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Everything posted by Tarheel1999
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No error with the build linked below. Before installing, I confirmed I could reproduce the error. This time I had to use a different station/docked vessel and so the routine was a little different. I undocked the ship, fiddled with RPM, docked, and switched back to the vessel. It consistently through an error with the release version and no error was thrown with the dev version. The reference part of the target selection was pretty sensitive to changes and I had to keep resetting it while trying to re-dock. However, I think the reference part function has always been a little weird and I am not the best judge of whether it has changed. It would be great if it remembered the reference part or at least wouldn't lose it when switching to map view. Here's the log of the successful docking: Log
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Try -force-opengl or -force-d3d11. That is what many people use to maximize amount of mods in KSP. These use your discrete graphics card's memory to reduce memory pressure. With OpenGL, my starting RAM is 1.9gb with a bunch of part mods installed. Google KSP -force-opengl or -d3d11 to find threads discussing these.
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[1.3.0] Stork Delivery System [SDS] version 0.2.6 [30.05.2017]
Tarheel1999 replied to riocrokite's topic in KSP1 Mod Releases
Very cool. I look forward to the release. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Tarheel1999 replied to sirkut's topic in KSP1 Mod Releases
Docking can cause this or similar. -
I was able to reproduce by fiddling with MFDs in a docked ship, undocking, and then switching to that ship. This is the first thing I did after starting the save. I have Ven's Revamp 1.81 (among other mods). This occurred in the stock 2-kerbal lander can (as modified by Ven). Here's the Log.
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I've had that error twice with the current version. I'll post a log next time it happens. In both cases I had the displays up and then docked switched to a different vessel, came back, and undocked. In both cases I believe the kerbals were scientists and the ships had probes for SAS control. Next time it happens I'll pay better attention and see if I can make a simple reproducible test case.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Tarheel1999 replied to KospY's topic in KSP1 Mod Releases
You installed it wrong. Try deleting the KIS folder and reinstalling. Also look for a gamedata folder in your gamedata folder. It shouldn't be there. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Tarheel1999 replied to KospY's topic in KSP1 Mod Releases
Not enough info to say for certain. Try reading the manual or watching a YouTube video on KIS. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Tarheel1999 replied to ObiVanDamme's topic in KSP1 Mod Releases
Precisely. Please don't cripple the ability to test designs on kerbin to prevent people from making gravamaxes or in the case of EPL alcubierre drives. Exploiters gonna exploit. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Tarheel1999 replied to KospY's topic in KSP1 Mod Releases
There are many options: winch the part, have a KIS container RCS tug with a claw and attach it where you are working, and for smaller parts you can place the small mountable KIS container in kerbal's inventory to "carry" the container. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Tarheel1999 replied to ferram4's topic in KSP1 Mod Releases
It doesn't. It just more accurately calculates a value used by stock heating which exposes weaknesses in stock KSP.- 14,073 replies
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Tarheel1999 replied to KospY's topic in KSP1 Mod Releases
Just FYI this can happen with single parts. In every landed on the mun kerbal recovery mission I have received the pod always jumps in the air as my recovery craft is landing. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Tarheel1999 replied to KospY's topic in KSP1 Mod Releases
Update KAS -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Tarheel1999 replied to KospY's topic in KSP1 Mod Releases
Delete KIS, re-download, and try again. There is nothing special about this install. So either your computer/software is causing problems or you are doing it wrong. -
I don't know for sure but I think it's unlikely. I went ahead and modified the configs in my install because it bothered me.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
Is this not fixed the by solution provided 4 or 5 posts below/above? Or is this a different request? -
[1.12.x] Freight Transport Technologies [v0.6.0]
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
you need center of THRUST where center of mass is and the wet and dry center of mass need to be roughly the same. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Tarheel1999 replied to girka2k's topic in KSP1 Mod Releases
Here's the pre-release: http://forum.kerbalspaceprogram.com/threads/107273-0-90-UbioZur-Welding-Ltd-Continued-2-1-1-%282015-01-14%29?p=2113214&viewfull=1#post2113214. And I'm sure you didn't intend it but your post was a little rude. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
Great minds... -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Tarheel1999 replied to RoverDude's topic in KSP1 Mod Releases
I believe that is called HyperEdit. You could also look at the jump beacons mod in add on development. -
Re Dx11 vs OpenGL It depends entirely on your machine. OpenGL causes FPS hits for some and graphical issues for others (some of which can be fixed in the graphics driver software). Dx11 has better graphics with no tweaking but has significant performance issues with crewed vessels for some. Both reduce RAM usage. My rig has an i7 and a GTX 660. OpenGL has no performance issues and displays shadows. I have to use the driver to get anti-aliasing. Dx11 is prettier but halves my frame rate when I have several crew members on a vessel.
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I know you were kind of joking but this is a really useful list of key bindings: http://wiki.kerbalspaceprogram.com/wiki/Key_bindings And TriggerAU made a handy keyboard map that I think he just updated. http://forum.kerbalspaceprogram.com/threads/25074-1-0-x-KSP-Keyboard-Map-v2-5-Old-School-Gaming-(Aug-5)/page6
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Tarheel1999 replied to Claw's topic in KSP1 Mod Releases
Look inside the sub folders for the config files for each fix. This is how you selectively turn off stock plus. -
If you are only running a single manned mission at a time, maybe. But if you run multiple manned missions, ultimately I don't think that is how it's going to work out. Let's assume a hypothetical with 15 days of supplies with death occurring 15 days after a loss of supplies vs supplies set to 30 days and death=true. Under both scenarios, the kerbals die after 30 days without supplies. In both cases the kerbals need to be returned or rescued within 30 days. If it's the loss of control that is easily self-imposed. So how exactly does gameplay differ between the two especially when most people have multiple manned missions operating at the same time. Big picture - death=false means you don't have to carefully watch your kerbal's life supplies because they can always be rescued. With death=true you have to watch supplies with an eagle eye to avoid death. When you mix the two, you end up having to carefully watch supplies largely eliminating the benefit of no death. The only way this makes sense is if 1) you carefully monitor supply levels of all manned missions and plan properly and 2) want kerbals to die when you fail. At which point simply set death=true and be done with it.
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