMac (27-inch, Late 2013) 3.5 GHz intel Core i7 NVIDIA GeForce GTX 780M Screenshots
  3. Turned graphics settings back up to test 1.0.3. Crashed within five minutes. Also, there is a new glitch, which I will detail elsewhere.
  4. I'm running an identical iMac, and it crashes for me the same as everyone else.
  5. Does anyone have any idea how long it will take to port KSP over to Unity 5? Seems like that's (probably) the fix, and it looks like they've been working on porting it for about a month already(https://twitter.com/Maxmaps/status/598173907091226624), but has there been any info on how long the transition will take? Weeks? Months? Holiday 2016? I'm glad it's still playable when I turn the graphics way down, but I am getting antsy to have Kerbal be pretty again.
  6. UPDATE: Turned down texture resolution, the screen resolution, all the graphics bells and whistles, and the game behaved as others on the thread have described. After crashing consistently every 5-20 minutes, it didn't crash in an hour or so. I assume if I played long enough it still would, and the game is much uglier now, but at least it's playable until this problem gets fixed. This is going to get fixed at some point. Right?
  7. Been having the same issues here. I believe it started with 0.90, but I didn't play that version much because of the crashes. Now in 1.02, it is still an issue. I play the game for 5-20 minutes and it will crash, usually during scene changes, though a couple of times it wasn't. I'm running OS X 10.10.3. Some other system info: Model Name: iMac Model Identifier: iMac14,2 Processor Name: Intel Core i7 Processor Speed: 3.5 GHz Number of Processors: 1 Total Number of Cores: 4 L2 Cache (per Core): 256 KB L3 Cache: 8 MB Memory: 16 GB Boot ROM Version: IM142.0118.B09 SMC Version (system): 2.15f7 Serial Number (system): D25MH070F8JC Hardware UUID: 4D77C518-A34A-5C2E-A709-294D9C73010C NVIDIA GeForce GTX 780M: Chipset Model: NVIDIA GeForce GTX 780M Type: GPU Bus: PCIe PCIe Lane Width: x16 VRAM (Total): 4096 MB Vendor: NVIDIA (0x10de) Device ID: 0x119e Revision ID: 0x00a2 ROM Revision: 3782 Displays: iMac: Display Type: LCD Resolution: 2560 x 1440 Pixel Depth: 32-Bit Color (ARGB8888) Main Display: Yes Mirror: Off Online: Yes Built-In: Yes
  8. So my brother recently told me the story of trashing his space station's solar panels in a failed docking maneuver, lamenting that panels aren't repairable. I told him that I was pretty sure that more repairable parts were planned, but it got me thinking... I really dislike the way wheel repairs work, it just feels so abstract and easy, but I do think more difficult repairs on a wider variety of parts could make a really interesting addition to the game. So I came up with this idea, which I think would be fairly easy to implement: 1. Certain parts are marked as "repairable" (wheels, panels, whatever seems logical and balanced). 2. All repairable parts have a grab-point(s) like ladders do. 3. In order to repair a part, an EVA Kerbal must grab it first. I think this would make repairs non-trivial (and therefore interesting), without making them too difficult. And if you wanted to add a repair animation later, you could do that pretty easily since the Kerbal is already attached to the part.
  9. Thanks everybody for your great answers! I've been looking into this for awhile on my own, and when I was wondering who could give me some help, I knew the Kerbal community would come through! This is an idea I've been kicking around for awhile, and I'm getting excited about actually sitting down to write it soon. Worse comes to worse I can just use some dramatic license, but I'm hoping there is a way to make it work without fudging the science. In particular, thank you Deadpangod3 and K^2. A few great things there I'd like to unpack... So, what I'm looking for is that the surface of the Earth stays nearly entirely intact. Before tectonic forces even come into play, I imagine the dramatic tides caused by a large gravity well passing nearby would wipe the continents before that was an issue. I really want a (relatively) slow peaceful death though, not a catastrophe. So I need to somehow accelerate the entire planet by 40% without causing those disturbances... What about Deadpangod3's multiple pass idea? If a rocky earth-like planet ended up in a highly elliptical orbit with the earth so that the periapsis was on the space-side of the planet, could it nudge the earth up to escape velocity before the periapsis ends up on the sun-side and without creating tides that completely wipe out civilization? What about a gas giant or rogue star? I would prefer for literary reasons for the rogue planet to be somewhat earth-like (1.5 earth masses or so would be fine), because the earth will become a very similar rogue planet by the end, and I like that connection, but I could toss the idea if it makes the math that much easier. Would a much less dense, higher mass object be able to generate that 12km/s of acceleration without destroying the surface? What math should I know? Got a lot of great numbers from you K^2. I'd love to sit down and crunch some numbers myself. I know F=ma and F=G(m1*m2/r^2), and can look up the mass of the earth and what not. I know the Roche Limit is the minimum before a planet is pulled apart, but how would I find the minimum before the tides wipe out anything more than vulnerable coastal regions? Thanks again everybody I really appreciate it!
  10. Hello smart Kerbal folks. I'm curious if any of you can help me get some insight into a story idea I've been rolling around in my head for awhile. I need to hurl the earth out of the solar system with a rogue planet that passes too close. Preferably I'd like to do it with an earth-like planet, not a gas giant, and I'd like to do it with a minimum of tidal forces so the Earth and civilization remains mostly intact as everything freezes. So, I've got a ton of questions about this scenario I'd love to start to answer: - Is such a scenario even possible? - Assuming a rocky rogue planet with a mass of about 1.5 earths, what would the trajectory have to be to put Earth on escape trajectory in a relatively gentle manner? - How long would it take Earth to become inhospitable to human life in this scenario? i.e. How quickly would it get cold? i.e. How quickly would it escape? - What sort of acceleration would people on the surface feel? - Are there other surprising consequences to this close encounter that I'm not considering? And then some other questions related to other parts of the story: - What are some good ways to preserve a large amount of information for a multi-billion year time scale? - How feasible is a small scale geothermal power station designed to last on a billion year time scale (not necessarily with a particularly large power output after the first hundred years). Anyone happen to know the answers to these questions? Know the equations I should use to do the math myself? Know a good place to start looking this stuff up?
  11. Agree with this. I think the new parts are fine, but the ISPs seem like they need to be tweaked. Either buff the older parts, or nerf the new ones.
  12. And you shall get your wish sir! Finally, the thrilling conclusion to the first ever multiplayer Kerbal Versus Challenge. I know we had a ton of fun making these videos. If you guys enjoyed watching them, let us know what the next Versus Challenge or other video you'd like to see is! Oh, and the final leaderboard, for those of you who hate watching to the end, included in spoiler text below: Will: 264.4 m/s in "Mini-Bus" Zac: 231.3 m/s in "Fast Car" Eli: 212.7 m/s in "****mobile"
  13. Oh, and if you missed the start to the Versus Challenge, you can find that here: http://youtu.be/XXYuWpavkOk
  14. We had some fun with this one, and I hope you guys enjoyed it. If you did, let us know what other challenges or other videos you'd like to see!
  15. By the way, if you missed the first episode, you can find it here: http://youtu.be/XXYuWpavkOk
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