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  1. Download on Curseforge or Github or SpaceDock. Available on CKAN as OhScrap. OhScrap! (OHS) (formerly UPFM) Adopted by @zer0Kerbal, originally by @severedsolo brought to you by KGEx Description Preamble by @severedsolo Sound exciting? Then why don't you install Oh Scrap! today. Features This mod adds: - Part Failures: - Parachutes, Engines, Gimbals, Resources, Batteries, Reaction Wheels, Control Surfaces, and more - All these failures can make your day turn out like Vals. - Can be disabled or enabled through the difficulty settings menu - Failures follow the bathtub curve - brand new untested parts are more likely to fail than pre-tested models. - If you re-use a part too many times though, it will reach the end of it's shelf-life and be more prone to failure. - Generations - Subsequent "new models" of parts become more reliable than their earlier counterparts. - A part you've just researched is more likely to fail than a part that has been tried and tested many times - even if it's brand new. - Repairs - Some parts can be repaired remotely, some need an EVA. - You always have a better chance of repairing a part on EVA - Engineers have a better chance of repairing a part on EVA, the more experienced the engineer, the better the chance of success - Compatibility - KRASH - Kerbal Construction Time Eye candy of a really awesome Static Test that someone set up (used with permission): Cabin notes Localization work in progress How to support See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use Dependencies [x] Kerbal Space Program [^1] [x] Module Manager [^2] to keep track of how many times a part has been built/recovered so that is a hard dependency. (obtained separately) [x] ScrapYard is required if you want the mod to actually do anything. (obtained separately) Recommends [x] Comprehensive Kerbal Archive Network (CKAN) [^3] [x] Kerbal Construction Time designed with this with in mind, so would recommend that mod (make sure you use the latest dev version) [x] StageRecovery If you plan to actually re-use your parts (and have them fail), you'll probably want StageRecovery too [x] KRASH Suggests Mods that benefit OhScrap (OYS) [x] Kerbal Changelog [x] KaboOom! (BOOM) another way to not go to space today [x] Contract Configurator Other fun mods by zed'K [x] Solar Science (SOLS) [x] Biomatic (BIO) [x] DaMichel's CargoBays (DCB) [x] Simple Cargo Solutions (SCS) [x] On Demand Fuel Cells (ODFC)) [x] SimpleLogistics! (SLOG!) [ ] Foundations (FND) - beta Helps prevent ground constructions from floating away [x] Komplexity (KPLX) [x] Stork Delivery System (SDS) [x] Mini Sample Return Capsule (MSRC) [x] Pteron (MSRV) [x] Jack-O-Lantern (JACK) [x] MoarKerbals(MOAR) [x] Field Training Facility (FTF) [x] Field Training Lab (FTL) [x] Docking Port Descriptions(DPD) [x] PicoPort Shielded (PPS) [x] Transparent Command Pods) (TCP) [x] More Hitchhikers) (MHH) [x] B9 Stock Patches (B9S) [x] DaMichel's AeroRadial (DAR) [x] DaMichel's Fuselage (DMF) [x] DaMichel's Spherical Tanks (DST) [x] KerGuise Experimental Engineering (KGEx) [x] The Gold Standard (GOLD) [x] Keridian Dynamics Vessel Assembly (KDVA) [x] Olympic's ARP Icons (ARPI) [x] Stack Inline Lights (SIL) [x] Stack Inline Lights - Patches (SILP) Supports [x] FAR [x] RemoteTech [x] USI MKS [x] Kerbal Changelog [x] RemoteTech Conflicts none Replaces none Tags plugin, config, career, uncrewed, crewed *red box below is a link to forum post on how to get support* Credits and Special Thanks @magico13 both for ScrapYard, and helping with all the questions/issues while making this. @severedsolo The maintainers/authors of DangIt - most of this would never have happened without looking at your code to figure out how to make stuff work. @`Zelda' for ideas and support @eightiesboi for ideas, support and testing! Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Original (0) - Author: severedsolo Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.2.1.0 original: 01 Oct 2019 zed'K | updated: 28 Sep 2021 zed'K [^1]: may work on other versions (YMMV) [^2]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! [^3]: this isn't a mod.
