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GarrettKajmowicz

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Everything posted by GarrettKajmowicz

  1. Will any of the existing antennas work for communications links? That is, if I have existing satellites from launch-a-satellite missions, will they be able to fulfill the communications network role?
  2. I noticed the other day that the mk1 and mk2 parts were the same length and held the same amount of fuel, despite the mk2 parts having a cross-section roughly 50% larger. It seems to me that using the Mk2 parts would contain ~50% more fuel per given length. Does this make sense or have I missed a key game balance. - Garrett
  3. I purposefully didn't provide system specs because I'm looking for a process to determine what needs improvement as opposed to a single determination of "that's your problem". The whole teach-a-man-to-fish thing. The higher-part count cases are typically starting around 200 parts. Another case is that if I'm close to the planet, I get noticeably much better frame rates angling the camera to look at the sky rather than at the ground. This is true both for flying a plane at Kerbin as well as running a rover on Minmus. I don't have a lot other example cases where I both am in the craft view while at the same time not actually needing to look where I'm going. If it's any help, I'm also running Linux so I'm able to use out-of-game tools to get system information if that can determine the bottleneck. - Garrett
  4. KSP runs reasonably well for me right now. However, sometimes when I'm in a high part-count scene the frame rate I'm able to draw drops down to about 20fps. This isn't horrible, but it is noticeable. I'm considering upgrading some components. However, I'm not certain if the bottleneck is in the CPU or GPU. Is there a way to easily find out which is the constraining resource? - Garrett
  5. I was hoping this was a common problem and that I could take a nap instead of diagnosing problems myself. :-) Digging into the output with multiple attempts, I've found a workaround and partial cause. Partial cause: KSP was not creating the VAB directory in my savegame Ships directory. This resulted in the following log error: [EXC 19:04:59.943] IsolatedStorageException: Could not find a part of the path "/home/garrett/KSP_linux/saves/default/Ships/VAB/Auto-Saved Ship.craft". System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) System.IO.File.Open (System.String path, FileMode mode) ConfigNode.Save (System.String fileFullName, System.String header) ConfigNode.Save (System.String fileFullName) ShipConstruction.SaveShip (System.String shipFilename) EditorLogic.launchVessel () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() [LOG 19:05:01.176] SCREENSHOT!! It was not possible to work around this issue by clicking "save" prior to launch. Manually creating the VAB directory with a standard 'mkdir' command did work. Build information: build id = 01289 2016-06-21_20-12-27 Branch: master I would upload screenshots, but I'm not seeing any button which would allow me to do that.
  6. I'm attempting to see if this is particular to my install. I just updated to 1.1.3 (fresh install and copied over save file) on Linux. I'm able to get to existing vessels and play around with them. I attempted to launch a simple vessel from the VAB: I selected the mk1 pod and clicked "launch". This disables all of the edit buttons along the top and left. However, it doesn't actually switch to the launchpad to launch. I'm unable to press the exit button to get out - animations and sound keep running. I have to switch out and kill the game.
