ColKlonk
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Everything posted by ColKlonk
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No not me.. I like Sisters of Mercy, Rammstein...etc..
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Afraid not... we're seem to speaking difference english's..
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Short of total rejection.. if you've decided on the girl.. never give up on the 'chase' A bit of playful 'arrogance' and confidence works like a charm.. but there is a limit, which you must discover. Never be too proud to apologise if you're wrong, or right... sounds nuts but it helps. - - - Updated - - -
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Qs and As from my log book: 1) You: 'Do you have a boyfriend ..?' Her: 'No..' You: 'Yes you do...' Her: 'No I don't.. You: 'Yes.. It's me' Her: 'What makes you so sure ?' You: 'I'm so handsome and irresistible...' She roared with laughter.. calling me Bugly - I only found out a year later what she meant Well that sealed the first date for me.. it's been 34 years now. 2) She: 'You don't understand me...' You: 'I never intend too ...' 3) She: 'What's wrong with you men ..?' You: 'We're from Mars.. you know..' She: 'Tell me about it....' You: 'Well, it goes like this.....' She: 'No stop.. I've had enough already...' 4) She: 'You treat me like an object..' You: '.. and a mighty fine object you are.. I do not want any other object but you..' 5) You: 'You treat me like an object.. ' She: 'No I don't...' You: 'Why not ??' It's been a long hard road... but it's great fun.. She was quite a feminist when I met her... and after having two more handsome ' mini-me's '.. she gave up on silly ideas and became more practical.
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Performance issues and glitch
ColKlonk replied to phoda's topic in KSP1 Technical Support (PC, modded installs)
Ah!! See.. and old dog can learn new tricks..ruff ruff!! -
Performance issues and glitch
ColKlonk replied to phoda's topic in KSP1 Technical Support (PC, modded installs)
KSP loves to write to the log file... you'll most likely find that during the freezes... KSP is updating the log file with enormous amounts text which is for our benefit, to happily spend a month of Sundays reading. -- Some of the installed mods are having an argument with KSP. It'll be nice to turn off this as a lot of the time it's irrelevant stuff, until you need it. -
Maybe you should explain what you're doing (pics, log files, text) ... it always helps Otherwise for everybody, it's a thumbsuck...
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You deserve the people you voted for, and support.. I'd stick with Win 7 ..for a long time
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Which type battery ... Lithium Ion (most likely) or the older nickel-cadmium (NiCad) and nickel-metal hydride (NiMH). If not Lithium Ion toss the battery and get a new one. If Lithium Ion remove the battery for about 24 hours... run the laptop purely on AC, then after 24 hours with the laptop off, plug the battery back in, and connect to mains. Wait 12 hours or so to recharge and try again. Also feel/touch the battery while charging (and running).. If it feels too hot... replace it. Sometimes there's a problem with the goons who program the battery system on laptops... err!! script kiddies who have no idea about battery engineering
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Where did you get that navball from... ? simple and neat
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[1.3] kOS Scriptable Autopilot System v1.1.3.0
ColKlonk replied to erendrake's topic in KSP1 Mod Releases
The bold type will fire every stage of your rocket before it gets 1m off the ground. All you'll hear is .. bang.. bang.. bang.. as the stages go off You should set your stage 'firing' with respect to 'current stage fuel' conditions IF STAGE:LQDHYDROGEN < 0.1 // LqdOxy tanks on first two stages { STAGE. SET Throttle TO 1. } -
RCS ports not firing
ColKlonk replied to CloudRipper's topic in KSP1 Technical Support (PC, modded installs)
Don't get too excited.. something else will pop up -
1.0.4 Realism Overhaul Launch Issue
ColKlonk replied to Ernos's topic in KSP1 Technical Support (PC, modded installs)
Silly me.. misread! Have a look at the log file (KSP.log) in the game root folder, and search for the related problem... what you'll find is that the problem is just beyond the nerva engine, on the next mod/item load. How's your computer memory. -
What would cause this Kraken bug?
