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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. This is odd. I'm trying to replicate, but so far, no luck. Can you be a bit more specific? Save file would help, I suppose. Also some specifics about the rocket in question. A craft file would also be helpful. I've just finished crashing about 20 vessels, in one form or another and haven't seen that happen.
  2. Linux only has OpenGL for this. DX9 and DX11 are Windows specific
  3. Minuteman had the same issue. This dual engine thing is weird, going to take a little bit of digging to figure it out. I found that it's only one engine which is causing it, so far in my testing it was the top engine, but that may just be the way I added the parts.
  4. Maybe running out of power? would help to see the log file
  5. How to force DX11 Create shortcut for KSP Open its properties In the target line, add " -force-d3d11" without the quotes (the intial space does matter) Accept/apply changes (you can also add " -popupwindow" for fake full screen mode) . . . . Profit! Now enjoy KSP with 40% less RAM usage
  6. That should include the craft file. This may take a few days
  7. Its the right file, but doesn't show me anything (yet). Could you send me both the craft file and the save file?
  8. I assume both SRMs were in the same stage? I'll see if I can replicate, and then, if I can, will try the same thing with liquid engines I know what's going on here. Both motors are competing for the same resources. Interestingly enough, this doesn't happen if you use the motor variant which has the attached fuel segment. I'll have to think about how to handle this, it's an edge case I hadn't thought of.
  9. Strange. Nothing like what I was testing. I'll have to place some other vessels around and test that I wonder if both flavors are related to the following: Worst case, I can split them into two parts. I'm trying to avoid using another mod, if possible. Easy enough, thanks. I assume both SRMs were in the same stage? I'll see if I can replicate, and then, if I can, will try the same thing with liquid engines. Yes. I was having some issues with it, so figured that it was a disaster anyway, and that somewhat minor details like that weren't too significant. In reality, the way I tried to set it up, the open top would have about 70% of the thrust of the bottom. I was also concerned with fuel flow and rate, was trying to keep the final burn times of the damaged boosters roughly the same. Thank you for testing and these excellent reports
  10. Please provide a link to the log file (output_file.log is preferable).
  11. Thank you. I was thinking of doing this in Unity, not in code. But this will do the job for me.
  12. I know this is old, but would appreciate a bit more info on how to smooth a floatcurve.
  13. Receives sushi roll. Inserts a mod
  14. Is anybody aware of any guidelines to setting the entry cost and purchase price for parts? Currently I look at somewhat equivalent parts and guesstimate a new price, but I'd like to see if there are any guidelines available Thanks in advance
  15. If it's affecting the original as well as the ReConfig, then I suppose it's ok here. AFAIK, @K.Yeon hasn't been around since Sept. 2017, so this thread is essentially mostly unwatched. As long as @JadeOfMaar is ok with it here, then just stay here.
  16. Why don't you post your questions in the proper forum? @JadeOfMaar actually listed the correct forum for what you need. Posting in the correct thread both makes it easier for the current author to follow, and puts your question where others can see it and either answer it or learn from other answers
  17. Sure. First, remove Textures Unlimited, Texture Replacer and run the game with DX9. If it works, then I can't help you. Could be something with the textures, but my guess is that one or more of of those three things is causing the issue. Not in this case. Just by experience, I can tell based on what he's mentioned that there most likely is an incompatibility. And with the game about to be upgraded to DX11 in general, it's better to wait for that and see what happens.
  18. Based on the logs, it appears to be a KK issue: Exception handling event onVesselWillDestroy in class StageRecovery:System.NullReferenceException: Object reference not set to an instance of an object at KerbalKonstructs.Addons.StageRecovery.PreRecovery (.Vessel vessel) [0x00000] in <filename unknown>:0 The red highlighted line is from the KK code.
  19. I don't call 30-40 gig “unnoticeable”, especially when I have 10-15 installs of the game.
  20. Thank you, but not at this time. It's a matter of building the shaders properly, and I have a procedure for it. I just need to figure out how to make it work without having multiple versions of the mod
  21. Not at present. This is a odd case, I'll see what I can do
  22. @Capital_Asterisk What's the state of this mod? I don't see any updates on Github for at least 6 months. I am wondering if you are going to continue this when 1.8 comes out, it will most likely need a recompile if nothing else at that time (new version of Unity)
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