Jump to content

Kamuchi

Members
  • Posts

    409
  • Joined

  • Last visited

Everything posted by Kamuchi

  1. I have no idea where to post it, so maybe here with other 64bit fans it might show some insight After digging abit into the Unity complaints, I looked at the command lines and have actually found something that turned my pretty much retarted unstable 0.25 64bit to something I`ve spent playing for the past couple of hours without a single crash (hope I didn`t jynxed it now) Fullscreen disabled The well known "-popupwindow", but here is what changed everything for me: I added a profile for ksp in CCC using the standard settings for global but disabled crossfire and added "-force-d3d11-no-singlethreaded" to the shortcut after the popup. I know, milage may vary and the chance of it either blowing up in your face directly, or soon after, is pretty high... I`ve actually added a few mods to my install and I`ve been playing all day with 1 crash, wich would have crashed the 32 aswell by nose diving a 250 part ship into the runway, wich also explodes to add injury to a dying client Anyone one else want to try to see if this actually improves stability? I`m stumped I went from instant crashes to super smooth no crash game play. Adding more heavy mods like Kerbin Side, FusTek parts, higher res textures&skybox. Dozen launchers &ship changes later, I have my ksp back!
  2. On the Mun waiting for his new ride to be deliverd, old fashion style...
  3. As my gaming pc for Star Citizen. Rampage 4 (pending update) i7 3960X 4.5ghz (pending update) 16gb RipJaws 2133mhz (pending update) 4x 290R DD 1500+1000w psu`s windows ssd, games ssd, 3tb trash End of the week when the rampage 5`s are in stock: Rampage 5 5960X 16gb HyperX 3000mhz 5 loop watercooling already scatterd on the floor I call it "idiot`s guide for throwing away money"
  4. Keeping Jeb, Bill and Bob flying my important missions, although Bob most times find himself babysitting other Kerbals as he always brings me bad luck... Using EL aswell so have a bunch of smart Kerbals sitting in the sweatshops on the Mun. With alot of smart`ish Kerbals, there are alot of stupid ones... I have a plan for them, using RemoteTech, they will simply be manning small relay stations when I get to the point of moving past Kerbin soi (fire&forget ^^)
  5. Threw ksp into a corner out of frustration of my failed vtol design that I worked alot on, but back to fixing the insane amount of issues... First gigantic mistake that I thought the engines were fine so only looked at the center of mass, biiiiiiig mistake! The back wing mounted engines are the same as on the front, not rotated so their com/cot is actually adding to the offset from the front section (insert half a day walking around with a facepalm n00b moment) Easy way out and as fuel is always handy, simply moved the 1/2 fuel tank from the front to the rear and added a full sized one with a sas connecting the tail. Editing the internal and optimizing what I saw, this version is only 146 parts. Also kept an eye out for how to easily create more variants with the bigger engines for a low grav vtol craft, with the fixed com/cot I can now simply remove the mid section for *what ever*. 2.5m variant will just get side mounting docking ports due to the nature of the ksp building tree and signle threaded physics that is killing me when multiple things are in range (I want Unity 5!) Side note, after digging abit into the Unity complaints, I looked at the command lines and have actually found something that turned my pretty much retarted unstable 0.25 64bit to something I`ve spent playing for the past couple of hours without a single crash (hope I didn`t jynxed it now) Fullscreen disabled The well known "-popupwindow", but here is what changed everything for me: I added a profile for ksp in CCC using the standard settings for global but disabled crossfire and added "-force-d3d11-no-singlethreaded" to the shortcut after the popup. I know, milage may vary and the chance of it either blowing up in your face directly, or soon after, is pretty high... It is a copy of my 32bit ksp and mods, better safe then sorry
  6. Will be more awsome when they change to Unity 5 so that we don`t lag to death with physics when having fun with big stuff Besides, career gets kinda tiresom after doing it a dozen times and it`s the same repeative stuff.
  7. Mess up the com... Quantum struts blew up when entering timewarp Exiting timewarp, some other thingies flew off it aswell... Trying to get a stable orbit, it simply decided to break apart completely :/ It flies great though without the bad wingy thingies attached!
