Jump to content

diomedea

Members
  • Posts

    2,302
  • Joined

  • Last visited

Everything posted by diomedea

  1. Didn't ask, but I assumed you be running KSP 1.2.2 (on Windows 10 x64). Debug window opens with Alt-F12 on that. Should you be using the KSP 1.2.9 pre-release, Debug window could also/or open with Alt Gr - F12 (right side Alt button). If you are running a third-party software that intercepts the Alt-F12 combo, you may not see that command work on KSP (this is a separate thing, due to other SW installed with the OS: Nvidia Experience is known to use that combo as a default setting for some recording feature, if that's the case you may have to change that setting in the Nvidia Control Panel to have the Debug window work in KSP). Haven't ever heard of a system where KSP Debug window can't be opened if not due to the above.
  2. Concur math is often weird, but sometimes what makes it weird is our inability to see its meanings. Hyperbolae are not intuitive loci for us to see, but their resemblance with ellipses goes beyond them all being conics and the identical equations used. It may help see the geometric properties of hyperbolae by looking at figure 4.14 in this document. While by definition true anomaly is = 0° at the periapsis, Ellipses have Ap at 180° true anomaly, which places the Ap on the opposite direction from the mainbody center (real focus of the conic). On the contrary, hyperbolae have the Ap aligned on the same direction of Pe: Ap lies at the conjunction of the major axis (which goes from the focus to the Pe) with the conjugate branch of the hyperbola (the one imaginary branch we never see depicted in KSP). With that figure 4.14, the center of the hyperbola is where the two asymptotes cross (with an ellipse, center is where the two axes, major and minor, cross); please note for ellipse SMA = distance (center - apsis) (valid with both apsides) and this is valid too with an hyperbola, SMA = distance (center - apsis), however the direction of the center from the real focus is the opposite than with an ellipse, so SMA can clearly be seen as a negative distance. Because taken on the negative side of the major axis, the distance (real focus, apoapsis) is negative too. As known, one single equation is valid for both ellipses and hyperbolae: SMA = (Ap + Pe) / 2, the identity isn't a convention invented by mathematicians but because values have a true geometric meaning. Hope the above is clear enough, in case I'll have to draw a different figure to try to convey it better.
  3. Thread locked. Reason: subject is not Technical Support stuff, and should be discussed in this thread instead: Reason for not merging this to the above thread, posts here would have been differently worded if written on that thread.
  4. Can confirm, it's a hyperbolic escape trajectory. The current orbit (Ap = 1085 Km; Pe = 230 Km above Minmus surface) should have velocity = 98.574 m/s at periapsis. The required orbit (Ap = -399 Km) has velocity = 290.261 m/s at periapsis, so you have to burn prograde at periapsis for DV = 191.687 m/s (beyond the slight normal change to meet inclination, LAN and LPE).
  5. From the info in the OP, I would guess the stutter is caused by garbage collection (GC); however could also come because of a too large footprint in RAM. Of course more info more probability to diagnose the issue correctly, therefore please try to provide all what is suggested in the guide here. Do also provide some info about the vessel you are building: if it's large, and KSP has to keep memory of changes you applied (while you use Ctrl-Z), the KSP editor could be running out of RAM therefore inducing frequent GC or RAM swaps. GC is a mechanism from Unity itself to reclaim unused RAM when the heap is low. If for any reason the total virtual memory used by all active processes with the OS is larger than the amount of RAM, the OS will have to transfer some memory pages to disk. The more the I/O to disk, and the slower the disk, more time to complete each swap: if KSP is involved with memory swap, it will certainly induce stutters. If you open the debug window (Mod-F12), in Console/Performance you'll find some Memory data and a graph of the current frame rate. During stutters the frame rate drops; it would be useful to report memory data then (possibly upload and link here a short video with that debug window open). There are other Windows tools helping to know about memory used by processes (e.g. the Task Manager), if the % of memory used is high and KSP contributes to a large degree stutters are probably due to RAM swap. About GC, there are a number of add-on tools to help; a good one is MemGraph. It may help solve the issue by itself if really caused by GC, otherwise may provide further info about what's happening.
