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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Sorry for being unclear - I reinstalled RSS as removing it changed nothing and stopped trying to start KSP via either method. Fell asleep watching Futurama, computer stayed on overnight. Woke up, started KSP and it worked fine.
  2. Last night, I tried to launch KSP like I always do - via a shortcut with -force-opengl (non-Steam). It didn't work, it doesn't even get to the loading splash screen - just a few seconds of black, then a flash of the desktop, rinse and repeat. It completely freezes and I had to Alt-F4 out of it. I have mods installed (or I wouldn't be using OpenGL), but I didn't change anything from last night to this morning when it booted fine from the shortcut. A user on reddit had the same problem - OpenGL just suddenly stopped working. I was able to 'fix' it by launching the exe directly which of course led to a CTD halfway through loading. Try via the shprtcut again and it worked fine. I looked at my log and the last entries are something about Atmosphere From Ground fallback shader not available or something repeated about 10 times then nothing and this other user on reddit reports the same thing. At first I thought it might be something from RSS, but removing that didn't help. Put it back in, leave it overnight without touching it and it works fine So yeah... I'll be honest and say I haven't a scooby what all these fallback shaders and other various graphical display terms mean when talking about KSP so bear with me if I don't understand what you tell me. Let me know if you need my computer specs, I'll post a DxDiag.
  3. You could always just look at your keyboard before you press it, as well.
  4. Or maybe he was unable to answer it because it was basically 'it doesn't work for me - why not?'. I can't replicate the issue on my end, and as you said, no-one else has reported it, so something is wrong on your end. I would like to help you with this, but you're not providing enough information for me to do that. Please read that sticky again carefully and then reply. I can't help you further until you do. If it helps, copy one of the example bug reports and fill in your own details (one thing the sticky doesn't say is to make sure you're using the latest copy of KSP as well). As for not having any logs, look again. That thread has clear instructions where to find them and I assure you, the one I would like you to post exists.
  5. You could always delete the relevant lines on the B9 cfg that nerfs the jets - it's what I've done, never been a fan of the B9 engines so I don't want the only engines I like to be weak compared to something that doesn't exist as I deleted the B9 engines except the SABREs. If you really wanted, you could delete the relevant lines in the FAR cfg that nerfs the stock jets too, but then they'd be extremely OP for the much thinner (or rather, much less soupy) atmosphere. Seems easier than trying to design a cargo SSTO around that fact. Anyway, an SSTO doesn't necessarily have to be reusable. But if you really do want it to be, have an open air cargo bay and make the payload as streamlined as possible. Say you need to take a huge 3.75m tank to orbit - make the 3.75m decoupler the root part and design a craft that has a big enough hole in the middle to hold the tank (imagine a tuning fork). Strut the back together and take her up. Make sure the craft is balanced both with and without the cargo as well, v. important. EDIT: V simple example craft I threw together. It does fly, but only under RATO (courtesy of KWR). No idea if it can go to orbit though, I don't have the time to test right now. It probably doesn't have enough fuel, but it is stable and the CoM doesn't move very much.
  6. Repeating the same question without having gone through all the steps in the How To Get Support sticky thread isn't going to get you far (specifically, replicate it on 32bit with no other mods - that way, you can be sure it's a TS bug. If you still can do it, provide log files).
  7. @Bartybum - have you enabled them? Anywho, noticed a little quirk - mouseover labels can be seen when the flare is hidden by the planet. Is this fixable or no? I don't mind either way, it's not exactly a common occurrence, I'm just wondering.
  8. At least the 737's gear is flush and doesn't poke out - I can live with that. As for the Warthog.. ok, I shall accept it's been done at least once in real life. I'll give you that. Still not a big fan of it though
  9. The easiest fix for that is to not do that. Seriously, why would you ever need an engine (but not the tank above it) as the root part? Honestly curious. (If you're interested, the reason this happens is because of a change in 0.25 that "fixed a bug with rescaleFactor parameter in part.cfg when a MODEL node was used". The nodes aren't off, the engine is just scaled.smaller)
  10. Two things: 1, the wheel looks a bit odd sticking out the bottom there... not entirely realistic either. If it's a question of the wheel being just too big for the bay, why not make it just pivot over 90 degrees? I do like the swinging doors though.. hate the stock ones, I always think they look like a pair of trousers from behind or something. 2, consider using/borrowing the texture from KSPRC for the panels, or at least making it easy for me to keep them. Unless you can do something better...
  11. Don't know if it's just for me, but in the Mk1 cockpit, the Ground Proximity warning light is continuously flashing, regardless of my altitude (for instance, right now, I'm about 65km up and it's flashing).
  12. Oh, like permanently upgrading a part, not just while Billybob is driving? Yeah, that makes more sense.. I kinda like that idea but it would have to be careful to not change things like, as you said, thrust or Isp etc. Sounds pretty neat, I like it.
