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xerogravity

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Posts posted by xerogravity

  1. 2 hours ago, releansol said:

    I did a little break from playing. Now with 1.73 and 6.8.3 the mood seems broken.

    There is no Toolbar Icon and the mood doesn't work

    Anyboday else have these issue? Do I have to wait or is it a problem by me own?

    Fly safe and thx4answers.

    Ive also had a break from KSP (it was the v2 announcement that got me back into it.)

    Using v1.7.3 on Mac (so no jy for V2)

    DPAI working perfectly for me. Perhaps check your installation logs?
    Hope that helps?

  2. I run KSP on an iMac

    I have 1.2, 1.3.1 and 1.4.1 all in separate folders on my hard drive. No Steam, no shared folders

    I d/l 1.4.1 not intending to use it as I am in the advanced stages of a career game in 1.3.1 but you know how it is "just a quick look..."?
    So, I ran 1.4.1, launched a couple of ships, tried a few mods (mainly EVE, Kerbal Alarm Clock and Kerbal Engineer as they were updated) and then decided to leave it until mods such as Kerbal Joint Reinforcer became current (I always have space stations shake apart on me) :-(

    Back to 1.3.1 and my asteroid station around Duna
    Argh! All the in-game fonts are distorted, unreadable. The graphic text (Start New Game", Mods & Addons" etc is clean but all the in-game fine text is unreadable.
    I tried re-installing with no mods. Still the same. With modes, the mod text is okay. It is just the in-game fine text that fails.

    I've tried trashing all the config files I can find, running clean vanilla, nothing works.
    I'm not 100% sure that running 1.4.1 caused this as everything is in separate folders. 1.2 works fine, it's just 1.3.1 with my current game (many hours dropped into this one!) that I can't get to wor.

     

    Anyone else come across anything similar?

    H E L P !
     

     

    https://imgur.com/a/t50xb

  3. It's a known problem - every time you re-visit the asteroid it uses a different random seed to generate the shape, sometimes the peaks become troughs and vice-versa.

    Apparently this has been fixed in 1.4.1 and the asteroids are now persistent in shape and size. My 1.3.1 workaround was to always dock on a peak or mid-level section avoiding the troughs. it may not look pretty with items floating off the surface but at least they are still accessible (unlike my harvester that got buried up above the drills, none of which would function so no ore, no fuel, no movement!)

  4. So, I made a mining ship, grabbed onto an asteroid and pushed it into Duna orbit with the intention of using it as a fuel depot. Now I get back to it only to find my mining ship is embedded into the asteroid so far that the drills won't work (I presume they are too far in to make contact with the "surface"), the first set of solar panels I have on the ship are also embedded in the asteroid! If I try and release the Klaw, I get a kaboom every time (however I try and disengage; stability ON/OFF,; autostrut ON/OFF).

    Presuming this is a known bug, anyone know of a way to get my ship away from the asteroid in one piece? I built a new ship, grabbed a new asteroid and tried again. I now have two asteroids in Duna orbit both with ships embedded in them!

  5. Thanks for the reply but that is how it is set up at the moment; "in solar orbit just inside the Duna orbit"

    Would it be better to have it well inside the Duna orbit? My thinking was that I want asteroids close to Duna, not on the far side of the orbit so I didn't want the telescope to start racing away from Duna by being too far inside the Duna/Kerbol orbit.

    Perhaps the telescope is set up to function in such a way that, wherever it is relative to Duna, so long as it's between Kerbin and Duna on a solar orbit, it only finds asteroids close(ish) to Duna? If so, I'll move it into a solar orbit half way between Kerbin and Duna.

  6.  

    I have a Sentinel equipped satellite in a solar orbit just inside the Duna orbit. Plenty of power etc but after a lot of observing all I've seen is one massive asteroid. Most of the time there is nothing. I had hoped to find a medium sized asteroid to capture and bring into Duna orbit as the basis of a refuelling station (through ISRU). So far I've found 1 massive object way too far from Duna to even think about grabbing. I was hoping for a selection more like what is around Kerbin (both in numbers, size variation and range).