  7. I'm running 64-bit KSP on Linux. I had the game running on 1.1.1 without much trouble. I tried using the patcher, which left me with a binary which didn't do much of anything. So I backed up my save persistent.sfs file, wiped my install directory, did a fresh extraction of KSP and restored my save file. Now when I go to start I'm told that my save file is "Incompatible with this version of KSP". This doesn't make sense to me. If 1.0.5 ->1.1.0 had broken, I could understand. This was a minor patch release. From my player.log: No save file found for path: /home/garrett/KSP_linux/KSP_Data/../saves/default/persistent.sfs (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NullReferenceException: Object reference not set to an instance of an object at SaveUpgradePipeline.NodeUtil.GetCfgVersion (.ConfigNode n, LoadContext loadContext) [0x00000] in <filename unknown>:0 at KSPUpgradePipeline.Process (.ConfigNode n, System.String saveName, LoadContext loadContext, .Callback`1 onSucceed, .Callback`2 onFail) [0x00000] in <filename unknown>:0 at MainMenu.OnLoadDialogFinished (System.String save) [0x00000] in <filename unknown>:0 at LoadGameDialog.ConfirmLoadGame () [0x00000] in <filename unknown>:0 at LoadGameDialog+^H^O.^C (Boolean ^A) [0x00000] in <filename unknown>:0 at DialogGUIToggleButton.<Create>m__82D (Boolean b) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall`1[System.Boolean].Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent`1[System.Boolean].Invoke (Boolean arg0) [0x00000] in <filename unknown>:0 at UnityEngine.UI.Toggle.Set (Boolean value, Boolean sendCallback) [0x00000] in <filename unknown>:0 at UnityEngine.UI.Toggle.Set (Boolean value) [0x00000] in <filename unknown>:0 at UnityEngine.UI.Toggle.set_isOn (Boolean value) [0x00000] in <filename unknown>:0 at UnityEngine.UI.Toggle.InternalToggle () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown$ UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: Line: -1)
  8. I'm going to add a +1 me too here. The Launcher itself isn't running, either. Set current directory to /home/garrett/KSP_linux Found path: /home/garrett/KSP_linux/KSP.x86_64 Mono path[0] = '/home/garrett/KSP_linux/KSP_Data/Managed' Mono path[1] = '/home/garrett/KSP_linux/KSP_Data/Mono' Mono config path = '/home/garrett/KSP_linux/KSP_Data/Mono/etc' displaymanager : xrandr version warning. 1.4 client has 2 screens displaymanager screen (0)(DVI-I-1): 1920 x 1080 displaymanager screen (1)(VGA-0): 1920 x 1080 Using libudev for joystick management Importing game controller configs PlayerInitEngineNoGraphics settings: Could..... not preload global game manager #0 i=0 Failed to initialize player
  9. I'm running on Linux. When I pressed the "Update" button, a new patcher.tar.gz was downloaded. Unfortunately, the launcher freezes and stops redrawing the window. It also looks like the Launcher fails to extract the patcher. Manually extracting and running the patcher simply hangs. Edit: If you give it long enough it pops up a username/password dialog which seems to work.
  10. I ran into the same problem with duplicate parts, noted here:
  11. I have a career-mode game I started in 1.0.5. Tonight I upgraded to 1.1. When I go to look at the tech tree, I noticed duplicate items listed. Upon exiting the game, I looked in my saved game and noticed contents like this: Under the section SCENARIO { name = ResearchAndDevelopment scene = 7, 8, 5, 6 sci = 0.9976196 there was: Tech { id = flightControl state = Available cost = 45 part = R8winglet part = sasModule part = Mark2Cockpit part = winglet3 part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit part = Mark2Cockpit } This was only duplicated a handful of times. Other sections had hundreds of duplications. This was shown in the tech tree as duplicated items as well. Other items duplicated elsewhere include: Mark1Cockpit, SmallGearBay, nacelleBody, JetEngine, shockConeIntake, structuralPylon, radialEngineBody, shockConeIntake, turboFanEngine. I expect items to only show up in the tech tree once (or possibly twice if they were moved between versions and my overwrite of the install didn't delete the old versions). System: Ubuntu 14.04 64-bit. Graphics: 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 630] (rev a1) KSP: build id = 01230 2016-04-19_19-27-15
  12. I have a career-mode game I started in 1.0.5. Tonight I upgraded to 1.1. I currently have several vessels on the Mun, one of which is a landed orbiter and another is a fuel truck. The fuel truck has a claw on the front. When I ram the fuel truck into the orbiter, the two vessels "dock" and can be managed as one. However, when I click on a fuel tank, hold down right shift, and then click on another compatible fuel tank, the in/out buttons do not show up. Repeated attempts to do this do not result in success. However, if I use [ or ] to switch to a nearby vessel and then switch back immediately, I am able to see the fuel transfer buttons and perform a fuel transfer as expected. OS: Ubuntu 14.04. Video: 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 630] (rev a1) KSP 64-bit. build id = 01230 2016-04-19_19-27-15
  13. In my current career-mode game I have a Minmus station that has a lot of parts on it which I no longer need. At the same time, they slow the game down. For example, when building a surface base out of different-sized components, I would put wheels on the modules to allow me to move everything around and in to the proper location. Then I would deploy landing legs to get everything off of the ground and at a uniform height. Now I'm left with wheels I don't need. I'd like to be able to have an engineer take a crowbar and rip them off (turning them into debris). Likewise for missions with parts which aren't needed any more. For example, a mystery-goo unit might have the experiment removed and then stowed in the capsule. I'd love to be able to have an engineer remove/discard the goo container to save on mass/aero limitations. In contrast to KAS, this would work on any component. Also, it would not be set up to allow part attachment or relocation. Merely remove and discard the existing scrap. Thanks!
