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Everything posted by Seaview123
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Very cool looking craft you've got there. You'll soon be just as addicted to this game as the rest of us around here are. Congratz on starting out and have fun. As for your Quadrojet, here's some suggestions... put an SAS module next to your cockpit near the center of gravity. That will help with balancing it out. Also, try putting a docking port Jr on top of the fuselage over the CoG, too. Then on the runway, shift control to there (right click menu) and you'll have a top-down view of the nav ball to help keep your craft level. Hope this helps.
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First off, I want to say I love, love, love your mod. Can't imagine trying to fly long distances in KSP without it, and it's one of the first I download when KSP gets an upgrade. Thanks for all the time and effort developing and maintaining it. So now I want to report a possible bug... When I EVA my Kerbals to the top of their craft (or onto a wing) they immediately start hopping uncontrollably, as if they start the jump animation but stop before getting airborne. This persists until they either fall off the plane or grab a ladder ('f' key). To tell the truth, I have no idea why your mod would cause this, but when trying to isolate which of the mods I have installed is causing it by uninstalling them one at a time, they stopped doing it after removing Pilot Assistant. I posted a thread in the Support (Modded Installs) section about it... http://forum.kerbalspaceprogram.com/threads/129489-Kerbals-can-t-jump-on-Kerbin-and-do-weird-dances-on-top-of-planes I haven't read back through all 59 pages of this thread, but I was wondering if anyone else has seen it, and if there is a fix out there. "Virtual Flyboy" (post #586) appears to have the same issue, too. Regardless, removing your mod just isn't an option for me, so I'll just build my planes with ladders on them until we figure it out. Thanks
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Game crash on end of loading
Seaview123 replied to GamerHardCore's topic in KSP1 Technical Support (PC, modded installs)
Hi. I'm no expert, but it looks to me like you ran out of memory during your load. This could be from loading memory intensive parts mods into your game. Looking at your mods (I assume the pictures are of your Game Data folder) it looks to me like some of your mods aren't installed correctly. You shouldn't have a "Game Data" folder inside your Game Data folder. I recommend looking at this thread for more ideas on how to improve your games memory use, it helped me: http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL -
Thanks folks! My "Kerbals can't jump" problem was due to my having loaded them out with a bunch of KIS tools in their inventory. They still have the "bouncing on plane wings" thing going on but I love Pilot Assistant too much to get rid of it. I'm hoping for a fix, and PA gets updated pretty often, so I'll post a note on their forum page to alert them to the issue. PS -- to edit the heading in PA select the course header (to turn it red (brown?)), then type the new heading in the heading field (left of the green heading difference field), then click on the course button (left of the heading field). My planes usually start turning to the new heading. This saves me lots of time and effort on those "fly to a waypoint" contracts. Hope that helps. Oh, and I clicked the 'Add to Rep' button for both of you. Thanks again for the help!
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I recently noticed that my Kerbals can no longer jump when on Kerbin, and when EVA'ing they collapse when I hit spacebar to let go of the hatch. If this happens while they're still on the plane/ship, the game will sometimes crash when I press a key to have them stand up. If they manage to stand, while on the plane they bounce constantly as if they're jumping while on Eve. I'm running a few mods which I installed using CKAN, but I didn't notice this happening until after a long Mun mission, and after several mods had been updated (I'm not sure which ones). I tried unloading all mods then reinstalling them one by one, and thought I'd narrowed it down to Pilot Assistant, but the bug came back later on, and I can't isolate it to any one mod. The list of mods I'm using is below. All are up to date with the latest versions from CKAN. If anyone has seen this before and knows what I can do to fix it (short of removing all my mods), I'd definitely appreciate the help. AntennaRange Asteroid Day Aviation Lights Collision FX Community Resource Pack Contract Configurator Contract Pack: Anomaly Surveyor Contract Pack: Base Construction Contract Pack: Field Research Contract Pack: SCANSat Contract Pack: SCANSat Lite Crowd Sourced Science Diverse Kerbal Heads DMagic Orbital Science Docking Port Alignment Indicator Docking Sounds EVAManager Field Experience Kerbal Alarm Clock Kerbal Attachment System Kerbal Engineer Redux Kerbal Inventory System Kerbal Joint Reinforcement Klockheed Martian General Plugin Functions - Gimbal module (required by Mk2 Stock-a-like Expansion) MechJeb 2 Menu Stabilizer Mk 2 Essential Mk2 Stock-a-like Expansion Module Manager Navball Docking Alignment Indicator Navball Up Default Pilot Assistant Portrait Stats RasterPropMonitor SCANSat ScienceAlert StageRecovery Station Science TextureReplacer ToadicusTools (required by AntennaRange) Toolbar TweakScale Universal Storage Waypoint Manager Wider Contracts App
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I saw this recently on YouTube and thought folks around here might be interested. WatchMojo, a top ten list program on YouTube rated their picks for the top ten video games with steep learning curves. KSP came in at #5. What do you think?