  6. As suggested above, the subject in this thread is discussed at length in: don't want to clutter that thread by merging all of this discussion in there (some of the posters would have probably written something different if in that thread), but seriously, this isn't a subject for Technical Support. Locking this thread. If there is still anything to discuss, please post as appropriate in that thread shown above.
  7. That question may show different answers as users of one may have a different opinion than users of the other. All opinions are legitimate, but showing disrespect for others is never allowed. Please consider this while replying.
  8. Only on April Fool's, if your PC clock is set to < 1/11/2016 or yourself started KSP with the "nyan" option. If that's happening to you "every time" chances are the last is true .
  9. Thread moved where it belongs.
  10. Isn't really clear what you mean. P.M. to me translates to Precise Maneuver, which is actually a fork of Precise Node. Instructions for using PM are with the opening post in that thread, and there's very little to add. Similarly, all you need to use Precise Node is shown on the opening post in this thread. It seems you are expecting these tools to set a trajectory for you, but that's a feature you may get from MechJeb, Astrogator, or similar autopilot add-ons. With Precise Node (or Precise Maneuver) you can easily modify already existing maneuver nodes to precisely set a burn, so to achieve very specific orbital parameters otherwise very hard to make in stock KSP. E.g., getting a R/V with anything (body, asteroid, vessel) with a minimum distance of 0.1 Km; or aiming exactly for a desired periapsis and inclination to a target body while setting up the ejection burn in a interplanetary transfer. Should add, doing such maneuvers by hand, with only help from Precise Node, is immensely more rewarding than using an autopilot.
  11. Except that the post you're answering is from 2011, KSP had no career and neither R&D back then. Who asked isn't around anymore to tell what he meant, but probably was about add-on parts.
  12. Locked while this thread is being investigated.
  13. Please check if this solves your issue. Besides, you'll find a lot similar threads in Tech Support (unmodded) if not that one another could. If none does, please first provide us info as suggested in the guidelines here.
  14. Thread moved from Tech Support (unmodded), subject belongs here. That message seems old, it may still show if the relevant page is cached in your browser (hit F5 to refresh); if a problem on the server side, seems something for @ManeTI to verify.
  15. This subject has devolved in hate and personal attacks and only keeps getting worse. No way it can be kept open.
  16. Beware, all parts have their own mesh and textures (plus normals, colliders, some even have animations). All things taking a large chunk of memory (and unfortunately KSP needs to have that all loaded to work), in fact even a medium-sized texture sheet is larger as memory used than most plugins. If your systems is already choking because of RAM shortage (meaning: it has to keep swapping memory pages from RAM to disk and back, while other apps require to have their ones in RAM to perform their own duties) the extra memory required by those KSP parts is likely to be the real problem you're facing, instead of CPU (or GPU for physics) being unable to update calcs each frame. On the other hand, FX effects also take a lot power to render (your GPU may not be up to do in real time); or it's due to all physics interactions between parts (done by GPU using PhysX library, or by CPU). Freeing all PC resources from other (background?) apps while running KSP can be a lifesaver in your case, but still best to avoid overloading KSP itself with add-ons. If you have tools showing the amount of memory/CPU/GPU used by KSP (what OS you use? can't suggest any lacking that) you'd be able to see which is the true bottleneck in your case. I have 16GB RAM and, even without large parts add-ons, have KSP slowly fill all of that in a few hours: wouldn't be a surprise 8GB aren't really enough with all parts your KSP install has to manage; but still, in my case it's the GPU to always being working too heavily while KSP runs and causing lag with large ships.
  17. Ok, that log shows KSP actually completed loading regularly; but then doesn't move to the next step, which is to change scene to MainMenu; actually, a full log would also show 9 instead of just 5 warning lines like the last ones. (Note: had to put that log in a spoiler, too long for showing in a post; even better would be to provide a link to a log uploaded to a online file sharing service. Sometimes copypasting doesn't allow a full file to be pasted on the forum, but only a part is actually pasted, so we lose relevant info. Can recommend Dropbox, Mega, Google; Pastebin is fine for short-to-medium files only as it too cuts too long files). Can you confirm the true KSP.log stops there, at that last line "[WRN 18:44:43.150] The referenced script on this Behaviour (Game Object '<null>') is missing!" ? Other thing: if you still have KSP installed under