  14. Here's a link to the quicksave. Some times the craft would fall apart during time acceleration. Sometimes not. Reloading the game completely seemed to result in different outcomes. Sorry, no game log from this quicksave. http://filebin.ca/23nrAilMu1M3/quicksave.demo.sfs
  15. How do you edit the file to fix up the Kerbal? In my save file they are listed as PART name = kerbalEVAfemale with values like: MODULE name = KerbalEVA isEnabled = True with a pile of other options. How do I get them sitting in the seat they are currently standing in?
  16. Issue: I have several vessels in orbit and around Minmus which will occasionally fall apart when using time warp. It roughly looks like all of the joints between pieces fail and everything but the probe body becomes debris. This is repeatable after quickloads. However, exiting from the game and reloading from the quicksave usually works. This only happens during time warp. Interestingly, physical time acceleration works just fine. The refuelling probe in question has a claw attached to it. Other vehicles which have undergone this dismantling have recently been touched by the claw. I am uncertain if this is related, though I've seen other threads mentioning this. I'm running KSP 1.0.2 unmodded on Linux x86_64 Is this a known issue? Has anybody else seen this? If not, I'll put together a full bug report including all of the requested information next time it occurs for me.
  17. +1 I hit this as well in 1.0 ragdolling the driver. Able to control the rover. Not able to control the Kerbal.
  18. I'm running into this on Linux as well. The x86 launcher runs, but not the x86_64 launcher. Out of curiosity, does the "update" feature work for you with the x86 launcher? I'm not having any luck with that.
  19. FWIW, this model would allow the use of a liquid fuel to turn a turbine to generate torque to power a propeller ... on Eve! It would be *far* more efficient than using a straight rocket as is done now.
  20. Greetings! Among other things, I am a software engineer. Though I don't develop for KSP, I'm reasonably handy with a debugger. On occasion I have the game dump core (Linux version) and I'd like to be able to get these issues resolved. To cut down on the workload for the game devs, I'd like to be able to submit bug reports with possible fixes where practical. To that end, would there be a way I could get access to the debugging symbols for the game so I can do this? - Garrett
  21. I've run into something similar with the TR-2C stack separator as well. I'm running x86_64 linux. Unlike the parent, my install is modded with some common mods. My game file is here: https://infotomb.com/sw4hy.txt The KSP.log file is uninteresting. It records me completing a contract, and getting rewarded. The log file ends with: This occurs right about the point at which the game crashes. A few things to note - this is a craft with 2 probe cores on it being cleaved in two (basically a rover plus a satelite). I've had nearly the same thing happen in the past with a rover body on the Mun which I was trying to cleave with the TR-2C from its landing rocket - repeated crash. What other information would be useful to debug this?
  22. Feature request: An option to configure the biome overlay of the big map to use different colors based upon the amount of science remaining to be collected there. Ideally, I'd like to use it to find places where I should send a probe with instruments (thermometer, seizmometer, etc.) to get remaining science points. I'd like to use it when I can only make a few stops and want to maximize science returns. Right now I have to remember the parts I have, look at the biome map, switch to the science building and see what I still have to collect. Then switch back to the vessle. Repeat a few times to pick a landing spot and then land. Visualization of this data would be really helpful! Thanks!
  23. I took the approaches suggested here and achieved a workable solution. I flew at about 100m altitude with the chutes set to open at 50m. An action group to release and trigger the parachute. I was able to fly back to base and later on switch to the probe to complete the contract. Many thanks to those provided feedback.
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