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digitalsingularity

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Everything posted by digitalsingularity

  1. Can confirm. When I'm designing a ship in VAB and try to name it something like "Mun Lander", the M instantly takes me over to map view.
  2. Confirmed, I've even tried the latest builds of MechJeb from here http://jenkins.mumech.com/job/MechJeb2/ and ascent guidance still completely ignores any custom ascent profiles I give it. When manually launching ships, I try to do my gravity turns after 20k and have even instructed MechJeb to do so, but it starts the gravity turn immediately no matter how I set it and my rocket ends up flipping over. Oh well, manually launching isn't hard, just repetitive, especially for gaining funds from contracts in career mode.
  3. Yup, I was having the crash problem on atmospheric reentry too. I wasn't monitoring ksp.exe's memory usage on Windows 8.1 at the time, but the crashes were pretty constant with longer fiery atmospheric reentries. As someone else suggested, I tried turning off the heat gauges by pressing F10 and no more crashes. From other people's posts showing memory usage, sounds like a memory leak to me. Easy enough to workaround until the next patch comes out.
  4. Ha! I found out how to work around the issue. Here's what I did: 1) Decouple everything but the capsule lander at the apogee 2) enter the atmosphere By the time I got the atmosphere, the decoupled parts of my ship were no longer within range to be left in the rendering engine (beyond 4k... not sure how far things render in 1.x). The game didn't crash (wahoo, only took about 8 attempts to figure out how to work around this) and my kerbal and ship successfully landed. Now... I still think the bug needs to be fixed, whatever it was.
  5. So... KSP 32 bit crashes each time I try to enter the atmosphere. I'm running the game stock (unmodded) v1.0.2. I've tried reloading KSP about four different times to reattempt entry at around 25k. Each time I get the KSP has stopped working message from Windows as soon as my ship's heat shield has stopped ablating and I've entered thicker atmosphere. The first couple of times, it crashed when I was deploying chutes. The second couple of times, I didn't open my chutes and it crashed anyway. Where the heck is crash data saved now with 1.0 anyway? I can post to my google drive and share it. Details: KSP Version: KSP Windows 32 bit (steam) v1.0.2, build id = 00842 2015.05.01 at 21:02:12 CEST Branch: master Screenshot: (working on it) Craft file: https://drive.google.com/file/d/0B9ezkeeOoeF-RjJ0SEp5TWVoMHc/view?usp=sharing Save file: https://drive.google.com/file/d/0B9ezkeeOoeF-bktHd0ZpQ2FyaWs/view?usp=sharing Crash Log file: https://drive.google.com/file/d/0B9ezkeeOoeF-Vl90bG1RZl9MMnc/view?usp=sharing System Specs: https://drive.google.com/file/d/0B9ezkeeOoeF-R1JtODVWYmRGZ1k/view?usp=sharing - - - Updated - - - Steps to replicate: 1) load my save game 2) enter the atmosphere with a PE of 29,789 3) When the ship starts to catch fire, detach propulsion stages (crashes with both staging / right clicking the decouplers) 4) Keep the ship centered with the heat shield pointed directly at direction of travel 5) When the flames begin to subside, the game crashes, doesn't matter if parachutes are deployed or not Screenshots are located here: https://drive.google.com/folderview?id=0B9ezkeeOoeF-RFk3aVdRSlNQcW8&usp=sharing
  6. Jeb: That's one huge banana. Mission Control: That's what she said.
  7. So far, Kethane appears to be broken in .24.2. The scanner and drills appear to work, but the converters don't do anything. It looks like the developer hasn't had time to update Kethane since the new release, but someone temporarily patched it for him. I haven't tried the updated files yet, but they're at the top of this page: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-8-Rebalanced-converters-faster-scanning-and-0-24-compatibility/page488
  8. Can confirm, I'm running a kerbal x64 and I find myself having to hit space multiple times to stage, or click on something multiple times to get options to show up. On some contracts, there's such a narrow altitude window that it makes it difficult to get the timing just right. I'm running on a I7 (3000 something) with 20+gb of ram and windows 8.1.
  9. Yup, I can only imagine how difficult it'd be constantly having to develop translations for the smaller kerbal system. I'm not just referring to Earth satellites here either. It would be pretty cool to develop feeds for a bunch of our other satellites and rovers eventually.
  10. My problem is... I'm a database guy. I'd imagine we'd need to set up a relational database to slurp in satellite tracking info on a regular basis, put this in a useful format, then allow the mod to connect to the database to pull the latest info. I don't really have time to divert the right amount of attention to this, sadly. The database / data import process is just one part of the equation... mods are something I haven't worked on.
