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jhousen

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Everything posted by jhousen

  1. given the massive stutter I get when superfetch decides to...compress unused memory (ie. compress half of ksp, and then not hand it back when needed, causing ksp to crash), I'll leave it turned off (and wonder who had that bright idea) not as bad as vista and 7 where superfetch would sometimes not hand memory back at all, but still...
  2. hmmm, unity has an "unloadunusedassets()" function...I wonder...
  3. the nyan cat is back!!!! all cheer the nyan cat!!!! it's from modulemanager, I always thought it was kinda cool...but then I'm easily impressed by....undocumented...features
  4. in my case, yes I'm definately running out of memory. and I've already killed the usual hogs (glaring at you, superfetch) total idle usage is about 2gigs with 30 free
  5. one of my friends calls ksp computer abuse, I agree I have 32GB of ram and am still running out, if you find a mod that fixes this, let me know.
  6. sometimes, I've repurposed some of the more...interesting space junk
  7. Alexoff, do you have a quicksave from just before that contract was accepted?
  8. actually, blizzy's toolbar is still around...
  9. here's the retrospective for that series he talks about the mods and issues one of the key mods was custom modified by him (planet factory) hope this helps
  10. there are multiple "got it" moments off the pad navigation docking airplanes airships etc. etc. (I'm still working on the airships and spaceplanes)
  11. kinda relevant, but this is not just about fails I missed a correction burn at mun and ended up in eve's soi (accidental gravity assist)
  12. yup, just don't consider it a problem. time to restart
  13. mine usually goes something like: base exploded on load -f9 to three real weeks before the incident... new game I really need to quicksave more often
  14. yes, adjust the thrust limiters and fuel loads. what you are after: center of thrust at center of mass and the srb's to burn out at the same time I use kerbal engineer, I'm guessing this will be....difficult without it
  15. usually, I'll go about 3 hours before taking a self imposed break. headaches after an hour sounds like an ergonomic issue, be critical of your comfort...
  16. there's also that refueler I left in Ike orbit, 7 orange tanks full should be enough a little low on acceleration, tho wait...you're not in orbit...go for the base
  17. try changing recoveryvessel to true for now you might want to post this on github
  18. no worries, that means it's probably something in my system, so now I get to do some bug hunting. at least now I know it's not in the mod.
  19. also, that entire save only has 3 active craft, jeb somewhere near duna harfurt (the bugged out rescue in LKO) and some other random rescue that I grabbed in testing (that would be milbrett) only difference between harfurt and milbrett is that harfurt is worded "recover" and milbrett is worded "rescue" the problem seems to track that line (rescues work perfectly, recovers get tracked when they aren't supposed to be) as for the picture, I've done that with comms sats, not fun (that's why the fresh install and testing with minimal ships in orbit) having no active ships works perfectly every time, having one ship anywhere seems to allow the problem to manifest
  20. no ship was anywhere near harfurt, in fact, there was <10 seconds between contract acceptance and the save I posted (with the only other ship being in orbit of a completely different celestial body) prelaunch? that's odd, you're right that it should be tracked under that condition....now how did it get that status... wait...crew type is unowned, and recoverykerbal is false oooookay, time to test some more edit: ctrl is false, so control is not available (confirmed by a quick check in the tracking center) both rescue contracts (yes I know one has a recovery component) have a discovered state of 29, might be useful
  21. okay, continued testing results in real weirdness (might be something to do with the number of contracts offered in my test setup, 80 might be a little ridiculous... the last uncorrupted persistent file: https://dl.dropboxusercontent.com/u/93847840/persistent.sfs and the corresponding output log: https://dl.dropboxusercontent.com/u/93847840/KSP.log
  22. KSP 1.2.2 build 1622 TAC 0.18.8.0 seems to only occur with the recover contracts (at least after the last hour or so of testing, I'll have a very...interesting log file for you in a bit here)
  23. I've got a problem here, my rescuees keep dying right as I get to them (literally, right as I get into load range I get the message ... died of air toxicity also, I get out of oxygen/food/water errors the entire time the contract is active looks like the rescue craft already has to be on site before the contract is accepted, or no flights in progress at all from testing, this seems to only be a problem if there is already flights in progress when the rescue contract is accepted steps to reproduce: 1 fresh install of ksp with latest tac ls installed. 2 new career game. 3 cheat > upgrade buildings and research (not strictly necessary, makes testing easier) 4 get past the first four contracts as quickly as possible (cheat again) 5 put a craft in orbit anywhere (I tested this with jeb sitting in a command pod in orbit of ike, should probably send a rescue) 6 accept a recover kerbal (and maybe pod) contract, the recover ones seem to be reliable for reproduction 7 leave mission control, congrats, you now are on a very short timer
  24. I think you could answer yes or no to that question based on the wording in the eula... edit: Eula is here https://kerbalspaceprogram.com/en/?page_id=39 looks perfectly legal, section 2 is a standard single user multi computer license. (but that's only from the Eula's perspective, as for running it on a work computer, even from a flash drive...well, that's between the person and the business. some businesses are touchy about such things)
  25. updated from 1.2.1 to 1.2.2, added all my normal mods, then watched in horror as Tac life support killed every rescue contract I had active
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