    Is this is as good as it gets in the game or can I somehow coax the Sentinel to be more productive? I've even tried pointing the telescope lens directly at Duna! ;-) 

  7. I have a Sentinel equipped satellite in a solar orbit just inside the Duna orbit. Plenty of power etc but after a lot of observing all I've seen is one massive asteroid. Most of the time there is nothing. I had hoped to find a medium sized asteroid to capture and bring into Duna orbit as the basis of a refuelling station (through ISRU). So far I've found 1 massive object way too far from Duna to even think about grabbing. I was hoping for a selection more like what is around Kerbin (both in numbers, size variation and range).

    Is this is as good as it gets in the game or can I somehow coax the Sentinel to be more productive? I've even tried pointing the telescope lens directly at Duna! ;-)

  8. Totally agree with the xkcd comment on this issue. I for one am just grateful for the time you have already put into this "must have" mod. Generally I resist mods in KSP like mechjeb (I don't want to watch a computer playa computer game on my behalf!) but if I'm being honest, I wouldn't play KSP half as much if I had to dock without DPAI - I'm in control, just using the information available ;-)

    So long as functionality is preserved, these minor cosmetic glitches can ride between version (KSP and DPAI) - just hope there are more versions of each to keep compatibility as and when required.

  9. Great idea, stunningly executed!

    Best video using KSP ever.

    KSP narration by Scott Manley: Excellent
    Voyager narration by Scott Manley; I'm hoping the AmDram, ponderous style was a satirical liquid p i s s-take rather than an attempt to get more voice over work :P

    How cool would it be if this was a preview of standard graphics for KSP 2.0? 
    This was so atmospheric I couldn't stop watching right to the very end. Work of art.

  10. Okay, I'm not Mr Observant so can anybody tell me how to get the "rename port" option to show in 1.1?

    In 1.0.5 clicking on a docking port gave me the option to rename it something sensible instead of "Clamp-o-tron Snr" (useful when there are many ports on a station).

    In 1.1 clicking on a port only gives me "control from here" or "disable crossfeed". I'm assuming there is a setting somewhere to add in the rename function?

    EDIT: This may be a function of the Docking Port Alignment Indicator mod by NavyFish but as I'm running the latest version of that plug-in, the question remains!

    Thanks

  11. I'm trying to put a space station core into a 200k km orbit of Duna but whatever design I try (sorry no pics, away from my KSP setup) I cannot get the craft to be stable, it pitches around like a small boat at anchor.
    I have reaction wheels powered up and running but it doesn't help. The same craft is rock steady in Kerbal orbit.

    The only way I can dock at the moment is to cheat: get very close, hit warp then unwarp and dive forward before it has time to start gyrating.

    Is the Duna/Ike system inherently unstable, is this a know "feature" or am I expecting too much stability from a medium sized craft (4 orange tanks laterally fixed to a core tank - I initially tried a radially linked arrangement but though that might be the problem so tried a more compact design to no avail.

    As you can appreciate, trying to get this hardware to Duna takes too long to keep playtesting different designs!
  12. I never deleted a version until i was convinced the next one was better! When I got to 0.9, it wasn't as stable (for me) as 0.25 so both stayed on the system. At 0.9 I tried moving KSP to another Mac and it still wasn't as good as 0.25 on my old machine. KSP 1 just made it all worse. Because of that I have a good working copy of 0.25 which, while not having a lot of the fancy toys of the later versions, does allow me to play as long and as complex as I like without locking up. Happy enough with that. I'll keep subscribed to this thread and read the DevNotes. Who knows, one day Squad might fix it up. Fingers crossed for KSP1.1 Unity5 edition. You never know, that might be the one that leapfrogs me back up to date!

  13. The only real solution to this problem is making KSP a 64 bit process. The developers can patch around the limit but that's not really fixing anything...

    That being the case, am I right in thinking that Unity 5 is 64bit?

    I know Squad said that the Unity 5 release was too late to be incorporated into KSP v1 but that it would be implemented asap afterwards. Hopefully when the v1 hullaballoo has died down and we get back to regular DevNotes there may be some indication that there is hope on the horizon?

    Until then I'm back to 0.25 as the last playable version for my setup.

