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Claw

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Everything posted by Claw

  1. Hmm. I understand what you are saying but it clearly doesn't make sense. (ikr?) Could you please provide a screenshot of your contract and your vessel in flight so that we can see all of what it says? Thanks, ~Claw
  2. If you feel you must use OpenGL (which can be broken depending on your hardware), then give the -popupwindow command line argument a try with it. This seems to fix issues for several people who experience problems with OpenGL. Cheers, ~Claw
  3. It would help out if you could also include a picture of the craft. There's a lot of requests for help at the moment, so it might be a bit before someone can get to downloading and fiddling with a craft. Check the "load vessel" screen that pops up and look at the part count. Or use the info widget at the bottom right for part count. See if it's excessively high compared to what you think you put on it. If so, then its likely a corrupt craft as rodion_herrera suggests. I'll try to get to your craft in a bit and let you know if I find anything. Cheers, ~Claw
  4. It certainly does look like your video card is having problems. Especially since this line is present: That being said, your error.log also shows this: So what I'm really suspecting is that you might have two problems going on. Memory I'm really impressed that KSP even loads for you with only 1GB of physical memory available. I'm guessing it takes a long time to happen, since your computer is probably using a lot of virtual memory. It is possible to get KSP below the 1GB mark to at least see if the game will run with your video card, but you have to be really aggressive and willing to give up some things. Go do the GameData directory. In there, you'll see two folders. The NASA one and a Squad one. Delete or move the following folders... GameData\NASAmission\Parts - Move out all the subfolders GameData\Squad\SPP - Move out all the subfolders GameData\Squad\Parts - Move out all the subfolders Also, edit your settings.cfg and make sure the TEXTURE_QUALITY line says "TEXTURE_QUALITY = 3" (without the quotes of course). Make sure it's all caps, and an underscore, not a dash. Start up the game and see if it crashes. Also monitor your memory usage by bringing up the windows task manager.You will not have any parts available in game, but at least you can poke around and see if it crashes. If that's not working, you can also try adding the OpenGL flags. It probably won't save you much more memory than TEXTURE_QUALITY = 3. And OpenGL is pretty flaky to begin with, so it might be causing problems itself. If this fixes things, then I would say you'll need to upgrade the memory capacity of your computer (if you can). Otherwise if you can't, you can slowly add some parts back to those folders and see if you can stay below your memory constraints. Video Card Update your video drivers. If they are updated, see if you can regress them a couple versions and see if that helps. Sometimes when drivers get updated, they break things. Also, check out this thread. There are a few random things you can try that often help with crashes. Good luck, ~Claw
  5. It's not exactly tied to having engines on the bottom, because I have a test ship that blows up the launch pad which has no engines on it. It actually has more to do with the physics onset. If a heavy craft is too high up off the launch pad when physics kicks in, it registers as a high impact against the launch pad. The reason why it seems random is because different parts cause vessels to drop further than other parts. Also, they affect how the impact happens. That being said, there are a couple things you can do. 1) Use more launch clamps. This will keep the rocket from resting on the launch pad. 2) Turn on Indestructible Buildings. 3) Use this link to download a series of stock bug fix modules (still compatible with 0.25). One of the modules addresses this problem. 4) Upgrade to 0.90. This has been fixed in the most recent version. Cheers, ~Claw
  6. Thanks for including the log, but that particular one won't help in this case. You really want the output_log.txt that lives in the KSP_Data directory. You might need to double check the permissions on your folders and ensure they are not set to "Read Only." This is often a problem with the steam install. Otherwise you'll need to add a Ships folder and VAB plus SPH folders inside your save directory. Open up the KSP folder and make sure you have a "Ships" folder. Inside the Ships folder there should be two others, SPH and VAB. It sounds like you have those since the stock ships are showing up. After verifying those, go into your save folder. I think steam stores it in your documents folder, but I'm not certain. Inside your save folder there should be SPH and VAB folders. If they aren't there, create them. Welcome to the forums! Cheers, ~Claw
  7. Do you have the nav ball up in the map mode? The throttle and steering commands don't work if the nav ball is minimized. Welcome to the forums! Cheers, ~Claw
  8. This happens in stock too, although it nealy always involves the claw. I haven't been able to verify, but my suspicions so far is that this has to do with the kracken's bane fix (or something similar). The craft acts as if the root par is experiencing zero local velocity while the rest of the ship is under its normal local velocities. That would explain the slow bending and resulting ecplosion. But that is a difficult hypothesis to test because the bug has been so difficult to replicate. Cheers, -Claw
  9. Make sure you are activating them using by staging. If you Right Click--Decouple, it will not count for contract completion. Cheers, -Claw
  10. It's usually what KasperVld said. But if you deleted everything, you might want to check your antivirus whitelist (or exceptions list) also. Cheers, -Claw
