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Everything posted by OddFunction
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Cowboy Bebop replica craft!
OddFunction replied to Red Dwarf's topic in KSP1 The Spacecraft Exchange
This thread brought a smile to my face. I loved Cowboy Bebop and those ships are on point Well done! -
Mods aren't generally involved with support tickets. If they are its 100% on their own time and of their own volition. The reality is without further info this thread will just sink to the bottom :-/ I know it was mentioned in the general chat thread, but without further specs, nothing will be done about this problem. Especially since it could very well be your problem. A developer can't look at a wall of text with no specifics and suddenly have clarity on the issue at hand, and stubbornly uninstalling the game and crossing your arms until the issue is 'resolved' is an excellent way to have you and your issue simply disappear. Yes the game has issues and yes it doesn't meet certain expectations of quality but all the ways to handle it this particular way seems most inefficient. inb4squadshill/fanboy/cheerleader/etc
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Unable to make maneuver node?
OddFunction replied to fireblade274's topic in KSP1 Technical Support (PC, unmodded installs)
This happens to me constantly, so much so that I've begun removing mods one by one to test for potential causes. The only way I can fix this is by going to space center and then back into my flight. It happens to me when I enter kerbins orbit, it happens when I enter Muns orbit, it happens several times per play session consistantly. Edit: Nvm -
Is "No Mods" the solution to the Kraken?
OddFunction replied to GarrisonChisholm's topic in KSP1 Discussion
Unmodded client crashes as much as modded for me. Happens maybe once every 3-4 hours of gameplay. I would argue that nobody should play 100% stock though... Claws bugfix modules is essential, no matter what! -
Thoughts on stock communication system in ksp 1.1
OddFunction replied to ouion's topic in KSP1 Discussion
Important is a subjective word. To me this is important -
Thoughts on stock communication system in ksp 1.1
OddFunction replied to ouion's topic in KSP1 Discussion
My only thought on the new communication upgrade is that I wish Toadicus got a shout out. Not a job, not a salary, not a golden plaque with "Toad" spelled out in diamonds, but a simple acknowledgement that this is AntennaRange being stockified. The dude worked hard on a brilliant mod and it appears Squad agrees -
While I agree that there should be an option for parachute survivability I am seriously having a hard time believing that it is such a big issue. Keep the returning vehicles mass low, approach so you have a very shallow orbit (30km is good) and set SAS for retrograde. Got a slightly bigger return vehicle? Slap a drogue and several extra chutes on there. STILL going too fast? Three or four aerobrakes will give you even more stopping power. There's really nothing else to it. No secrets, no tricks. I'm not entirely sure what you mean by the "think about this situation" because as far as I'm aware stage recovery works just fine in the latest patch and actually doesn't have anything to do with parachutes burning up? Personally I like where the chutes are now. It gives you a task during re-entry; pay attention to your speed and angles. When I first played KSP the chutes were glitched (unbeknownst to me) and you could "arm" them in orbit and they would automatically deploy at like 20km and would never burn up and landed you safely 100% of the time. Compared to then the new system is a major improvement IMO. "You see It's serious as more players are forced to register and leave comments like this" If you really feel that way then please do continue to post. Don't make it just a one time thing! One comment probably won't be seen by many people, but if you continually advocate for a feature as an active member of the community, you never know what will happen.
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Pronounced La-eh-thhhh Imagined as http://www.baileigh.com/media/catalog/product/cache/13/image/9df78eab33525d08d6e5fb8d27136e95/p/l/pl1022vs-lathe.png
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Regular microstutter every few seconds
OddFunction replied to Kookas's topic in KSP1 Technical Support (PC, modded installs)
It's a garbage collection issue with unity and it can't really be fixed. Unity 5 may fix it, but it might not too. -
For mods that have been here a long time, what percentage of threads (obviously a rough guess) actually contain content that hasn't been posted before? You know... original content? I imagine after awhile its like refreshing reddits frontpage; you know all the content just by glancing at it, but on occasion something new pops up to keep up your interest.
