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KSP2 Release Notes
Everything posted by Wiseman
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"Too much of a time sink" ... *hides the "800 hours played" under KSP on Steam*
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I hope it's some kind of docking indicator/assistant. That's DEFINITELY overdue.
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I think with the updates to aero and heat, revamp of the tech tree, some additional science bits (such as science labs giving passive science now), a thorough look at rebalancing and adding contracts, rebalance of engines, delta-v calculations in-game, etc etc... It sounds like 1.0 is going to be the first time I don't really NEED mods. I'm looking forward to playing on Monday to find out.
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Should I scrub my massive Jool mission because of 1.0?
Wiseman replied to Brainlord Mesomorph's topic in KSP1 Discussion
That's some supreme dedication! I've never been able to put together quite such a huge mission. I say go for it, write up an awesome mission report, and let your pre-release career go out with a bang! Are you playing stock? One of my first goals in 1.0 is to do the Jool-5 in stock, now that all those pesky mods I need are part of the base game -
I spent the time reading this thread thinking about my biggest challenge, since I thought it was something complicated like "learning how to adjust your orbits in interplanetary transfers to actually move where you want to move", but it's really as simple as "learning how to use the navball". Knowing what burning radial or normal to your orbit will do to your trajectory made every single thing I do in KSP easier.
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[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Wiseman replied to ensou04's topic in KSP1 Mod Releases
Spent some time testing the latest build. I'm using RealFuels and the stockalike engine configs, and it seems like whenever the probe/command module are connected to an engine with those configs, that's when I'm getting the NRE spam. With both probes and command modules, as soon as I trigger a decoupler that breaks off the engine, the spam stops, and I can hear the sounds just fine from within a command pod. The NRE spam doesn't happen when I launch a vessel without one of those engines, and it doesn't happen when I launch with an engine that isn't configured for RealFuels (I somehow got something incompatible in my install, so that turned out handy). Edit: Confirmed, it's a conflict with RealFuels. I yanked RealFuels from my install and the sounds worked fine, no NREs on probes or command pods. -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
Wiseman replied to ensou04's topic in KSP1 Mod Releases
I haven't been able to get this mod to work at all; I just get a thousands of these error messages (one on each update, I imagine) ShipEffects.SEMaster.Update () [EXC 07:21:51.947] NullReferenceException: Object reference not set to an instance of an object No sounds or anything. I have a pretty extensive modlist (includes Chatterer, shouldn't be anything else that modifies sounds) and I'm running Linux 64 bit. The errors don't break anything else or cause crashes it seems, but like I said none of the new sounds are working. -
I submitted some more info to Git, maybe it'll be helpful. The mimeapps.list thing definitely happens every time, and sudo makes it explode spectacularly (and with a super long error message). I'm using the dev version that pjf posted yesterday, so that may be part of it? It's named ckan-curlsharp.exe. I'm able to reproduce the issue with the Taurus HCV and SpaceY lifters consistently on this version, and it happens with both the GUI and terminal version. More helpfully, I get the error message in the terminal instead of it mysteriously hanging: mono ckan-curlsharp.exe install RandSCapsuledyne About to install... * RandSCapsuledyne 1.4.0 Continue? [Y/N] y Downloading "Taurus HCV - 3.75 m Stock-ish Crew Pod/download/1.4.0" (libcurl) 0 kbps - downloading - 0 MiB left - 100% Installing mod "RandSCapsuledyne 1.4.0" Unhandled Exception: CKAN.FileNotFoundKraken: Trying to install RandSCapsuledyne 1.4.0, but it's not downloaded at CKAN.ModuleInstaller.Install (CKAN.CkanModule module, System.String filename) [0x00000] in <filename unknown>:0 at CKAN.ModuleInstaller.InstallList (ICollection`1 modules, CKAN.RelationshipResolverOptions options, CKAN.NetAsyncDownloader downloader) [0x00000] in <filename unknown>:0 at CKAN.ModuleInstaller.InstallList (System.Collections.Generic.List`1 modules, CKAN.RelationshipResolverOptions options, CKAN.NetAsyncDownloader downloader) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.Install.RunCommand (CKAN.KSP ksp, System.Object raw_options) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.MainClass.Main (System.String[] args) [0x00000] in <filename unknown>:0 [ERROR] FATAL UNHANDLED EXCEPTION: CKAN.FileNotFoundKraken: Trying to install RandSCapsuledyne 1.4.0, but it's not downloaded at CKAN.ModuleInstaller.Install (CKAN.CkanModule module, System.String filename) [0x00000] in <filename unknown>:0 at CKAN.ModuleInstaller.InstallList (ICollection`1 modules, CKAN.RelationshipResolverOptions options, CKAN.NetAsyncDownloader downloader) [0x00000] in <filename unknown>:0 at CKAN.ModuleInstaller.InstallList (System.Collections.Generic.List`1 modules, CKAN.RelationshipResolverOptions options, CKAN.NetAsyncDownloader downloader) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.Install.RunCommand (CKAN.KSP ksp, System.Object raw_options) [0x00000] in <filename unknown>:0 at CKAN.CmdLine.MainClass.Main (System.String[] args) [0x00000] in <filename unknown>:0 Like I mentioned previously, this operation leaves a 100-200 byte stub of an archive in the downloads folder, and I made sure to delete it each time I tried again. I checked the actual download sites for each of the mods, and I'm able to grab them manually just fine. Finally, thanks for pointing me at the metapackages info! I figured that was such an obvious thing there must already be a way to do it.
