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Gaarst

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Everything posted by Gaarst

  1. Discovered stock hinges. Was going to make something useful but then I got an idea.
  2. I'm not sure that this is really the issue, but I found that Deadly Reentry was throwing a lot of NREs (Null Reference Exceptions) a bit everywhere, as well as one before each part destruction: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NullReferenceException: Object reference not set to an instance of an object at DeadlyReentry.ModuleHeatShield.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) RSBengineRS27A Exploded!! - blast awesomeness: 0.5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) [RSBengineRS27A]: Deactivated (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) 1 explosions created. You might want to consider completely removing DRE manually and reinstalling it manually as well to see if things get any better (CKAN is known to sometimes mess up mod installs). You also have Trajectories throwing NREs here and there, but that seems to be an issue with the latest version of the mod. And you have some "NaN coordinates" seemingly caused by Real Chute that cause unloading of some lander (not really sure what this is about). Anyway, I'm not an expert in searching through logs, but the NREs caused by DRE should be a good point to start.
  3. We need more information to get the cause of a bug. Though if I had to guess, I'd say that is similar to the sudden overheating issues when exiting time-warp, but I thought it was supposed to be fixed. Wait do the explosions happen during time-warp ? AFAIK, physics are not simulated while in time-warp, so that's strange. Anyway, check your F3, maybe that can help (to see if they exploded because of overheating, clipping...) and please provide the information described in the two posts I linked (especially mod list and logs).
  4. Meh, forum's back, at least loading times seem back to normal. Edit: just checked, everything's back to normal
  5. Tried to edit my modlist at this link: http://forum.kerbalspaceprogram.com/index.php?/topic/127207-the-mod-docket/#comment-2317419, but when I want to save my changes, I have this appearing: http://i.imgur.com/Kbb7ESF.png Also while writing this, I realised that I can't use the Link function in the editor, and images are displayed as links. And loadings are annoyingly slow. I think the forum is broken (cant find emoticons anymore, so no emoticon here). When trying to insert a link: http://i.imgur.com/TrH4llw.png
  6. Discussion here. Short version: Squad is evil, capitalism is evil, and PDTV exaggerates a lot.
  7. This is so awesome. Like really, opens up a whole new field of possibilities. @NecroBones, I would like to note that you have engines called Kiwi, Moa, Emu, Penguin... in your other mods. An update is now expected to come.
  8. I see and have always seen 4 dots for me and others with more than 1000 posts. I assumed that the 5th dot came after 1500 posts... Edit: using Chrome, and just checked with Edge, still 4 dots, are you sure you had your glasses on ?
  9. Flight operated by UP Aerospace for NASA's Flight Opportunities Porgram, with the objective to test "the 11 pound re-entry capsule named Maraia that was designed and built by NASA’s Johnson Space Flight Center. Maraia was designed to re-enter Earth’s atmosphere independent of the launch vehicle to test controllability at Mach numbers reaching 3.5. The remainder of the vehicle contained three other experiments by NASA’s AMES Research Center, Purdue University, and New Mexico State University." More info is available on their official website.
  10. Now let's see if you'll be able to send a rescue mission in 1.9 hours (or do like most people and forget about the Kerbals stranded at Eve or Moho)
  11. On one side we have people most likely exaggerating, on the other we have utter silence on the issue... Seems pretty balanced to me, not the right way to bring a problem to light, but balanced.
  12. CALM DOWN PLEASE Are you sure that your saves are in the correct location ? If yes then how did you update KSP ? If you overwrote old files, then this might cause the issue; try with a completely clean install. Anyway, I have not seen this issue before, you might want to consider writing a bug report in the bug tracker (or search for a similar issue) if the problem remains.
  13. Though this kind of issues is to be expected in a business that has to make profits (especially in game development which I've heard is a pretty harsh field), it is a good thing to be reminded that there are always two sides to a coin. Edit: I don't want a war to start on this topic, but I would appreciate to read an official answer from Squad.
  14. I play on a laptop. A good laptop but not a gaming laptop. The amount of mods you can use without too much lag depends on the mods themselves. I'm pretty sure I can run my 50 current mods (link in sig) better than I would just RSS + RVE.
  15. Mod it 'til it crashes Forget that, KSP crashes when not modded. "Mod it 'til it crashes too often for you to decently play it" would be more appropriate. Anyway, there is no hardcoded limit that I know of, your game will eventually start to run at 5fps in the menus with too much mods, but you should be fine with a "reasonable" amount. EDIT: by "reasonable" I mean a lot over 50 (I currently use 50 mods on my 1.0.4 install and am fine). With 1.1 you should have no problem with up to 100 as long as your computer is decent
  16. Sounds pretty much like RP-ing to me. Besides, if we allow one particular group to get its own subforum, the forums will very quickly be filled by a large number empty subforums. Also, religion is part of the topics banned from the forum; may it be real of fictive (you'll notice that RP factions, "groups", fictional or real religions often end up the same with people going at war against each other). And these kind of suggestions should go in Kerbal Network, this subforum is made for suggestions related to the game, not the forums.
  17. Read this thread, and especially the post by RIC, you'll undestand why roleplay is banned and will not be authorised any time soon.
  18. 4 wheels, 2 panels, 1 booster, 1 runway, and you will find your answer (enable aerodynamic overlay with F12 to see if they generate lift). Though I'd be surprised if they generated anything other than drag: panels rotate and KSP doesn't like moving things, so I'm pretty sure making them generate lift would cause a whole bunch of problems. Oh, and be ware that solar panels like to disintegrate past a few m/s while in atmosphere.
  19. While I'm not sure it is comprehensive, the Community Mods and Plugins Library is regularly updated and has quite a few of these (under Universe/Planet Alterations).
  20. You mean Variable Thrust Limiter (unless there is another mod which does exactly the same thing).
  21. The root part of your V-1 is most likely rotated by 90°. This means that while your plane flies "upside up", your missile is actually rolled 90° relative to the ground; watch the navball: if this is the problem, then you'll see the blue part of the navball up when flying your plane, and blue on the left side and brown on the right side (or vice-versa) when flying your V-1. To fix this, you'll have to get back to the SPH and rotate your missile root part 90° to get it right. Or, if you use a probe core for your V-1 (you normally should otherwise it wouldn't work), simply rotating the probe core should be enough.
  22. Not a bug, but more of a "feature" of SAS... I mean I guess since a bug is made to be fixed and this issue is there since whenver SAS was added to the game (though as tg626 said, we no longer have this on simple SAS hold). Try deactivating a reaction wheel as radonek said, as this issue is usually caused by having too much torque and SAS definitely can't handle too much torque. Otherwise, simply use the basic SAS hold and manually move your craft around (the game is perfectly playable doing this don't exaggerate on your side).
  23. Had the crashes on a completely clean install (with no files leftover from whatever stupid software which messes with everything), not using the aforementioned software (Steam in case someone didn't understand) and running KSP in 64bit, so I think it's just a coincidence.
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