  8. Oh lol, thanks Funny it worked though in my test ship and every other combination I attempted
  9. Ran into a weird little bug that I`m still not sure of what caused it. A basic extendatron refused to work and didn`t use electricity while spamming the log file with errors like mad. The problem started while it was connected to the original root part. After moving it to an assambly and to a new probe core, the problem remained. Switched the extendatron for a new one didn`t solve the problem either. Added a probe core inside the fuselage and change it to the root part and the problem was fixed. Stranges thing, it worked just fine in the sph. The fix with the probe core showing through the hull: Thinking this may have been related to the parts being attached to docking ports: I tried several more configurations but they all worked, except for the original ship. This might be a rare bug or simply unity crapping out for god knows what reason, but here is the log: https://www.dropbox.com/s/m9fzdw89dhnvvqs/IR%20bug.txt?dl=0 Don`t break your head over it if it`s an unknown bug, just wanted to let you know Still love the mod and can`t live without it, the sph preview is awsome even if it still has a few issues
  10. To use the album feature, you need to use the imgur tags: [ imgur ] XkOLI [ /imgur] Don`t use the url but only the letters after the "/a/", unless you simply want to link.
  11. Had an epic failure and success! Build a ship made out of 2 section: the rear broke down completely and the front flew just fine, although abit unbalanced... The epic failure, even IR broke lol The epic success, it flew...? The complete build http://imgur.com/a/2eZIS
  12. Updated to 0.25 without a backup while 24.* was running fine in 64bit
  13. Out of time for today to setup action groups and testing, but here she is... 6 extendatrons for extending the ships, inbuilt double magnet crane & vtol capability with 720 thrust. Failures will be added tomorrow
  14. Finally I can have a smile as I ran into this soooo many times As this won`t help with the current sat, here is a golden tip so that mistake will never happen again unless you send a first satellite to another body: Add a Reflectron DP-10 to everything by default, it`s a pretty much useless static antenna with 500km range, but you won`t run into this problem again anytime soon If you have kas, you can send a manned mission and use endpipes to connect it to the vessel and activate the antenna`s. About the cone, you only get that when the dish is active and targetting something, so even if it`s active but no target it does nothing. The line you get with antenna`s and if there is an active connection, you will see the line turn green. You could try to just put another satellite on the launchpad, activate the antenna`s and then change back into orbit, this might make it active.
  15. Thanks and go ahead, I`m having quite some fun with my Mun constructions and transportations The robot arms are Infernal Robotics ( http://forum.kerbalspaceprogram.com/threads/37707-0-25-Magic-Smoke-Industries-Infernal-Robotics-0-19-2 ) with the reworked parts http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-(Structural-Pre-Release) Getting used to operating them will take abit of practice and in space it will wobble like mad without a few tweaks I did found a nice small trick when moving larger parts that I applied to my Mun crane, per arm I have 2 Quantum struts attached so when needing to swing load around I can activate them to strengthen the joints as anti wobble They work great for nearly everything that can be attached/detached, dock and press an action group you set to toggle http://forum.kerbalspaceprogram.com/threads/93818-0-24-2-QuantumStrutsContinued-1-1-Magical-Struts-for-Rigidifying-Outside-the-VAB! *edit* Figured out the extending part to add to your idea list, here she is ( https://imgur.com/a/2eZIS ) 6 extendatrons for extending the ships, inbuilt double magnet crane & vtol capability with 720 thrust. Still need to build the underside for com balance, landing gear, strut to avoid ripping itself apart and ofcourse figure out if more fuel is required with vtol helper engines.Also the question is if it will launch in 1 piece or if it will require assambly in 2 parts (wouldn`t be suprised)
