-
Posts
41 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Cassin
-
I didn't think to check the efficiency, I'll test that tomorrow For the power, it's seems good with only 2 Gigantors, but I wonder if there is something with that too : EC is not depleting from the battery, even at night. So yes maybe the efficiency of the drills are such low that they barely use power ?
-
Hello, I tried today a simple mining probe for Minmus : Just 4 drills, 1 ISRU and 2 Gigantors, no radiator or other heat dispositive. For testing purpose, I teleported it on Minmus via HyperEdit on a 80% ore spot et start the whole thing. I was surprise to see that there was no overheat at all ! KER indicated that the hottest parts where the Gigantors who where only à 52% of their critical heat. I let it run for 12-ish days (with small tanks for LFO and monopropellant), but no more heat than that. Was there a nerf of the temperature with 1.1 ?
-
Hello there, Tired of low perfs and frequent CTD due to loading screens memory leaks, I tried this 64 bits workaround. And yes, it is wonderful, could charge loads of mods and graphic enhancements, that's great. But instead of CTDs, I've got freezes (the game just don't respond anymore, I don't have any repot created in the game folder). At first, it was in career mode. Game freezes when KAC slowing time warp. Then the game freezes when my vessel touch the ground, 8 times on 10. I thought for a time it was Contract Configurator, who is incompatible with this workaround, so I remove it. But the game kept freezing. So I tried a new, fresh install and remove most of my mods, only keeping graphical and utility ones. I went to sandbox for testing, so didn't install any career mod. It works fine for almost a week, and today, freezes again. I really don't understand what could possibly go wrong. I know this workaround isn't perfect and some mods don't like at all, and I don't blame mods, but I haven't found any information on that type of freezing. Does anybody have experienced the same ? For the time warp freezing I presume I could uninstall KAC (don't use it so much now, I prefer the MechJeb Warp Helper module), but for the freezing when touching ground, I have absolutly no idea what mod could do that.
-
And beside this useless excrementsstorm, is there news for this public beta yet ?
-
Same for me. Win10 has a weird way to determine RAM usage than Win7 had. But at the end, I always get crashing with this paging file thing, never with the physical memory. And it always happen on a change of scene. If I have to test a new rocket and going back and forth between VAB and flight, it's almost certain that I will crash within 15 minutes. When I was testing my Remote Tech layout on sandbox, teleporting satellites with HyperEdit (means a lot of changes between flight to KSC to VAB), it was within 5 minutes. But if I run a long mission, I can play for hours without crash. It makes me wonder if there can be a sort of memory leak on the loadings.
-
I tought indeed this was a sort of buffer. I suppose there's no way to set it to a bigger size, some people should have already found how ^^ I have the game paused the last 6 months in waiting for 1.1 but I cannot wait anymore I even tried the workaround for 64 bits on Windows, the game is gorgeous with HD uncompressed texture, and I have no more CTD but freezes instead ^^ (mostly when touching ground) So I reverted back to 32 bits So yeah I suppose I'll need to cut in the mods. Some are just here for testing purpose, anyway. Thanks
-
Hello, I have a heavyly modded KSP (70+ mods), but with OpenGL, ATM and Dynamic Texture Load, the game works "fine" (OpenGL make it slow, even with small part count ships) ; but every few hours (or sometime only minutes), I've got a CTD, mostly when changing scene (KSC screen to VAB, VAB to KSC, landed ship to KSC after recover, etc...). Each time the cause in the error log is the same : out of Paging File Memory : It's always the same, for ALL the CTD. But in the same time, the Task Manager opened on my second screen show a memory usage for KSP.exe barely above 1.5 Gb, sometime even below 1 Gb. (I'm running on Windows 10) So I wonder, does this mean that the game hasn't enough memory in his 32 bits limitation, or is this something completly different ? Is there any way to monitor this Paging File thing, or to make it use another memory page (as there is still place in physical memory) ? Thanks
-
I updated from 1.0.4 without reinstall. My bad, I'll do that to check :)
- 2,515 replies
-