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I've been looking through the Wiki and there doesn't seem to be anything on how or when to use the new radiator parts. I've also been seeing a lot of posts about phantom heating and saw this in one of my Mun landers (Playing a stock v1.0.4 game). Does anyone have any suggestions on using the radiator parts (i.e., in what types of crafts or missions, how many to use, and where to place them to get the best effect)? Thanks
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[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
Seaview123 replied to odin_spain's topic in KSP1 Mod Releases
Best of luck on your exams, hope you do well. The mod worked fine on the first game save I tried it on but with new saves I've started to see the bug others are reporting, with the spawned drones being stuck in the ground. I'm still a big fan of this mod and am looking forward to see new missions and improvements. -
[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
Seaview123 replied to odin_spain's topic in KSP1 Mod Releases
This mod is amazing, and a whole lot of fun to play. Thank you for creating and updating this mod, it's one of my favorites. -
Help i crash every 10 min
Seaview123 replied to Taio06's topic in KSP1 Technical Support (PC, modded installs)
I think you'll need to provide a little more information before anyone will be able to help. If you're "running 64bit" version of KSP, there are some issues that folks have reported with that version and you might have better luck running the 32bit version. -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
Seaview123 replied to tajampi's topic in KSP1 Mod Releases
This is an excellent mod, and thanks for posting it. I really like it a lot. I do, have a suggestion... Would it be possible to add a button that lets us configure the brightness or color? On my computer, the lights come on a little too strong. If we could tweak them down a little it would be perfect. Thanks again, this is outstanding work. -
I thought that might be it but wasn't sure. And the game started earlier that morning, so I didn't think it would suddenly start using more memory. Also, I found out from another post that the KSP Stats Tracker is just part of the normal Squad software and not related to my memory issues. I'm going to try disabling the Astronomer's packs and see if that helps.
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That is the window I was referring to, and thanks for clearing that up. I originally let it send my game data, but when I was checking my memory usage, it seemed to coincide with the window poping up and thought I'd better ask the forum. And Mokmo, I'll try disabling the Astronomer's modules and see what happens. Thanks again for for your help.
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Hello all, Yesterday, I had a problem which is keeping me from loading my game. I wrote about it in this thread. http://forum.kerbalspaceprogram.com/threads/121851-Game-Crash-on-load-right-before-Main-Page After updating some mods using CKAN I started seeing a popup labeled "KSP Stats Tracker" that opens up right after Module Manager finishes loading patches, and asks if I would allow game data to be sent off for study. Right after this window starts my memory usage (on Windows Task Manager) spikes, filling all of my RAM (8Gig) and my game crashes. Has anyone else seen this popup window? Is it a Squad thing or something added by a modder? Could it be a virus or other malware phishing in the KSP community?
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All, One thing I forgot to mention... on my game right before it starts (after all the module manager plugins finish loading) a window pops up in my game labeled KSP Stats Tracker, and asks if I would allow game data to be sent off for study. Right after this window starts is when my memory usage spikes and my game crashes. Has anyone else seen this popup window? Is it a Squad thing or something added by a modder? Could it be a virus or other malware phishing in the KSP community?