  16. The parts are from the RetroFuture mod, I added my own tweakscale cfg so I can reuse parts http://forum.kerbalspaceprogram.com/threads/84054-v-25-RetroFuture-v1-6-6-VTOLOERAMA Thanks The idea was being able to extend the back so that landed I could simply move a 2.5m load into place on some sort of wheel structure instead messing around with a crane, in space the idea to have it clamp to another ship and with a robotic arm transfer it. This ship needs to look relatively ok`ish but also not use shortcuts like simply adding deployable rover wheels, doesn`t works in space, feels abit cheaty and isn`t really something structule feasable so I want it to extend Still beating my head against the wall... Ran into this issue yesterday, it worked eventually, but a very painful expirience even if it was kind of fun The second ship is the 1.25 satt deployer that I abused for a 2.5m load tryout. So instead of simply launching everything from Kerbin like I did in previous games, I`m actually building and moving everything in a non rocket spam way wich is a challange
  17. First attempt at making a detachable/extendable 2 part ship that is supposed to work landed on low grav bodies & in space for 2.5m parts. Still busting my head against the wall on how to make it extend itself though while looking ok`ish and not ripping itself apart... Pain in the arse to be honest... http://imgur.com/a/2eZIS
  18. No such thing as cheating in KSP as it`s a sandbox every every one plays differently Only time I`ve used the gravity hack was when my base started to wobble/jump because of ksp failing a gravity load, hack grav for it to reposition befor blowing up for that stupid reason. Docking or loading/unloading things, IR/kas crane
  19. @Redshift that looks pretty awsome! just abit high on the part count when used with bases and other ships Started banging my head against the wall for a new RetroFuture low grav heavy lifter... Must be vtol, carry 2.5m parts but with a clearing of 3.75m it should be able to haul a tank and while thinking about it, it must be detachable in 2 parts so that the payload can simply be driven into position by a loader. The 2 parts either with wheels, boring, or extendable with using IR to raise/lower over the payload. Ignore the dV as I use Goodwing pumps instead of cluttering fuel lines every where for extra lag & headaches Either 4 or 8 vtol engines in shifted positions, need to get the general shape/size of the ship and have an idea what the payload max weight should be while able to do orbital trips.
  20. Little bit of all After getting some mods when I started out, I got tired of the same old clipping spaceships and as a scifi fan I wanted more better/real looking ships Manual flying I only do when skimming around a planet, manual node editing or with my new vtol line befor going into normal flight, rest I leave to mechjeb while doing other things. Fuel efficiency is the last of my worries, aslong as it has enough dV to do my thing I don`t care about a ton extra ^^ There is another thing that might not have been mentioned, playing with cranes to build/place & load cargo into ships https://imgur.com/a/BHvK3 & https://imgur.com/a/mpESi (link instead of pics as we have other threads for that) Saves a couple of hours using pre-built rockets, rcs for positioning and general pain in the arse when moving on for wich strange&frustrating reason I just love to do as launching a ship is too easy and gives me abit more of an accomplishment
  21. Started preparing and move the first pieces of my new Minmus base from Mun. It looks like it was done in 20 minutes but took half a day with fixing ships, f`ups, lag and using cranes instead of just sending a simple rocket from Kerbin Craft is left in orbit, tomorrow do all the rest hopefully...
  22. It`s the RetroFuture mod that adds these parts http://forum.kerbalspaceprogram.com/threads/84054-v-25-RetroFuture-v1-6-6-VTOLOERAMA Love it so much that I had to add a TweakScale config so that more parts would be usable as the "clean" rocket parts to create more designs just mess it up
  23. Building all day trying to get some more designs out for my Kerbal fleet to crash. Using RemoteTech, I needed something to bring satellites into orbit(s) while preparing to go to Minmus and beyond. As the designs of satts vary with their center of mass I needed something that would remain stable in both horizontal and vertical flight *scratch head* Taking my previous design for a light cargo lifter, change the center part with tweakscale and use InfernalRobotics with top&bottom rails, hinges and extenders connected to docking port pairs While at it, added a 16 Kerbal ferry to the fleet In love with RetroFuture with IR Ships look more like ships instead of clipped rockets Still needs some fixes, but after a few tests, the idea actually works great to control com with satts and small cargo and minimum wobbling!
  24. Having a real go with building a RetroFuture dropship - cargo variant Needs some more tweaking...
  25. Ah bugger, atleast it`s 1 for the manual, thanks for trying though
×
×
  • Create New...