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Hey toad, I got this showing up in my log The following assembly referenced from /home/ksp-linux-dedicated/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/AntennaRange/ARVoidPanel.dll could not be loaded: Assembly: VOID (assemblyref_index=3) Version: 0.18.3.38901 Public Key: (none) The assembly was not found in the Global Assembly Cache, a path listed in the MONO_PATH environment variable, or in the location of the executing assembly (/home/ksp-linux-dedicated/.local/share/Steam/steamapps/common/Kerbal Space Program/GameData/AntennaRange/). Could not load file or assembly 'VOID, Version=0.18.3.38901, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null The class AntennaRange.ARVoidPanel could not be loaded, used in ARVoidPanel, Version=0.1.5645.38905, Culture=neutral, PublicKeyToken=null Doesn't seem to be causing any problems but thought I'd let you know. Linux Mint 64bit KSP 1.0.4 64bit Mod list: I: http://imgur.com/vROlnpq II: http://imgur.com/gZZft2y III: http://imgur.com/VggD7BY Log: https://mega.co.nz/#!BUEmhCAJ!phyUC_cuc4D5kiFubw3vdIGfenx0zuZx9_EgctVlTgc
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solar panels not work
OddFunction replied to nablabla's topic in KSP1 Technical Support (PC, modded installs)
@ op, Everything you need to know is in this thread right here. You have the same problem as a few of us. http://forum.kerbalspaceprogram.com/threads/128101-Solar-Panels-will-not-recharge-anything?p=2066361#post2066361 -
Crash TO Desktop On Ascent
OddFunction replied to Ryds's topic in KSP1 Technical Support (PC, modded installs)
Hi, For starters I would suggest removing FAR until the new update for it comes out. There have been reports of some gimbal issues, and lots of nullreferences. Secondly I did not notice any specific nullreferences.. other than EVE (which is normal) although I didn't look as thoroughly as I could. May I suggest along with uninstalling FAR, that you install the 'Stock Bug Fix Modules'? The reason for this is because parachutes in 1.0.4 are causing FPS lag and crashes in linux. This may be your case. If you try those two things and still crash on ascent please let us know. Stock Bugfix Modules link http://forum.kerbalspaceprogram.com/threads/97285 I can't really give you a guide just because the reason I know to try removing FAR and etc is because I browse the forums... a LOT... and I use that information to guess. A good general process is to find nullreferences in your player.log file and to remove offending mods to test if that specific mod is the issue. Or a better process is to post here with lots of info and get help from somebody else (my strategy!) -
There was another thread wondering about this too, and from what I gathered some people get mostly females and a lot of people get 50/50. I am one of the ones who gets mostly females... out of 10 kerbals, perhaps 9 are female. It's a ridiculous ratio. But it holds true even in my latest 1.0.4 save game.
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I think what ferram was trying to say is that the problem does indeed exist in stock but using FAR will exacerbate the problem. So, you had the same problem as us only without far? How similar was your encounter to ours? For example, does your engine start bugging out around 750m/s or another speed? If you post some information such a OS/Modlist/reproduction steps etc it would be interesting to have your case logged as well.
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To fix: Thanks to steve_v for the workaround ------------------------------------------------------------------------ My solar panels are not charging. Is there some change in 1.0.4? I don't ever remember having issues with it before. Steps to reproduce: 1) Build a ship with the autopilot nose cone 2) slap a solar panel on there 3) Go into orbit, you'll never be able to charge no matter the angle. Linux Mint 64bit KSP 1.0.4 64bit New gamesave as of today Solar panel has sunlight http://i.imgur.com/6VlNDGQ.png Legit sun http://imgur.com/U6zb5IF Log file: https://mega.co.nz/#!gI8QTTIb!7fUBhFg5DHwUZpcGdoIgUUqyse5dXrJZVXG4Z_buCuA Mod list: I: http://imgur.com/vROlnpq II: http://imgur.com/gZZft2y III: http://imgur.com/VggD7BY
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Half man, half algorithm, Sal_Vager never sleeps. He's too busy "Salvaging" those threads. LOLOLOL ill see myself out
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Oh my god. Can somebody get this man a trophy? That rocket LOL My sides hurt now. Thanks.
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I am joking "Feature"! Got it lol