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Noob Linux Mint user here. With the previous version, I was definitely having the download issue you mention, where the download speed would drop to zero and then either quietly crash or just stop doing anything. I'm not 100% sure how best to provide logs or whatever else might be actually useful for you guys to check, so let me know if there's something I can send to help. For the current version, downloading went way better, I was getting great speed on everything. However, I did get a few issues. When I loaded CKAN (note: I use the graphical interface), I noticed this in the terminal: 14007 [1] ERROR CKAN.URLHandlers (null) - Error: Parsing Error: Could not parse file ~/.local/share/applications/mimeapps.list Next, when I was installing a bunch of mods (121, to be precise), the install portion would choke and die on the Taurus HCV 3.75 and/or the SpaceY lifters mod. As best as I can tell, it's having some issue downloading those two files, since I tracked them down inside the downloads folder and they were only a few hundred bytes in size, and I assume at that point trying to install an incomplete/corrupt archive breaks CKAN. I got this in the terminal at some point during this process, but only once, so I'm not sure how relevant it is: (process:2642): GLib-CRITICAL **: g_slice_set_config: assertion 'sys_page_size == 0' failed I got everything else installed, but those two consistently choke. Error handling for things like that is my only issue with CKAN, otherwise it seems to be working great. And while I'm at it, I'd love the ability to mark mods as "tracked" and save that to another file or something, so I didn't have to hunt through all 700+ mods to find the 100 or so I want. It makes me all table-flippy when I select the 121 mods I want, CKAN dies, and I have to do it again.
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Returning to the game after a long absence with some questions
Wiseman replied to SpacedInvader's topic in KSP1 Discussion
My experience has been that scene swaps are what really makes it blow up. I have the graphical memory monitor mod installed, which has a nice, small indicator on memory usage. It stays pretty static until I start doing a lot of launches or jumping back and forth between ships and the VAB, then it starts creeping up. I launch at 1.8GB in use, but during a busy session over a few hours I'll wind up close to 3.2GB. Back when I was using Astronomer's, which has a pretty hefty memory impact (even with ATM), I was starting at 2.8, and would crash around 3.5 within an hour usually. -
How do generally install/deinstall your mods?
Wiseman replied to CaptRobau's topic in KSP1 Discussion
CKAN here too, because I play with 50-60 mods. I have a gnawing suspicion that CKAN doesn't always install things correctly, or grabs old versions, so on my previous install I did it all by hand, meticulously checking for dependencies and so forth. I didn't find that it ran any better (or worse), but with CKAN I don't spend two hours setting up a fresh career. -
Returning to the game after a long absence with some questions
Wiseman replied to SpacedInvader's topic in KSP1 Discussion
I'm currently playing a heavily modded .90 game, and it's working well for me. The memory leak is real, so I just accept that I won't be able to use Astronomer's Visual Pack until it's been addressed. OpenGL is enough to get me hours of playtime in a single sitting without crashes, so it's not something I worry too much about. As far as actually starting fresh now, I think the thing to consider is what you will enjoy doing for the next few weeks until 1.0 drops. I like to vary my play experiences, never using the same game-changing mods twice (SETI-Balance Mod + Community Tech Tree + MKS/OKS is my current playthrough, last time it was Jumbo32 + Real Fuels, for example). You can reasonably expect that RSS now (or even 6.4x or 10x Kerbin) will feel different than it will after 1.0, where you may even try the stock aero, heating, and ISRU. Every game for me feels different, which is how I'm still obsessed after all this time. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Wiseman replied to nightingale's topic in KSP1 Mod Releases
I'm having the issue with "Tourism: x tourists to visit ." too. Also, I completed the "Investor Tour" mission, but haven't gotten the contract to build a casino... Are those possibly related issues?- 699 replies
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Makes sense to me, and it's better than having to build a goofy rover with a dish sitting on it to park on the lawn next to the massive dishes of the Tracking Center. Would it be possible to tie the range of the KSC dishes to tech level?