ColKlonk replied to Targa's topic in KSP1 Technical Support (PC, modded installs)
I'll stand corrected but it seems that KSP/Unity real number calculations use maximum significant digits instead of reducing the number of digits. There's a way of doing calculations, that prevent 'run-away' numbers.. which is probably what you're seeing. -
RCS ports not firing
ColKlonk replied to CloudRipper's topic in KSP1 Technical Support (PC, modded installs)
I find Mechjeb pretty stupid... I think it's tried to be all things for all Nauts, but not quiet making it anything. This is my experience with RSS.. maybe it's fine for Stock, I'm not sure, but I've dumped it for KOS. Could be that I'm a very fussy nit-picker... but I like things to work the way they supposed too(errr.. my way ) -
RCS ports not firing
ColKlonk replied to CloudRipper's topic in KSP1 Technical Support (PC, modded installs)
I was only 'pulling your chain' But i agree.. privacy is paramount ( I must find this desktop pic i got from another forum.. very funny indeed) There's a problem that mod makers only have scant info on the KSP system 'api' and invariably their mods start messing things up a bit. Ignore this - Compounded by Squad changing things willy nilly..which is of course contravening the concept of COM.. on which they based their KSP Development (.Net) It's hard to tell sometimes and only trial an error testing seem to work with the mods. -
memory leak is back.
ColKlonk replied to SmashBrown's topic in KSP1 Technical Support (PC, modded installs)
This memory leak thing... I'm 'developing' a nice little proggy (actually it's pretty large) that does a shyt load of number crunching and loads of data pushing.. and I can tell you from experience... that if you don't watch your memory management it'll bite you bad... as in KSP. Speaking for Windoze, I've watched my app slowly eating memory... and it's an OS problem, compounded by developer 'actions' - for want of a nice word. I'm using assembler, and explicitly managing my memory from the system.. yet it still munches away, albeit slowly. RAD packages like C-sharp (or even C++) where you don't usually bother with memory management, the problem is more serious. Squad still have to get to grips with this.. but I don't see it happening in this lifetime, as cross platform development is never going resolve anything in particular. -
RCS ports not firing
ColKlonk replied to CloudRipper's topic in KSP1 Technical Support (PC, modded installs)
Do you have 'p.r-o=n' in those scratched folders .. check that you caps lock key hasn't enabled 'fine tune mode' - you won't see the RCS firing if it is so. Do you have a the right RCS fuel, or RCS fuel or is the RCS fuel connected to the RCS port. The KSP node locking is terrible.. it's like a drunk trying to find a bottlestore... -
Wasn't there some talk of the Russians equipping the Pak FA with EMP missiles a few years back. I wouldn't dismiss this as when the Mig29 first was looked at by the west, they scoffed at the analogue systems, and I think there were still valves used in some electronics. The Western pilots stopped laughing then the Russian pilots mentioned EMP.. which valves and analog systems were mostly immune to. Where as western 'hi-tech' reliance in digital systems would simply be cooked. Although I've yet to see emp missiles equipped on aircraft, I wouldn't advertise such systems if I had them.
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If you have more than one SAS wheel, they sometimes fight against each other and the ship never settles on assigned direction. If I have more than one wheel, I'd deactivate all except the one closest to COG (Centre of Gravity), and disable RCS as well. As KSP has an awful PID centering algorithm, I get around this by a single time acceleration step when the ship is on target, and step back to normal time again.
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V1.04 + RSS + RPM + ALCOR blurry MFD's
ColKlonk replied to ColKlonk's topic in KSP1 Technical Support (PC, modded installs)
There we go.. not perfect with the fadeout.. but good enough. -
V1.04 + RSS + RPM + ALCOR blurry MFD's
ColKlonk replied to ColKlonk's topic in KSP1 Technical Support (PC, modded installs)
Not to worry.. I copied over the Font and image files from the previous Alcor MFDs Just busy editing the Navball mask image file. Edt: The ball edges need a bit of rounding off - I'll put a faint mask on it Note: In cases where you need fine image detail.. it no good using compressed DDS -
It just seems to be the MFD's that are blurry - thought I was losing my sight for a mo, until I noticed the other texts were OK. I tried different non-full screen resolutions, but it made no difference. Even used one font file for all fonts... nuh.. same thing. I'm not using any image compression mods either. Any thoughts..