  11. Alright, I just started playing around with Eyes On The Solar System... pretty damned cool. Now, someone just needs to take the next step and integrate something like this with Kerbal. It'd also be pretty nifty to have a dynamic loading of craft files from a centralized server to support something like this. I can only imagine how huge of a project it'd all be. Thanks for telling me about NASA's software!
  12. True, but one could sorta fudge your way around that a little by having the mod periodically grab the data from a centralized server and correct where the ships actually are. I wouldn't expect such changes to the Kerbal physics engine anytime in the near future, but maybe it'll be hit up eventually.
  13. Just curious... has anyone tried to use Kerbal and mods like Real Solar System to track real-world satellites / space ships? This is an area that has always fascinated me... and to be frank, all the satellite trackers I've seen have been very lacking. It would be cool to suck in real-world telemetry and build an interactive map of man-made objects throughout the solar system (and their paths). If this hasn't been done before, I would imagine someone would need to set up a server to constantly import tracking data and make this available in some sort of useful format. From there, a mod in the game would need to import this data into the game. Of course, a long-term stretch goal would be to actually have realistic craft files AND info on how much propellant a ship has left. I can imagine how cool it'd be to direct something like our Casini orbiter.
  14. toilets. Where do the Kerbals... you know, go to the bathroom?
  15. Woah there, I don't know if the three parachutes is going to be enough for that giant pod. Nicely-done.
  16. My new 0.23 Minmus station. About to start collecting science... doubly since I have two labs. That's the way it works, right?
  17. I'd like to see in 0.24: 1) IVA with the new lab module. My kerbals who venture inside just appear to disappear / become one with the module. 2) Biomes on Duna and its moon 3) More sensors for science. How about long-term science gathering... such as a mapping mission? make stations have more of a purpose.
  18. Unfortunately, the game doesn't allow multiple attachment points. I'd imagine rocket structures would be a lot more stable if you could do things like attach parts via multiple trusses / beams, as opposed to having a single point, which is further supported by a bunch of struts. I don't care about truly realistic (I use asparagus staging)... the game's just fun to me and allows me to do the kind of stuff I wish NASA / JPL had the money to do.
  19. Wow! Thanks for sharing. I built a 8000 ton monstrosity to get about 600 tons of fuel into orbit (I like having a fuel depots, got tired of launching refueling ships into orbit). The thing basically dances on the launch pad because the parts wobble so much. It's kind of amusing... I should probably make a gif of it.
  20. Galene's correct. Yes, our ability to collect data has grown exponentially with digital imaging and computer image processing, but being able to see a historical record to use as comparison's pretty important. It's how we discovered a lot of asteroids and such.
  21. I just encountered two kickstarter campaigns that would probably be up the average Kerbal player's alley. What are they? A university team in Canada is trying to launch a mini satellite to test self-healing materials in microgravity. http://www.kickstarter.com/projects/981958479/help-us-build-a-satellite Why is this cool? First off, I'd think a group of students launching a satellite's cool as hell. But, their project has a pretty admirable goal. Micro-meteorites are something that has to be contended with in space. Why not develop materials that can heal themselves to extend the life of whatever we manage to put up into space? A team is trying to digitize TONS of old astronomy observations. http://www.kickstarter.com/projects/336056946/the-astronomy-legacy-project Why is this cool? 220,000 old glass astronomy plates (about 1000 terabytes of data) is a huge amount of historical data, spanning 130 years. In any case, sorry about the spam, but I just had to share. These guys can use all the help they can get.
  22. Long-term science projects... like the kind that can only be done with space stations / long missions. It'd be pretty sweet if the science could be continued while you switch to other ships... so, for example: 1) Having a materials experiment aboard a space station that took weeks, but yielded TONS of science points. 2) Having satellites perform biome / mapping operations. Again, something that could take weeks or months, but you could switch to another ship while this is being accomplished. 3) Of course, more biomes everywhere... but I'm pretty sure that's already on the list. I want to have a real purpose for space stations. Overall, the science later on should be used to unlock some more advanced parts (Vasimr engines, nuclear pulse propulsion, huge space station parts like farms in space)... ah, I can dream, right?
  23. Seems to happen most often when I enter another planet's gravity well and my path takes me directly into the planet or moon. What information would be useful to share? I've only been playing since 0.21 (now on 0.22) and the problem is still there. Also seems to be a problem when my spacecraft is wobbling a little (even under 0 thrust).
  24. Has anyone figured out an answer to this? I frequently see this problem after reaching another planet / moon's sphere of influence. I find that I'm unable to create a node on the blue line (I often have to hover over it repeatedly until I can finally place a node). When this happens, I can usually create a maneuver node on the trajectory line outside of the moon's influence (after I escape gravity well of the moon). I have plenty of power and this seems to happen fairly reliably.
  25. Now that I've been playing 0.22, this seems like it'd be especially awesome to get tons of science points for exploring comets that are passing into range. I approve.
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