  2. astra 3.3, firefly alpha, vanguard tv3 and many others..... Put pictures of big oofs but no pictures of oofs with humans or animals as we commemorate them in how far we come from them
  3. I want to have some sort of Failures with Aircraft Engines (for example i wanna add support for such thing to My mod) The mod should -just include basic failure system (or it should have availability to turn anything besides failures off) -it should not be a big mod Bonus: If the mod can do particles or animations when the part fails, it would be a bonus TL;DR: Searching for Simple Part Failure Mod
  4. A simplified but more comprehensive concept for a new breed of part failure mechanics. Failure is facilitated by interaction with planet mods or the universe and not (as usual) letting yourself be taken by surprise by an RNG and a countdown machine. Its purpose is to add more tangible gameplay value to planets. This rises from an unrelated discussion on a planet mod's Discord server, of how planetary rings in this KSP could be more tangible and hence, hazardous, and I saw a connection back to my earlier post, linked here: Some folks I discussed with: @WarriorSabe @StarCrusher96 Some folks who may find this evolved concept interesting: @linuxgurugamer (who showed interest in taking a shot at coding the predecessor), @Angel-125 (who owns a mod that contains a whipple shield and interstellar engines: WBI DSEV), @R-T-B @prestja (Kopernicus devs). The component concepts that came up were as follows: Durability How a part fails is decided by the health gauge itself and the saturation and mitigation system. In a nutshell, saturation is how much punishment the part can take before it starts actually failing (this has its own gauge). If saturation is below a certain minimum, no damage is taken. If that minimum is exceeded, health (and if possible, other stats) start falling. The higher the saturation bar is, the faster the positive stats fall. The relevant stats to implement would be crash tolerance, heat tolerance, joint strength. A bonus feature of the impact system is that parts with certain attributes or modules, if hit with seemingly non-lethal force, can still stand to have modules shutdown or status flags raised that can be used by other mods to represent a situation. Example: an exposed crew cabin gets hit: the glass shatters, all its resources empty out, its modules stop working, and a life support mod uses the flag (or more) for a compromised habitat. It will require a kerbal with the relevant trait and skill to "repair" the part and clear the status flag(s). The part could have a flag that requires a scientist, and a flag that requires an engineer. While these flags up, modules can refuse to start, and resources can continue to empty out. Debris Fields Assuming planetary rings and Kopernicus asteroid fields could have tangible micro-meteor debris fields, their threat would take the form of raycasts occurring, with random vectors, speeds and virtual masses, trying to strike the active vessel. The saturation and mitigation system are virtually not present when traveling at leisurely low interplanetary speeds. It's mostly the small and basic matter of building your ship to be extra sturdy (whether by using struts, structural parts with higher crash tolerance, or involving ablative hull plating in your ship designs). These systems begin to become prominent when encountering extremely dense debris fields such as the proto-planetary discs of young stars. The faster you go, the more the impacts tend towards the frontal surfaces of your ship, and saturation of your forward shields become a concern. Visualization: A basic and sufficient visualization for an impact would be sparks (there's an engine flameout plume or 2 for that, for example) at the point of impact. The planet-level collision areas would ideally be setup like resource bands for ISRU or Kopernicus asteroid fields themselves, but instead of customizing resources, you're customizing ranges of micro-meteor speeds, sizes, force, frequency. Corrosion This is heavily detailed in the linked thread above, and concerns any and all planets that were made to be corrosive but cannot be as no mod for this mechanic does exists to date. But to simplify for here, this manifests in the ability to set corrosion parameters for a planet's: Atmosphere (including strength, whether acid or alkaline, and an altitude curve so there can be a safe region and a hazard region); Surface (strength, whether acid or alkaline, whole planet or per biome); Ocean (same params as surface); Exosphere (possibly. I'm not aware of any case of corrosives in vacuum but having it still makes for some creative freedom). The health bar and saturation system are the most prominent here as parts are subject to DPS (damage per second) due to prolonged and heavy exposure. Measures can be taken to reduce the effect of ambient corrosives on individual parts or the whole ship. Hull parts could be