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Hello all. I started seeing this crash this morning after updating some files from CKAN. I have quite a few mods running, but other than taking a while to load, my game was working fine up until today. When I monitored memory use on Windows Task Manager, the game goes up to about 7Gig of my machine's 8gig installed (before loading my memory shows about .6 Gig used). I have no idea what's causing all this memory usage, and am not sure how to read the crashlog, and it does seem to say I'm using a lot of memory, but I can't figure out what's causing it. Here's the list of my mods, all loaded from CKAN and up to date (with version numbers in parenthisis. The mods that were updated this morning are marked with an *) Actions Everywhere (1.5) Astronomer's Pack - Clouds - High (interstellar.V2) Astronomer's Pack - Distant Object Enhancement config (interstellar.V2) Astronomer's Pack - PlanetShine configuration (interstellar.V2) Astronomer's Pack - Atmospheric scattering (interstellar.V2) Astronomer's Pack: Auroras - 4k (interstellar.V2) Astronomer's Pack: Clouds for Eve & Jool - 4K (interstellar.V2) Astronomer's Pack: Lightning (interstellar.V2) Astronomer's Pack: Sandstorms and surface dust (interstellar.V2) Astronomer's Pack: Snow (interstellar.V2) Astronomer's Pack: Surfac Glow (interstellar.V2) Astronomer's Visual Pack (interstellar.V2) Aviation Lights (3.7) Bahamuto Dynamics (parts pack) (v1.2.0) * BahamutoD Animation Modules (v0.6.1) * BahamutoD's Armory (v0.8.2) CapCom - Mission Control on the Go (1.0) Community Resource Pack (0.4.2) * Community Tech Tree (2.1) * Contract Configurator (1.0.4) Contract Pack: Anomaly Surveyor (1.1.2) Contract Pack: Kerbin Space Station (1.4.1) Contract Pack: SCANSat Lite (1.0.3) Contract Pack: Tourism Plus (1.1.3) Contract Reward Modifier (2.0) Contract Window + (5.1) Crowd Sourced Science (v3.0) Distant Object Enhancement (v1.5.5) Diverse Kerbal Heads (1.0) DMagic ORbital Science (1.0.3) Docking Port Alignment Indicator (6.2) Environmental Visual Enhancements (7-4) Field Experience (1.0.1) Firespitter Core (v7.1.3) * Fusebox (1.3.1) Habitat Pack (0.4) Haystack Continued (0.4.1.0) HotRockets (1.0.2) Hullcam VDS (0.40) HyperEdit (1.4) Infernal Robotics Model Rework - Core Pack (v01b) Infernal Robotics Model Rework - Expansion Pack (v01b) Interstellar Fuel Switch (1.2) Karbonite (0.6.2) KarbonitePlus (0.4.1) Kerbal Alarm Clock (v3.3.1.1) Kerbal Attachment System (0.5.1) * Kerbal Engineer Redux (1.0.16.6) Kerbal Foundries Wheels and Repulsors ALPHA (Beta_1.8g) Kerbal Inventory System (1.1.4) * Kerbal Joint Reinforcement (v3.1.3) Kerbal Konstructs (0.7.6) KerboKatzUtilities (1.2.5) Kerbonov Pack - Updated (20150502) MagicSmoke Intustries Infernal Robotics (v0.21.2) MechJeb 2 (2.5.0) Menu Stabilizer (1) Modular Rocket Systems - Parts Pack (1.6.4) ModularFlight Integrator (1.0) Module Manager (2.6.3) Navball Docking Alignment Indicator (6) Near Future Construction (0.5.2) Near Future Props (0.3.1) Near Future Solar (0.5.1) Near Future Spacecraft Parts (0.4.1) OPT Space Plane Parts (V1.6.9) Pilot Assistant (1.9.1) * PlanetShine (0.2.3.1) Protractor (v2.5.0.2) RasterPropMonitor (v0.19.3) RasterPropMonitor Core (v0.19.3) SCANSat (v12.0) ScienceAlert (1.8.7) SmokeScreen - Extended FX Plugin (2.6.0) SpaceY Heavy Lifters Parts Pack (0.13.1) Speeder-1 (1.0) StageRecovery (1.5.6) Stockalike Station Parts Expansion (0.3.2) Taurus HCV - 3.75 m Stock-ish Crew Pod (1.5.01) TextureReplacer (2.4.4) * Toolbar (1.7.9) TweakScale - Rescale Everything! (v2.1) Umbra Space Industries Tools (0.4.1) Universal Storage (1.1.0.3) Vessel Viewer (0.71) Waypoint Manager (2.3.2) Wider Contracts App (1.1.2) Here's the first part of my <error.log> file: Unity Player [version: Unity 4.6.4f1_99f88340878d] KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:0050f334. Error occurred at 2015-05-17_170718. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Tom Mones. 