Hi guys, I started a SETI career in 1.0.4, it worked fine (but slowly ^^ ). Now with the update in 1.0.5, I cannot transmit science anymore from my satellites (all my mods are updated). I put a Multispectral Scanner satellite around the Mun, waited for it to scan 100% of the surface, then analysed data. It shows 24 science points, the button "transmit 100%" is there, but when I click on it... nothing happen. At all. I still have the 24 science points in the report, I still can click on the transmit button, but it still do nothing. Of course my satellite has an antenna (Communotron32) AND is linked to the KSC by my other comm sats. There's also the strange behavior of the sats : they spin without of control on themselves and even the RCSs cannot stabilize them (but they worked fine in 1.0.4). Does this had something related to the update of the mods in 1.0.5 ? Is there an intended feature ? Or should I restart a new career, again ? :'(
- 2,515 replies
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Cassin replied to Ven's topic in KSP1 Mod Development
I've got an issue with the MK1 Cockpit : if a ship got one (and I put one on most of my ships...), the rocket become krakenish. I tested with only a cockpit on the lauchpad : the camera shack as if in flight, surface speed show 175 m/s (and orbital speed 0 m/s), and after a few seconds the cockpit took off by itself O_O I think it may have a conflict with the new version of the cockpit in 1.0.5, but if no one else had notified it, it's weird. (and I even can't delete the mod, all my sats have parts in them :/ ) EDIT : problem solved :) I deleted all the files related to the MK1 cockpit in the mod files and deleted the matching entries in the CFGs files, now the original cockpit is back and working :) -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Cassin replied to TaranisElsu's topic in KSP1 Mod Releases
Hello there, I'm trying to build an orbital station, in sandbox at the moment for testing prupose, and it seems tant Water Purifier (large) et Carbon Extractor (large too) are not working ?! I pop-up my station in orbit with HyperEdit and time warp it for a time. Water goes down first an oxygen is at ~1/3. Waste Water and Carbon tanks are full at this time. I turn on the Carbon Extractor and the Water Purifier... but nothing. The water and oxygen continue to go down, waste water and carbon dioxyde don't move. I have enough electricity (8k EC !), and convertors are placed just side by side with the tanks (Purifier next to water tank, Extractor next to oxygen tank). Did I make a mistake somewhere ? Is there anything else to activtate ? Or am I experiencing a bug ? (version up-to-date !) Thanks in advance -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Cassin replied to cybutek's topic in KSP1 Mod Releases
OK, it's rassuring, I'm not completely mad Tomorrow I'll try completely de-install both of KER, starting the game, quit, and re-install, to see if that solve the problem. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Cassin replied to cybutek's topic in KSP1 Mod Releases
Hello, I play KSP since 0.22 and always use the "old" version of KER (now v0.6). With the 0.25, I switch to the v1, and there is some things I don't understand. With v0.6, when I want to intercept an object (a vessel or a moon), I burn prograde when the Intercept Angle reach 0° (if I'm below the target, 360° if I'm above). With v1, these angles seems messed up (or at least, for me ^^ ) Later today I load my previous saved game (last saved on 0.24.2), and re-install KER v0.6 for the compatibility. And when I open the two versions altogether, indeed the values are differents : In flight the Phase Angle is inverted (negative for one, positive for the other) Landed, even this doesn't match : So I wondered : there is a change on the approach of KER with the v1, or am I experiencing a bug ? I worked a long time with KER when I started KSP to understand all the angles, but with the v1 I'm totally lost. Can someone explain me ? ^^ -
Aaaaah, I didn't think AT ALL of the cones of the dishes ! It is certainly that ^^ Thank you, I'll work on that
-
Hello, I'm trying to set up an interplanetary network with Remote Tech and I have some little things I don't understand and I'm working on that since almost a week ^^ Here the situation : - I have 3 sats (60° triangle) on Kerbin GSO, and equipped with dishes M1 targeting the Mûn and Minmus - On the two moons I have other sets of sats, with dishses targeting Kerbin. The connection works back and worth, everything's OK. - On the edge of Kerbin's SoI (80.000 km) I have 2 sats (180° angle) with many dishes to reach every other planet of the system (with accordingly ranges) The problem is, when I'm trying to set sats on, say, Duna, if I targeting my dishes on Kerbin I have no connection at all. But if I'm pointing my dishes directly on my two "external" sats, it works. I don't understand why it works targeting the moons / planet between Kerbin and its moons, and need to target my satellite directly when on another planet ? OK, it's no big deal as I can make it work (but with one more dish, as I have two sats to be targeted), but I like to understand how things works ^^