tailor made (being fabricated the right way and with the right stuff) or boosted (painted with ablators or potentially toxic anti-corrosives, or insulated by an electromagnetic field) to have great(er) resistance. Visualization: A part that is overwhelmed by corrosion could have indicators in the form of the black-body overlay (but that it starts glowing purple. Seems fitting for a starter. It's like having the poison status in an RPG) and a purple saturation bar. This glow and this bar show how much the part is being punished and is the same as hearing a geiger counter crackling increasingly loudly. If you can get away in time then this bar empties and health stops falling-- you don't die immediately if you let that bar fill up but you know you won't last that long a 2nd time. Heat (Conductivity/Thermal Stress) Everyone knows that if you heat certain substances enough, they physically weaken, and melt, but some can stay strong or become stronger. When the saturation bar (due to heat) stars filling up (let's say, it acts up between 80% and 100% of the part's heat tolerance), joint strength and crash tolerance for parts with low resistance start going down and they become increasingly wet noodle, increasingly easy to break something off if it is impacted or if a high powered engine suddenly fires at full throttle. Health doesn't drain away in this case, however it adds a new dimension to "Deadly Reentry." Heat (Reflectivity) Certain heatshields work by being mirrors and not sweaters or ablators. (See: Icarus ship in the Sunshine movie.) A shield in this case is ideally only useful for reflecting light and heat from a star, and would be appropriate for the likes of Parker's Solar Probe. If appropriate and if KSP allows, this may be as simple as giving the part an emissiveConstant value > 1 so that it's exceptionally radiative, and values for the keys concerning insulation which will lessen the part's ability to exchange heat with other parts. If I have the right image, a mirror heatshield is very slow to absorb heat and very quick to emit or reflect heat. However, it should not allow to be used as a cheaty new form of radiator or reentry-rated heatshield. This may easily be done by giving it a very low dynamic pressure rating (as in deployable antennas). Cryo-Hazard A big one that's been sorely overlooked by Squad. Parts (including kerbals) should have a defined lower temperature limit (skin and internal, not too far from Kerbin's ambient temperature of roughly 290K). If the ambient temperature (especially on splashdown, as in cryogenic seas) is extremely far below these limits, the part will suffer module failure or instantly shatter. Module failures here may possibly be unfixable unlike from debris impact. Parts that have extreme lower limits ideally should not also have good overheat resistance. Thermal gradients become serious business. Visualization: There's no special effect to add here. Relativistic Speed Impact This one only becomes important to vessels using reaction engines to travel interstellar. As your ship reaches speeds measured in fractions of c, you face the debris field mechanic in a different and more aggressive way-- a constant rain of micrometeor impacts, which brings relevance to whipple shields in KSP. The faster you go, the harder you're hit by even the tiniest of objects, and the more frontal surface area you have, the more impacts and DPS you have to face. The more you have to face will add up to saturation from relativistic impact forces. If your frontal surfaces start saturating, their health chips away, so you'll have to watch your cruise speed, buff the shield somehow, or add ablative layers. Whipple shield parts would have the unique property of having resistance to the relativistic virtual masses that fire at it during these speeds. Any other parts, if struck by a single relativistic virtual mass object can be blown off or melted, not being recognized as able to withstand it. Whipple shield parts would be expected to come not only in the form of frontal shields, but a suite of modular pieces like stock structural panels so that you have plenty opportunity to get creative with your armor design. Visualization: The frontal surface of your ship could be peppered by little flares representing explosions of the tiny masses on impact. Some heat could be picked up as a side-effect. This is not necessary at all but only for a hint as to where you're being hit and could be switched off by default. ... Documentation I was asked by @ValiZockt to produce documentation for stats that would be immediately important in the VAB info window or the PAW. So I created it. OneDrive link. I'll add concept writing for configuration options for planets later, but these options near-entirely borrow from how Kopernicus' HazardousBody module works. This module can already assign heat zones to planets via: altitude + latitude + longitude curves, grayscale texture (heat map), biome filters.