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Power generation is never really the issue with comsats, it's surviving dark time. What this means to me is I don't need to put in a battery bigger than the rest of the satellite combined, which looks like it will be much more important with BackgroundProcessing.
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Wiseman replied to nightingale's topic in KSP1 Mod Releases
Yay, that fixed it! I'm a little irritated at myself for not trying that to begin with, I thought for sure I'd done that... Oh well! Thanks for tracking that down!- 699 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
Wiseman replied to nightingale's topic in KSP1 Mod Releases
So, I'm not 100% sure how I got to this point... I accepted the Tour the Facility contract where you have to choose which attraction to build. The first time I did this, it spawned something near my KSC (the little dialog saying it had 1200 parts, the kerbal's name, and fly/recover buttons), and locked up my computer - I couldn't click on any buildings. I unfortunately don't have any screenshots for that. I tried to rescue my save with some quickloading, and wound up back at the KSC with a "contract failed" thing in my inbox. Okay, fine, at least it's not broken. I got the Tour contract to come up again, and it didn't crash or do anything weird when I accepted it, but it seems like the contract NPCs spawned across the world: They spawned there on multiple loads, as well as canceling/retrying the contract.- 699 replies
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Wow, these look fantastic. Maybe SQUAD needs to put you to work on revamping the old IVAs, there's going to be quite the disparity between them otherwise!
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I'm a pretty firm believer in AGILE, so I'd say release the shiniest, most polished 1.0 you can. Releasing with proper aerodynamics, solid balance to funds, science, and contracts, and very few annoying bugs will set you guys up best to actually be able to continue working on new features in 1.1 and beyond.
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I love the idea of playing in RSS, but the reality of 9-minute launches just to get to LEO makes my eyes glaze over. I find myself in a frustrating place where stock + FAR/DRE/KIDS still feels too easy, because no amount of tweaking ISP values really captures the feeling of getting into an orbit of a bigger world. But, my preferred config Jumbo32, doesn't mesh quite seamlessly into the other pile of mods I like to use, and there are challenges related to doing career mode with RSS configs - it's not impossible, but some parts are harder, contracts don't work quite right, that sort of thing.
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I'm having an odd compatibility issue with Station Science. Whenever I right-click on the TH-NKR module (the main science lab), the game throws a single null reference exception in the log, and then makes me unable to see ANY right-click menus until I close out of the game. My logs are posted in this support thread: http://forum.kerbalspaceprogram.com/threads/109165-Station-Science-TH-NKR-Science-Lab-breaking-rightclick-menus-in-VAB-and-flight
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Wiseman replied to ethernet's topic in KSP1 Mod Releases
Same issue here. Posted logs in the support thread. Edit: It's probably not Station Science doing it, even though it's breaking the TH-NKR. Station Science alone in a clean install works fine. Edit2: Confirmed as a SETI issue. My fully modded install minus SETI works fine. I've posted in the SETI thread to let the dev know. -
Having exactly the issue. Same reproduction steps, similar large number of mods, etc. Here are my logs: https://www.dropbox.com/s/axnj3wn6f90aw3j/KSP.log?dl=0 https://www.dropbox.com/s/dhypjudgp6p9sj9/output_log.txt?dl=0 Edit: It's probably not Station Science doing it, even though it's breaking the TH-NKR. Station Science alone in a clean install works fine. Edit2: Confirmed some sort of interaction with the SETI mod. With an identical install minus SETI, the part works fine.