  13. http://kerbalx.herokuapp.com - same problem. Delete cookies - no improvement, as well as Shift + F5 (clear cache and refresh). In despair, I tried in IE which I'm 99.9% sure has never seen KX and no dice. I'd forgotten to close the Chrome attempt and it said I couldn't upload until the previous one had done, so I close the Chrome one and it said it still couldn't be done. Definitely thinking I'm being an idiot here, but the trouble with that is that I don't know in what way so I can't change it Craft is here, pretty sure it's just stock parts and Vens revamp (but I have FAR, TweakScale and TweakableEverything installed as well). I don't think it's anything special with the craft, but you can try. Let me know if you can't load it. Ooh, something new! Tried uploading again and a popup appeared after a few minutes with "Application Error. An error occurred in the application and your page could not be served. Please try again in a few moments". Thanks for your help and patience with this, I really appreciate it
  14. Are you kitten me? DevHelper is basically mandatory on my install.. Start KSP, set DevHelper to load game, go make tea, come back and I'm at KSC ready to play. As I said, whenever you get a chance is cool (I think that going to just the KSC and not an editor allows the toolbar to load correctly, but I'l have to confirm that tomorrow. Or rather, later today).
  15. Yeah, I'm getting that too. Load a specific game (sandbox, in this case), to SPH, and the App Launcher isn't.. launched. And neither are the mods that are configured to use it and it alone. Well, I assume they're loaded, but aren't accessible either way. Would dearly love for this to be fixed when you get a chance
  16. No worries, I'm guessing it's something I'm doing wrong because I see crafts uploaded since I last visited, but it's still not working for me. Home page, click the dropdown upload thing, click it, select craft, OK and... nothing. The little green progress bar goes to 100% and then it just sits there. Kind of expecting the site to update, but it doesn't and just stays like in the screenshot I posted. Go to profile, error page. Try to upload again, says I can't, click here to continue uploading, error page. Although, it did update the address to http://kerbalx.com/crafts/276/edit (but still showed the error page) so something happened.. As an aside, I went to http://kerbalx/status and Chrome says it's not available - "The server at kerbalx can't be found because the DNS look-up failed. DNS is the network service that translates a website's name to its Internet address. This error is most often caused by having no connection to the Internet or a misconfigured network. It can also be caused by an unresponsive DNS server or a firewall preventing Google Chrome from accessing the network". Given that I can post this, I'm most definitely connected to the internet so I really don't know. The internet confuses me more than I like to admit.. In short then, I can't upload and I don't know why - it might be my end, might be the server, might be a PEBKAC error - and that makes me sad
  17. Well then, the problem is down to installation/incompatibility (I noticed that replacing the RSS dll in x86 didn't work either) so at this stage, your only option is to either: use win32bit, use Linux 64bit or just not use the RSS part of KSPRC (i.e delete it).
  18. 1, Nathan offers unlocked x64 versions of his mods upon request by PM 2, there's an update to at least three of the mods (TR, DOE, RSS). Here's hoping they all get updated
  19. Squad have already said that kerbal experience will not be affecting parts (Max mentions engines there, but clarified later that it applies to all parts).
  20. I see. Fair enough then if it's for the greater good (the greater good). Carry on
  21. Noticing a lot of entries from KK (I presume it's KK, none of my other mods abbreviate to KK) in my output log: KK: StaticDatabase.updateCache() - Kerbin (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) KK: updateCache() (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) KK: playerPos is(-1396.7, -7.0, 2369.6) It updates every second. I believe I have 0.4PRE4c (or so the KerbalStuff download is called), a few KerbinSide assets and KSC++. This is while I'm in LKO, by the way. Any reason for the very frequent updates and entries?
  22. It honestly sounds like you guys are running out of memory, dspite having ATM install. Have you checked the Task Manager while KSP is running? Also, I don't know if ATM is actually working all that well in 0.25. Personally, I use 32bit OpenGL and rarely have an OOM crash, have you guys tried that? EDIT: Proot, the RSS dll is out of date and I get the AVC notification every time I start the game. I tried replacing just the dll and .version with the one from the RSS thread and the horizon is back to white. Not sure why, but looks like I'll have to use the dll provided with KSPRC and edit the .version file myself. Edit The Seconde: Also, a maintenance release of DistantObject exists. Would be groovy if you updated that as well.
  23. So, my KSP install tends to be a bit of a Frankenstiens Monster - a bit from BA, a lens flare from Astronomer, retextures from Ven etc.. but with KSPRC, Proot has made atmospheric flight magniflorious! Thank you Proot, for the RSS config that removes the white horizon! I didn't realise how much it bothered me until it was gone - now I never want it to come back!
  24. It only looks taller because it's missing everything but the nozzle: Stock: Revamp: Compared: They're the same height - something that Ven has intended to do since he started - the idea is that you can install this and not break any existing craft designs. If old landing legs could clear the old Poodle, they can clear this new Rockomax Service Engine. @Ven: I didn't get round to testing the other tanks, but you can see here that they (or at least, the Rock16) are still not transluscent. I'll check all the tanks now and make a new post with the findings.
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