  5. Firstly, I'll just say I've barely been playing KSP over a year now and I'm a swift learner. I absolutely love this game. I feel like Squad hooked us up with an unlimited supply of super-powered LEGOs or something! The freedoms... It's incredibly entertaining... but today I wish to personally introduce RNG to my kraken-fist! Okay, so here's the breakdown: My ultimate goal is to vacation the surviv-- uh, I mean Kerbals of my space program to Laythe. Naturally, there's a few things we'll need to truly enjoy ourselves on Laythe... You know, boats, jets, spider-bots and submersibles... the usual. However, for ease of transit and a larger margin of error, I decided that a Minmus refueling station would be, not only necessary, but PERFECT for such a feat. Not only does the super-low gravity prove simple to beat, but Minmus is also the furthest satellite from Kerbin, naturally nullifying a great deal of the deltaV required to escape Kerbin's gravity. That's going to come in handy with this career later, as well, considering my plans of sending many heavy toys to Laythe to play with. Jebs and Vals, I assure you I have done similar Minmus bases before, many times in past, now-deleted game saves. Never ONCE was I disappointed until this very evening. After starting a new career and establishing a communications constellation around both Kerbin and then Minmus, spending a few hours in the SPH designing a beautifully mobile and minimalistic Minmus refueling base, then building the launcher for it, it was finally time to send a probe to survey the minty planet. I didn't. Instead, I tested out the full potential of the refueler, from launch to landing to ensure a later success. After a near-perfect flight, I landed the base safe and sound, ultimately deciding it was no test flight at all. No time later, that surveyor launch was underway, and without failings of any kind (other than my inefficient piloting.) Soaring over the north pole of Minmus, my capture burn was a success, so I deployed the probe's scanners in haste, ready to move on with the next phase of the operation. I could always move the refueler to the nearest ore concentration, if necessary. And RNG kicked me right where the sun don't shine. Minmus was practically dried up. No more than 4% ore content at the hottest concentration, and that makes mining ore ridiculously lengthy, no matter how many BadS, 5-star engineers you have aboard. I'll time-warp through a day of mining, sure. No problem. Warping through years of mining? Forget it. It's one thing to have to stop the drills so the ISRU can catch up... it's a whole 'nother headache to stop the ISRU and wait for ore. Good thing I have so much experience in starting careers from scratch, because this will be the fastest-deleted game save I've ever started... having only spent about 6 hours in total, from beginning launch to surveying the prune that is Minmus. Hopefully the career I just started will be more like what I'm used to seeing-- averaging around 12% ore concentration, and generally in the Flats areas, where landing is even easier... Good luck to you, my fellow kerbonauts! May the odds be ever in your "flavor."
  6. I'm on Linux: $ uname -a Linux metric 4.8.0-41-generic #44-Ubuntu SMP Fri Mar 3 15:27:17 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux This behaviour occurs from both the 32- and 64-bit launchers. The game is stock, from Steam, with no modifications at all. The game starts, some logs are generated, but the output is a black screen. Not even the loading screen appears. The program hangs like this until either terminated, or after a minute or two at which point it silently dies on its own. Unity Log $ cat ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log ../common/pipes.cpp (769) : Assertion Failed: fatal stalled cross-thread pipe ../common/pipes.cpp (769) : Fatal assert failed: ../common/pipes.cpp, line 769. Application exiting. Assert( Assertion Failed: fatal stalled cross-thread pipe ):../common/pipes.cpp:769 _ExitOnFatalAssert crash_20170319164726_2.dmp[6854]: Uploading dump (out-of-process) /tmp/dumps/crash_20170319164726_2.dmp crash_20170319164726_2.dmp[6854]: Finished uploading minidump (out-of-process): success = no crash_20170319164726_2.dmp[6854]: error: libcurl.so: cannot open shared object file: No such file or directory crash_20170319164726_2.dmp[6854]: file ''/tmp/dumps/crash_20170319164726_2.dmp'', upload no: ''libcurl.so: cannot open shared object file: No such file or directory'' _polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp 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GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event Setting maxVSyncInterval to 4 GL: Detected 1024 MB VRAM AudioManager: Using PulseAudio: Default Output Device Begin MonoManager ReloadAssembly Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-CSharp.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Assembly-UnityScript.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.UI.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.UI.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.Networking.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/UnityEngine.Networking.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Mono.Cecil.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Mono.Cecil.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/KSPAssets.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/KSPAssets.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/TrackIRUnity.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/TrackIRUnity.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/xmldiffpatch.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/xmldiffpatch.dll into Unity Child Domain Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/XmlDiffPatch.View.dll (this message is harmless) Loading /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/XmlDiffPatch.View.dll into Unity Child Domain - Completed reload, in 0.074 seconds Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.Core.