85% memory in use. 0 MB physical memory [1217 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [613 MB free]. Read from location 00007ffc caused an access violation. Context: EDI: 0x00f9ea70 ESI: 0x00007ffc EAX: 0x00008000 EBX: 0x00f9eafc ECX: 0x00000001 EDX: 0x00000000 EIP: 0x0050f334 EBP: 0x00f9ea40 SegCs: 0x00000023 EFlags: 0x00010297 ESP: 0x00f9ea38 SegSs: 0x0000002b Bytes at CS:EIP: 8b 44 8e fc 89 44 8f fc 8d 04 8d 00 00 00 00 03 Stack: 0x00f9ea38: 00000004 00007ffc 00f9ea78 0018c5d9 ........x....... 0x00f9ea48: 00f9ea70 00007ffc 00000004 00002000 p............ .. 0x00f9ea58: 00f9eafc 00002000 00007ffc 00002000 ..... ....... .. 0x00f9ea68: 00002000 00002000 00f9ead4 00000000 . ... If anyone can tell me how to read this and the <output_log.txt> file and help figure out what's going on, I'd really appreciate it. Thanks all, Tom Seaview123
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[1.0.2] Navball docking alignment indicator v7
Seaview123 replied to mic_e's topic in KSP1 Mod Releases
Thank you for this mod, it's extremely useful. -
This is amazingly helpful! Thanks for coming up with it!
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Seaview123 replied to KospY's topic in KSP1 Mod Releases
So... are you saying the v.9 version of KAS will function in a v1.0.2 game? I've got a bunch of ships in my long term career mode that I haven't been able to copy into my v1.0.x game because of all the KAS items attached. I'll reload KAS into my GameSave file and give it a try. -
Hello fellow Kerbonauts... I've been playing for a little while and discovered the fun of adding lots of mods to enhance game play. Unfortunately, adding lots of mods also seems to add lots of parts that I don't usually use, at least in my current game. For example, the Firespitter mod adds parts for a World War I era biplane, and B9 Aerospace adds a bunch of huge parts, and I don't use them in the game I'm playing now. All these extra parts seem to slow down my game and make it take a long time to load. So can anyone tell me if it's possible to delete some of the parts I don't use? And if so, can I just delete the parts in my current game save, so if I start a new game I could use them then? Thanks in advance for your help...
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Give this a try. It worked for me. http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5
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I'm with you, man. I was just about completed with the tech tree when I had an unfortunate accident which killed a bunch of my Kerbals. One of the casualties was a Kerbal I'd gained through one of those "Rescue from Orbit" missions. (Also, I'd fired Jeb, Bill, and Bob. They were prima donnas and were hogging too much of the spotlight.) The next time I returned to the Space Center I started seeing this bug. I read through Claw's tutorial, but it looks like the Kerbal "Three Amigos" aren't just fired... they disappeared from my persistence.sas file. Unfortunately, there's a bunch more things wrong with my persistence and quicksave files, too (like completed contracts missing, and others with pointers showing Jeb doing stuff, etc.). I decided rather than get a "Unity reprogramming for Dummies" book and devote countless hours to repairing strange software bugs, it would let me play more KSP if I just started a new career. I copied the .craft files from my previous Save folder, cheated myself a bunch of money and science, and am in the process of rebuilding my world. This time I'll just make sure I don't fire Bill/Bob/Jeb, and not let any rescued Kerbals ever fly again. If anyone has suggestions for fixing my old career without digging through 3 million lines of code, please let me know.
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Does this seem like an excessive amount of work to allow an engineer to be able to repair a flat tire? I can do that to my car and I haven't been into space once (as far as I know). And while I can fix a flat tire, it would be another thing entirely to be able to repack a parachute. What do you folks think?