Karpen
Members-
Posts
20 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Karpen
-
KSP Interstellar Extended Continued Development Thread
Karpen replied to FreeThinker's topic in KSP1 Mod Development
Hey, I have a question. Sorry if it was already asked. I use the current KSPI version on 1.1.13, and the VASIMR Engine has always the "on" animation. Is there a way to turn this off and only seeing this when the engine is actually on? -
Mechjeb also stopped working properly. It apparently is now unable to use timewarp.
-
Yep... and now kerbal alarm clock stopped working
-
A suggestion for future versions: It would be cool if it were possible to set the tanks to what you want to have, and then start pumping. Sometimes I want to pump 4 tanks into 2 while the engines are on. If I do this for one tank at a time the balance is off and torque is induced. This I could set tank 1 into 2, 3 into 4. Start. And then everything would still be balanced.
-
Hi, I noticed a new (maybe :)) bug in 1.1: I was flying towards Mun, and MechJeb did something thats new to 1.1, probably also a bug. If I create a node, it does not show the necessary dV. I saw yesterday that this is "fixed" if I do a quick save and then reload it. But now I was coming in to Mun, and after the quick load, I suddenly have a velocity of 1900 m/s... way more than I had before. Now I have barely enough to get into orbit and back to Kerbin. Was planning to land The ksp log shows this: [LOG 12:43:43.129] [AutoSave]: Game Backed Up and Saved [LOG 12:43:44.145] [4/24/2016 12:43:44 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateExperiments Done - 00:00:00.0314930ms [LOG 12:43:44.149] [4/24/2016 12:43:44 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0034240ms [LOG 12:43:51.367] [4/24/2016 12:43:51 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0033100ms [LOG 12:43:55.950] [4/24/2016 12:43:55 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0033640ms [LOG 12:43:59.020] [4/24/2016 12:43:59 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0032800ms [LOG 12:44:06.799] [4/24/2016 12:44:06 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0034730ms [LOG 12:44:19.549] [4/24/2016 12:44:19 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0034750ms [LOG 12:44:22.615] [4/24/2016 12:44:22 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0033740ms [LOG 12:46:05.616] [PlanetariumCamera]: Focus: Mun Lander [LOG 12:46:05.623] Maneuver Mode enabled [LOG 12:46:40.861] Packing Mun Lander for orbit [LOG 12:46:44.060] [4/24/2016 12:46:44 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0034070ms [LOG 12:46:44.577] [4/24/2016 12:46:44 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0033310ms [LOG 12:46:45.671] Orbit event imminent. Dropping TimeWarp to max limit: 50x [LOG 12:46:47.490] [OrbitDriver]: On-Rails SOI Transition from Mun to Mun. Transition UT Range: 770430.297 - 770480.297. Transition UT: 770478.759. Iterations: 13. [LOG 12:46:47.492] setting new dominant body: the Mun FlightGlobals.mainBody: Kerbin [LOG 12:46:47.844] [4/24/2016 12:46:47 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0034700ms [LOG 12:46:48.328] Unpacking Mun Lander [LOG 12:46:48.558] [4/24/2016 12:46:48 PM [x] Science!]: <Trace> (ExperimentFilter) - UpdateFilter Done - 00:00:00.0033260ms [LOG 12:46:48.558] [4/24/2016 12:46:48 PM [x] Science!]: <Trace> (ExperimentFilter) - RefreshExperimentCache Done - 00:00:00.0496070ms [LOG 12:46:57.540] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - -Infinity [LOG 12:46:57.540] dT is NaN! tA: 3.15010511372256, E: -Infinity, M: -Infinity, T: -Infinity [LOG 12:46:57.540] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 12:46:57.540] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 12:46:57.540] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 12:46:57.540] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - Infinity [LOG 12:46:57.540] getObtAtUT infinite UT on elliptical orbit UT: Infinity, returning NaN [LOG 12:46:57.540] problem! [NaN, NaN, NaN] - [NaN, NaN, NaN] - NaN - [NaN, NaN, NaN] - NaN This NaN stuff then keeps repeating for a couple of thousand lines.
-
Short lag every couple of seconds
Karpen replied to Karpen's topic in KSP1 Technical Support (PC, modded installs)
Hi FullMetalMachinist, Thank you! I guess I can be patient enough... 1.1 should'nt be that far away -
Hi, I am playing KSP via Steam (x64), current version, and have a couple of mods installed, namely MechJeb, Science [x], ScanSat, TAC Fuel Balancer and Kerbal Alarm Clock. I notice a very short lag every 5 to 10 seconds. I dont think its graphics related, because it also appears when I only have a small ship without any planet nearby. Also, most of the time when this lag appears, the mission timer becomes yellow while the lag is happening. I play mainly the Linux version, but I also notice this in Windows. Also, maybe related, maybe not, every time when I start up the game, after a couple of seconds in the main menu, before you load the game, there is a lag of a couple of seconds length before I can click anything. When I am fast enough to click on "start game" the lag appears while the window comes in which lets you choose the savegame, and everything freezes in this time. Any Ideas? Do you need more information? Thx.