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/Boo.Lang.dll (this message is harmless) Platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed/System.Xml.dll (this message is harmless) Default vsync count 0 requesting resize 1680 x 1050 Selecting FBConfig GLX_FBCONFIG_ID=159 GLX_BUFFER_SIZE=32 GLX_DOUBLEBUFFER=1 GLX_RED_SIZE=8 GLX_GREEN_SIZE=8 GLX_BLUE_SIZE=8 GLX_ALPHA_SIZE=8 GLX_DEPTH_SIZE=24 GLX_STENCIL_SIZE=8 GLX_SAMPLES_ARB=2 GLX_SAMPLE_BUFFERS_ARB=1 GLX_STEREO=0 GLX_CONFIG_CAVEAT=NONE requesting fullscreen 1680 x 1050 at 0 Hz Desktop is 3280 x 1200 @ 60 Hz Using libudev for joystick management Importing game controller configs UnloadTime: 3.440000 ms Release Build (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [KSP Version]: (LinuxPlayer) ==================================== (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Input Devices]: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Input Devices]: (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher Settings File exists (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher disabled? False (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Launcher after checking file: False (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ******* Log Initiated for Kerbal Space Program - (LinuxPlayer) ******* (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Changing real window size to 1680 x 1050 Ignoring window size change to 1680x1050 : waiting for fullscreen at 1680x1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 Changing real window size to 1680 x 1050 PhysicsGlobals: Loading database (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ActionCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AppCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) MainCanvas MASK: 3458764513820540928 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Assembly): Squad/Plugins/KSPSteamCtrlr (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assembly at /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/KSPSteamCtrlr.dll (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Assembly): Squad/Plugins/Steamworks.NET (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assembly at /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/Steamworks.NET.dll (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) AssemblyLoader: Loading assemblies (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Non platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/KSPSteamCtrlr.dll (this message is harmless) Non platform assembly: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/Squad/Plugins/Steamworks.NET.dll (this message is harmless) VesselModules: Found VesselModule of type CommNetVessel with order 999 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) VesselModules: Found VesselModule of type FlightIntegrator with order 0 (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) VesselModules: Found 2 VesselModule types (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) ************************************************************************ Environment Info Unix 7FFFFFFFFFFFFFFF Args: KSP.x86_64 Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 Stock assembly: Steamworks.NET v9.0.0.0 / v9.0.0 Folders and files in GameData: Stock folder: Squad .DS_Store ************************************************************************ (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [AddonLoader]: Instantiating addon 'KSPSteamController' from assembly 'KSPSteamCtrlr' (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) KSP Log $ cat ~/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP.log [LOG 16:44:25.580] ******* Log Initiated for Kerbal Space Program - (LinuxPlayer) ******* Kerbal Space Program - (LinuxPlayer) OS: Linux 4.8 Ubuntu 16.10 64bit CPU: Intel(R) Xeon(R) CPU X5450 @ 3.00GHz (8) RAM: 30914 GPU: Gallium 0.4 on AMD CAPE VERDE (DRM 2.46.0 / 4.8.0-41-generic, LLVM 3.8.1) (1024MB) SM: 30 (OpenGL 3.0 [3.0 Mesa 12.0.6]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Sun, Mar 19, 2017 16:44:25 Launcher Output $ ~/.local/share/Steam/steamapps/common/Kerbal\ Space\ Program/KSP.x86_64 Found path: /home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP.x86_64 Mono path[0] = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Managed' Mono path[1] = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono' Mono config path = '/home/greg/.local/share/Steam/steamapps/common/Kerbal Space Program/KSP_Data/Mono/etc' displaymanager : xrandr version warning. 1.5 client has 6 screens displaymanager screen (0)(DisplayPort-0): 1680 x 1050 displaymanager screen (1)(DVI-0): 1600 x 1200 Using libudev for joystick management Importing game controller configs Terminated
  7. So here's the rub: I have a copy of the newest KSP update (1.1.2) and I put Mechjeb onto it. So far, worked like a charm. Fired it up today, and the takeoff works fine, but when it gets near it's apoapsis the craft does several things. 1: Creates the node for the maneuver. 2: Doesn't line up for the maneuver. 3: Spins out of control, like the wheel has just been allowed to go free. 4: Fails to throttle up. 5: Continues counting past the maneuver. 6: Hits the ground in what the scientists refer to as a "Gravity's poodle" move. I've tried this with every craft I made as well as the stock ones, and I get the same result. I've turned on RCS, played with corrective steering, all of it. I don't know why it just began to glitch out. Please help!
  8. Mechjeb is being a total jerk to me. It fails to comprehend targets, it won't do anything at all for ascent guidance except autostage, and rendezvous planning also doesn't work. It basaically just has a big catastrophic failure. Here's a list of plugins I use: Mechjeb Hyperedit DynamicTextureLoader BetterTimeWarp That's it. Someone help, please!
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