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Tarheel1999

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Everything posted by Tarheel1999

  1. While re-entering my Mun lander with several exposed parts (landing legs and lights) my memory spiked from 2.2Gb to 3.7Gb and then KSP crashed. This was with a stock install. I tested it several times and it crashed every time. When I jettisoned the lower part of the lander (with exposed parts) I only gained about 200Mb of memory during re-entry. The problem appears to occur when you have multiple parts overheating. UPDATE - Using F10 to disable the temperature gauges minimizes/eliminates the memory leak. Support thread post on same issue: http://forum.kerbalspaceprogram.com/threads/118658-New-Heat-System-causes-memory-leak
  2. I just checked the forums to report the same thing. My game keeps crashing during a reentry from the Mun. I have 6 parts overheating (4 landing legs and 2 floodlights). My memory usage jumps from 2.2Gb to 3.7Gb during reentry. All stock install (No part mods and I removed Kerbal Engineer and AeroGUI to eliminate them as the source). In addition changing scenes does not release the memory from the leak. To confirm I jettisoned the bottom part of the lander (the part with legs and lights) before the heating began only gained about 200mb of memory. UPDATE - Using F10 to disable the temperature gauges minimizes/eliminates the memory leak. Here's the quicksave (lander at about 68km): https://www.dropbox.com/s/32dqyxqn0myrq75/Mun%20Reentry.sfs?dl=0 System - intel i7, Nvidia GTX660, Windows 7
  3. NuStock is an improvement over the old model but it is neither better nor more realistic than FAR or NEAR it is merely different. In fact there are several areas where it fails completely and does not even come close to modeling the forces that should be at play. For example medium to heavy crafts do not pick up nearly enough speed while descending. I had an SSTO fail due to insufficient LFO. Rather than gain speed during a descent from 10.000m it was steadily losing speed as I attempted to pilot it towards land. Also with a small craft I am able to do tight loops at 40-50 m/s while flying through the still soupy lower atmosphere without stalling or losing control.
  4. FYI, if those were the unshielded solar panels that were non retractable it is a feature not a bug. The shielded ones retract.
  5. Yup. Figured that out the hard way. I was using B9 radial intakes in .90 and 1-2 per engine were typically enough for SSTOs using FAR. - - - Updated - - - The flameout no longer appears to cause flat spins. This may be what you are thinking of.
  6. 4 small intakes (long skinny ones) for two rapiers will produce an asymmetric flameout when attempting to reach orbit. At least it did for my vessel.
  7. A KSP mod that altered how ISP/Thrust was handled. https://www.google.com/webhp?hl=en#hl=en&q=KSP+KIDS
  8. I looked before posting but couldn't find it. EDIT - Found a couple of tutorials. For posterity: http://forum.kerbalspaceprogram.com/threads/100798-0-90-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-1-0-2014-12-16?p=1557397&viewfull=1#post1557397 http://forum.kerbalspaceprogram.com/threads/100798-0-90-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-1-0-2014-12-16?p=1559987&viewfull=1#post1559987
  9. Can someone point me to some tips on efficiently using the Warp Drive? I've been playing around with it but I haven't yet figured out how to get my orbital speed to a manageable level when transferring from Kerbin to another planet (like Duna).
  10. MKS hides parts because it has its own production chain. Post in MKS thread if you have questions.
  11. Unfortunately its a known issue. It has something to do with the model's transforms.
  12. In my experience, Vessels in the VAB spawn vertically and SPH vessels spawn horizontally using the shipyard part in MKS. I've not tested spawning a ship with a unaligned root part but I would recommend against it. For MCM parts, you may have more luck asking in that thread. There is no ghosting option in EPL. I would imagine this is because the EPL part designs don't require it. Your best bet is probably to do some simple tests to see what works and what doesn't. Is this all hypothetical or is there a specific problem you have encountered that you can't find a workaround for?
  13. Weird. That's not my experience in 5.1.1. For me the hangar door in the SPH is North (z+).
  14. I think it was removed for mod compatibility reasons. IIRC they caused problems with FAR.
  15. In the OP Kospy recommends removing the MM cfgs that allow you to grab parts with KAS from the KAS folder. I think this is why the KIS restrictions don't apply to certain parts. My understanding is that this functionality will be removed from KAS when it is updated.
  16. About 4 days ago (look at thread title). For cfg files you add two slashes "//" for each line you want to comment out. What you are looking for is the TR config in Ven's revamp that adds the reflection module to each part. BUT you may want to try 2.2.6 first to see if that works for you. You can also just rename the file from .cfg to .txt and it won't add the reflection module to the parts.
  17. See my response in the TR thread but Ven's definitely has a folder in Gamedata. If you don't have it, you have an install problem in addition to other problems. You may also want to make sure you have current versions of all mods, like TR.
  18. Are you using Ven's stock revamp? If so, it is a known issue for some people. Look in this thread or Ven's and you will see it discussed. You can rename the TR cfg file in Ven's folder, comment out the problem parts, or make your own MM patch to remove the TR module for the problem parts. BTW, are you sure you are using 2.2.6?
  19. While KIS is a standalone, you need both if you want KAS parts (pipes, struts, winches, etc.). It's also unclear to me how exactly KAS's KASModuleGrab (the module added to parts to allow you to grab them) coexists with KIS. From looking at the OP and the Wiki, it seems like parts no longer need a "grab module" to allow Kerbals to grab/attach/manipulate the parts but I haven't played with the mod yet. It's also not clear what happens with parts with the KASModuleGrab already, i.e., do they function independently (no KIS mass, volume, trait limitations) or does KIS override the KAS functionality.
  20. Shaw is unlikely to know without looking at Ship Manifest's code as there could be many reasons for a slow down including throwing exceptions. Regardless Papa Joe has already responded to your post in his thread acknowledging this was an issue in an earlier release and asked what version you were running.
  21. Shaw -FYI, the link in your sig points to the old thread.
  22. If you have an issue with MKS, you should raise it in the MKS thread. Taniwha should not have his thread filled with questions/complaints about MKS.
  23. AND uses a different resource chain to produce Rocket Parts. If you have questions about how MKS works with EPL, Roverdude has requested that those be made in the MKS thread.
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