  14. Same issue on me, game crashes especially when returning to space center or launching a vessel(from VAB/SPH to launchpad)...
    The thing that i can take out of this crashes, is that it can't handle in out from parts of the game, like, KSC, then, map, then editor, then back KSC, etc. From some point, it crash.

    but if you stay in one flight for long time, al goes fine.

    My interpretation of the problem with the Mac version is that there is a memory leak associated with one aspect of the game (finding it is the key for the developers).

    Scene changes area point where memory usage jumps (and occasionally then drops back slightly) so, if the memory usage goes over a critical amount, the game locks, becomes unresponsive (for me) or CTD for others.

    Due to the memory leak, playing the game over a period of time causes it to hold on to more and more memory until a critical amount is reached. As above, scene changes are going to be probable high frequency crash points but playing the game for long periods with no scene changes, the small memory hogging increments will gradually add up to critical memory usage.

    Dropping the texture quality helps but only because it starts you off with a lower baseline memory allocation - eventually it will build to critical. The underlying bug is still there.

    Even if Squad found a way to increase the amount of memory the game could address to remove the current critical amount, it would only allow us to play longer before a crash - it wouldn't remove the problem, only postpone it.

    Hopefully, the log files that people are submitting might hold clues to which parts of the program aren't releasing memory when they've finished with it (but only if Squad are actually interested in doing anything about it - probably a lot of work for a small fraction of the community).

    We will all have different takes on this bug and different experiences as we all play the game in a different way but underneath it all is the same memory hog bug (IMHO!)

  15. I have a set of screen shots like Brotoro.

    Quick question: Are there any Mac users of KSP who aren't getting these crashing problems?

    I can get away with no crashes in 0.9 if I build simple rockets and don't change scenes e.g. no return to launch/VAB, no return to tracking station, just fly the mission one ship at a time. Of course, this mens no docking with two ships, no landers with an orbital mothership etc. Oh, and textures right down. :(

  16. Did any of the QA team actually use a Mac for testing? For more than 15 minutes?

    I think not.

    That being the case, the whole QA process failed to ensure a workable Mac version of KSP was delivered. As it stands it's alpha class software i.e. not useable in its present form. I'm sure the PC and maybe Linux versions fare better but KSP Mac 1.0 isn't fit for purpose and should be withdrawn until QA give it a clean bill of health regarding memory leak crashes.

    The memory leak has been present since 0.25 (minimally) and got terminal in 0.9 and hasn't been fixed in 1.0. Where's the QA team input there?

    As you can probably tell, I'm very disappointed with the last two releases and unless Squad are prepared to admit that QA reported critical problems with the Mac version and they chose to ignore them (due to time pressure?), I can only blame lazy or non-existant QA testing. It's not like it's hard to replicate - open up the game and run for 15 mins with a few scene changes - it's totally unavoidable.

  17. This is exactly what I feared would happen. There were many calls for a bug-fix edition between 0.9 and 1.0 which were ignored. I can't help but feel that Squad have run out of time or patience on this project. As it stands I'm not sure how they can legitimately claim it's Mac compatible.

    For me everything up to 0.25 worked fine (odd crash here and there but nothing I wouldn't expect from a beta release).

    0.9 just wouldn't run well on my workhorse Mac (MacPro 2008 10Gb RAM octocore) so I transferred over to my other machine (2014 iMac i5 with 16Gb RAM). That gets me about 15mins of game time before locking up EVERY TIME. I had been running that with Activity monitor in the background and quitting when memory leaks forced the usage above 2.17Gb. Totally killed the game for me.

    I was hoping that they'd sort this out before going live with 1.0. Apparently not, so why will they fix it anytime soon? Can't see it happening I'm afraid.

    While it was in beta, I accepted I was "testing" the game, now it's 1.0 I expect it to work as advertised.

    That's it for me, sadly. On the strength of the above posts, I won't even bother downloading 1.0, I don't think I could stand the disappointment. I've already reverted back to 0.25. That will fulfill my KSP requirements.

    I'll check back here in 6 months to see if anything has been done to make this excellent idea live up to its potential and become Mac compatible as well. Somehow I doubt it. I feel very let down by the hype-train.

    Cheers, have fun.

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