the "Users/<user>/" path, please try moving to a place the OS doesn't meddle with. Some OS wish to keep totally secure about what goes in "Users" and don't allow to save/update files if the application doesn't have proper rights. Windows10 is known to be troublesome on this, also some Mac OS. If the OS mismanaged, you may also have to set the security settings with all files within KSP to allow write and update (beyond read and execute that are normally granted to all users), please know rights are associated to a specific user/group profile so that needs to be done in relation to the user/group who is logged with the OS when KSP is started (you need admin rights on your PC for that). If you are logged as a normal user when having the issue, but have the chance to do as admin, can you try to start KSP as admin? If that works would really mean the issue is about security settings.
  18. Unfortunately I have a different device, so can't guess what name you should use. However here is the settings.cfg from my KSP 1.2.2 game install. To notice, I have one stick, but some other input device: KSP got confused time ago and that is probably the reason I have two listed as joysticks. I keep a number of other KSP installs (testing purposes) and all works with just my "true" stick listed; or even with my true stick plus a non-valid line in INPUT_DEVICES like " = 1". You may note each and every of the programmed axes has the same name as my "true" stick. This isn't true with stick buttons, those still go with Joystick#Button# syntax (you'll not find many in my cfg as I program those with the stick control software, Unity/KSP is too limited to allow full programming of those). Didn't ask what OS you use. In case you are on Windows, you can check how the OS recognizes the stick by opening DXdiag.exe, in the "Input" tab it shows device_name, device_ID and some other info. Those match with the settings.cfg entries on my system, believe should on yours too.
  19. Wonderful thing you made @Syntax. Now I'll have to learn about this online applet (never used, though I reckon is programmed same way as the installed version). Got the "double-click" bug when selecting a body, also the webapp crashed double-clicking again. Seems to be a Geogebra bug, not yours. What I may suggest, as couldn't find, is a fast way to focus back on the whole Kerbol system (another entry in the dropdown perhaps?). Oh, BTW, Kerbol isn't officially recognized as name for the star, Squad (and most users) call it just "Sun". Suggestions. In my opinion, selecting AN/DN shows too many points at once, perhaps do for only the body in focus? Also, could come useful to show data about the focused body, e.g. the orbital parameters (SMA, ECC, INC, LAN, LEP, MNA); or even TTA/TTP (time to apo/peri) or time to AN/DN. If bodies and their orbital parameters could be editable, this tool could become a must for users of planetary add-ons. Even better if Geogebra allowed to read such parameters from an external file, but isn't a thing I know how to do.
  20. May you try writing, in that line where " = 0 " is, "Logitech G940 = 0" (or whatever your stick name is recognized as)? The correct syntax there is "<device_name> = <device_ID>" and from your post above seems you did everything but using that.
  21. Can't provide a 100% solution to your problem, however please note similar issues with Mac OS are routinely shown and answered (e.g., this one could be matching your prob). Reading threads on Tech Support (unmodded) will let you find a lot others, quite probably your issue is already covered. Should nothing in there help, please note we need more info to actually provide support: these guidelines give the basics on how to ask properly, as you see there's quite some amount of info suggested that should help us help you. However, what I always suggest with issues at loading time, is to also link a copy of the KSP.log file (under KSP root directory), that file has the unique benefit of showing exactly how each file is being treated while KSP loads and often allows to exactly spot a troublesome file.
  22. INPUT_DEVICES holds the name of all recognized devices (Unity can work with up to 4 joystick devices). The format is just that, on each line goes a <device_name> = <device_ID> (<device_ID> = 0, 1, 2, 3). Connecting/disconnecting devices (or any OS quirk with devices) while KSP is running can bring to assigning a <device_ID> to a unrecognized device. Please note that <device_name> also shows with all the AXIS_... sections further down (line "name = <device_name>"), if those were set, so you may find the correct name in there. Hope it works for you just editing the correct name in that line, as I can't verify if that would work here.
  23. Yes, forum database has a "sort" of glitch, it can show not updated dates with some forum members. There's a deep reason to that, but better if an admin wants to give details (I'm certainly not knowledgeable enough).
×
×
  • Create New...