-
Hi, I have a strange "bug" ... when I am playing ksp, every 20 ingame minutes or so, a new asteroid is created. I can see it on the counter of unknown objects in the tracking station. But they disappear with a much lower rate. That means, after a couple of ingame days, I have hundreds of asteroids. That would be a problem in itself, but it leads to massive drop in performance while playing, fps going below 10. This is either a bug in stock ksp or the New Horizons Mod, I guess... any help would be welcome to get rid of this behaviour .... Thank you!
-
Ok... Afterall it is not fixed. Yes, the drop in Performance comes from the large number of asteroids. But I just saw, while have time warp in the tracking station, that there are continously new asteroids beeing created. I already have 134 asteroids back... at this rate, the performance will drop again. Where is this coming from????
-
Oh, Thanks! I wasn't aware of this.
-
Hi, I would like a mod that shows which kinds of science I have already done or can do, depending on the biome. I know that there is a mod called [x] Science on Curse, but it seems to be out of date, only supporting 0.23. Is there a more recent mod that accomplishes this? Thx.
-
Hello, Since a couple of days I noticed that a lot of times my fps drops heavily without any real reason. Even the simplest crafts yield low fps rates. Then I noticed, that I can provoke this by rotating the camera continously. I made a screenshot of the debug window: Just when the graph drops, I started rotating the camera by holding the arrow key. It is the latest steam version, x64, running on a intel i5, nvidia 760 GTX, 16GB Ram, Linux Mint 17.2 Cinnemon. Installed mods: Mechjeb, Kerbal Alarm Clock, New Horizons (and Kopernicus), ScanSat, TAC Fuel Balancer. I also just noticed, that it may have started after upgrading the tracking station ... and I saw that if I show unknown objets I get a couple of hundret objects. Now, in normal gameplay they are apparently not shown, but maybe their position is still calculated when the camera looks at them? Any other ideas? Thx.
-
I had my very own "Kerbin, we have a problem" Event It all started a long time ago. A mission was launched. A manned station to be used as an ore processing and science center orbiting Dres. 5 Kerbals went on a brave mission into the unknown. The station reached Dres, and it was quickly noticed, that somebody screwed up in planning the station, because it had about 200 m/s dV less fuel on board as was needed for entering orbit around Dres. A lot was simulated (aka, I hit reload a couple of times ) in order to try to still get into orbit. Dumping Monopropellant, destroying solar panels (apparently that does not change the total mass of the ship), getting closer to the planet. One simulation tried a periapsis of 3km. Sadly, some mountains are higher ... But then their luck changed. KSC remembered that there was an ore searching rover on Dres. Every rover has a bit of fuel and some small engine, used for final landing stages and hopping over mountains. With almost perfect timing, the rover was put into the path of the station after it burned up all its fuel. Timing was critical. The maneuver had to be done as close as possible to Dres. They docked, transfered fuel and engaged the engine. The additional fuel brought a dV of about 240 m/s. Just enough to enter an elliptical orbit and safely wait for a fuel ship to arrive. Close one
-
How/when to use radiator parts (wiki)???
Karpen replied to Seaview123's topic in KSP1 Gameplay Questions and Tutorials
If I may add a question: Are radiators bugged? I have a ship with a couple of nuclear engines. Radiators on the Fuel Tanks attached to the engines. But it simply does not work. The radiators do absolutely nothing. The engines heat up after a while and do not cool down, not even 0.1 degrees. When I then increase to 1000x time warp or so, they suddenly cool down all the way ... Is this a known bug? -
How efficient is your Minmus mining operation? Share your pics
Karpen replied to vej's topic in KSP1 Discussion
What is this connecting your individual modules? edit: sorry for the double post. -
How efficient is your Minmus mining operation? Share your pics
Karpen replied to vej's topic in KSP1 Discussion
What are those connections between your individual modules? I just started building my fuel infrastructure, so my entire operation is somewhat puny This is my Drill, very simple one. It does have a conversion unit do create the fuel that I need in order to change my position on Minmus, still trying to find the best spot to drill. This my ore transporter which lands directly on top of the drill: And my Orbiter with the refinery. Here I plan to fuel up my next Fuel Station and bring it to Duna or Eve. I do have an engineer with me, but it does not seem to enhance the efficiency of the conversion unit. Is it enough for him to be docked, or does he have to be outside? -
Hi, I noticed something in 1.0, not sure if it was the same in previous version. I never tried it before, but the following was more an act of desperation I had a Command Pod reenter Kerbins Atmosphere. The Pilot was Bob Kerman. Everything was glowing and really really hot, apparently to how for the parachute, it ripped of and the Command Pod was falling to its doom. I had Bob exit the Pod and use his Jetpack ... To my surprise he actually survived Superkerbals! Just wanted to let you know
-
Hi, I've been playing KSP since 0.25 or something like that, and I tried 1.0 immediately when it came out. I started at the beginning and I noticed that my Ships often loose control. As soon as I start to turn (or let MechJeb turn) they really tend to fall over ... maybe because I don't have the advanced inline stabilizer yet? I only use the small reaction wheel. Thx.