  11. Drop it somewhere like mediafire, google docs, or dropbox. Then post the link here.
  12. This has been one of those really hard to trace bugs. There doesn't seem to be some sort of obvious trigger. It isn't just time warp by itself, but seems like it's time warp in conjunction with something else...So if you are running into this without the claw, then maybe it has to do with some combination of activities before hand.
  13. It looks like your other question is answered, but I think there is some misunderstanding with this one. It would take 174 m/s at zero height (and gets higher as you go up) because you aren't in orbit yet. If you were actually orbiting at zero height (assuming flat surface and no atmosphere...), you would be going a lot faster than 174 m/s. But the real key point I'm heading toward is that as you get further away you need less dV to stop (or reverse) an orbit, not more. For example, LKO orbital velocity is around 2,300 m/s. At the Mun's orbital distance, orbital velocity around Kerbin is roughly 800 m/s. So reversing an orbit in LKO takes 4,600 m/s, while reversing an orbit out at the Mun's distance takes 1,600 m/s. This is the reason inclination changes are "cheaper" to do when you execute the burn at AP. There is more information and math that goes into this, but I wanted to help clarify the orbital speed vs. altitude without completely changing the thread topic. Cheers, -Claw
  14. There is a tolerance. I don't know the exact number, but I will see if I can find out... Argument of PE is PE. That's just the long name for it. And AP/PE has been visible in this game for quite some time. I get your point if you haven't seen the phrase "argument of PE" before, but now you know. Cheers, -Claw
  15. I think when you initially hire them, they show up as 0 stars. But as soon as you start doing anything else, it gets updated correctly. And yeah, sandbox is completely unlocked. Cheers, -Claw
  16. The "test xxx in flight" contracts always seemed low to me, even in 0.25. But I think those are intentionally worth lower amounts to encourage you to get out there. Also, they can be a ride-along test for your other flights, rather than generating a whole mission to test one part. That being said, I also encourage you to see if you can get to orbit without a launch pad upgrade. Good luck! -Claw
  17. Well, don't forget that you can also clip those girder segments into a fuel tan (or anything else) and just leave the end sticking off. (The new gizmos make it a bit easier...) Then attach the parachutes. Looks a lot cleaner if you are concerned about visuals.
  18. To answer your question, no. Kerbals in sandbox mode come fully upgraded. What LordFjord offers is probably a good option. If you don't want to edit save files, you can also use the custom difficulty sliders to give yourself starter science, although it doesn't quite give you enough to unlock the whole tree. Cheers, -Claw
  19. You are very welcome. Great to hear the the fix is working, but sad to hear the ejection bug is still there. Thank you for the report! Cheers, -Claw
  20. What KasperVLD said. However, I will say again to give OpenGL a try in borderless window mode by using the OpenGL command with the -popupwindow command. Many users are reporting success with this combo of flags. Cheers, -Claw
  21. The full screen option in the menu shouldn't be making it go to borderless window mode. So there must be something else interfering. Avoid running KSP from the launcher, run directly from KSP.exe instead. Also make sure you aren't using the -popupwindow command line argument.
  22. Could you post a picture of the contract, probes, and orbits? That might help us narrow down your problem. Welcome to the forums! Cheers, ~Claw
  23. Yes, this is essentially how it works, but on a per-kerbal basis. You can get XP for flight, flyby, orbit, landing, and planting a flag for each celestial body. Kerbin is a bit more restrictive (I think just flight, orbit, and flyby). And as you say, you must continue to give your kerbals new experiences. You can't just send the same guy up on 20 local Kerbin flights to level him up. You can, however, send 20 different kerbals up on local flights and they will each earn their 1xp. Also, each kerbal can only gain experience for category per celestial body, per flight (but can earn from multiple bodies per flight). So plan accordingly. Engineers, scientists, and pilots all earn XP the same way. So no, you won't need to break things to earn your engineer XP. Just take him on some flights. If your scientist went on an orbital flight and didn't get any XP, then that might be a bug. You can hover over the kerbal names in your astronaut complex roster and it'll tell you what they have logged. Cheers, ~Claw
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