Iam aspaceman
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Everything posted by Iam aspaceman
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Have F1 / F2 key bindings changed?
Iam aspaceman replied to Iam aspaceman's topic in KSP1 Gameplay Questions and Tutorials
PC Win 10 pro Steam 64bit I went into the settings.cfg file and the F1 and F2 keys are shown as correct there. Where else could I look for changes? -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Iam aspaceman replied to FreeThinker's topic in KSP1 Mod Releases
I did get this error from CKAN when I was trying to update it and I do remember going into the Game Data folder and manually deleting the IFS folder and reinstalling it through CKAN: Oh no! It looks like you're trying to install a mod which is already installed, or which conflicts with another mod which is already installed. As a safety feature, the CKAN will *never* overwrite or alter a file that it did not install itself. If you wish to install InterstellarFuelSwitch-Core 2.0.6 via the CKAN, then please manually uninstall the mod which owns: GameData/InterstellarFuelSwitch/Plugins/MiniAVC.xml and try again. Your GameData has been returned to its original state. Error! then the problems started. Might I have erased something to another mod or game folder communication that could have caused this problem?- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Iam aspaceman replied to FreeThinker's topic in KSP1 Mod Releases
Well - I am at work atm so I can't get a screenshot, but I will as soon as I get home. However, the ONLY thing that changed was IFS update when this started. I had actually loaded the save and as I was going to the VAB to work on my latest miracle of space faring technology, decided to go ahead and exit to perform the update. So...everything was fine immediately before the update...and not immediately afterward. I am not saying it is IFS specifically but possibly having to do with the CKAN update? Also - it might not be a save corruption it might just be looking for information that is no longer there and won't do anything till it finds it (that occurred with another mod a few months ago - but I was able to unload / reload it and fix the problem). I can pan and rotate the view of the KSP complex, just not enter into any of the buildings or exit the program (normally). However, I know as much about computer programming as I do about being an astronaut...;-) I know the module listed was an IFS fuel tank module...I'll send the screenshot in a bit. Thanks!- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Iam aspaceman replied to FreeThinker's topic in KSP1 Mod Releases
Anybody install the latest update and it breaks an existing career game? CKAN told me that there was an update - so I installed it. When I started my existing career game it told me 2 of my ships were unloaded due to a missing fuel tank and wouldn't let me do anything. I could only enter the R&D area and I couldn't exit again. It wouldn't let me exit the game either - I had to do that from windows. So I uninstalled IFS and the core and the same thing happened. I reinstalled IFS and the same thing happened - each time telling me two of my vessels couldn't be loaded. Any ideas as to how to salvage my career game?- 1,187 replies
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Eve Return 1.05 - In memory of the ERC
Iam aspaceman replied to Gojira1000's topic in KSP1 Challenges & Mission ideas
So you break the burn up into a few orbits? Burn for a bit at the correct trajectory angle, stop the burn then complete an orbit and start to burn again, wash rinse repeat until you have completed the burn? Hmmm, I will have to play with this. After I added the structural supports on the sides, the craft was actually pretty rigid...no noodling to speak of, so the actual burns went pretty smoothly after I turned off MJ. I was curious how good they would work since they were attached using decouplers so I could eject them before separating everything (lander from return ship, etc.) - apparently it didn't affect anything adversely. On a general note, I had Hyperedit installed, but never used it for the mission. I DID however use it a lot to test the parts and pieces this past weekend before attempting the entire mission Monday evening. Oddly, the mining portion was the only thing I didn't test using Jeb and was surprised how long it took to fill the tanks. I used the same strategy on Duna with an engineer and it only took a week or so to fill up larger tanks. Obviously I might have landed in a rich area on Duna and a sparse one on Eve...I hadn't scanned the planet in this save to know the ore density...I just crossed my fingers and started mining. Also I noticed I have the habit of moving my KER window down and out of the way quite a bit while performing maneuvers, etc. If I need to post shots of any of the vessel information, I can break it out into the various parts for anyone's viewing pleasure. TBH, I might try it again with a 2 kerbal lander just to see what that does to the lander requirements. -
Eve Return 1.05 - In memory of the ERC
Iam aspaceman replied to Gojira1000's topic in KSP1 Challenges & Mission ideas
Trying to get in under the 1.1 wire... So after stranding various pilots on Eve early in my KSP career, I started a career around Christmas with the sole purpose of heading to Eve, setting up a permanent orbital science station, landing on the surface and returning the pilot back to Kerbin (presumably w/ lots of science goodies) using life support mods (Roverdude's) and NF space station parts (just for the cool factor). After spending an embarrassing amount of time sorting out how to land w/o burning up, taking off w/o burning up and having the Delta V to make it into orbit I was ready to go (thank goodness for Hyperedit once I discovered it)...however 1.05 wasn't and my master creations crashed the computer more times than I can count. I had (with satellites, a mining base, and a Duna orbital station) 17 flights up at any given time and coupled with my behemoth Eve mission it just couldn't take it. So I moved on to other things waiting for 1.1...then I saw this challenge last week. So I copied my ships into a new sandbox save, removed NF mods and LS, simplified the mission parameters, and here is my submission: Mission parameters: Primary mission: to visit the surface of Eve and return to Kerbin to tell the story. Tertiary mission: bring some friends along to pass the time. The lander was sent with no fuel and added mining / refining equipment to save on weight during landing. Which at this point I will point out that using a pilot to mine and fuel the lander takes forever... It was performed with one launch, 373 parts, and 1553 tons. After a few floppy launches, some structural I'm a spambot, report me. <<<(LMAO was supposed to be the trade name for the little blue pill but the forums swapped it out to say this) was added to stiffen everything up. Taking off from Eve was surprisingly easy - it only took 2 tries (of course not counting the 6,543 attempts before this) - first with MechJeb Ascent which started performing acrobatics at around 22km and came crashing down, the second (successful) launch done manually - with little regard to gravity turns...lol. Straight up till around 50km then started the turns. Made it to orbit with around 1800 dV remaining. I was maybe a little too concerned with weight and left out some RCS controls and additional battery on the lander vehicle - but tbh, they weren't missed too much...though one of my solar panels burned up on landing so a battery would have been nice during the ascent. I was going to have the mining equipment powered by PB-NUK Radioisotope Thermoelectric Generators to keep things as stock as possible, but it would always show insufficient power and shut everything down as soon as I sped up time (did I say that it takes forever to mine ore with a pilot?), so I switched to using Roverdude's nuclear generators - (2) of the .625 sized. I added the Lithobrake landing legs to get added ground clearance (just to be safe) and used a few of the FASA decouplers (they are a little lighter, and while the lander assembly wasn't all stock, it could easily be and still work fine. A final note - I was going to use MechJeb for the transfer planning to/from Eve but when it would be time for the transfer, I would start up MJ and it would tell me that the transfer would be in another 1-2 years or it would start the burn and I would see that the trajectory was nowhere near Eve...so not sure if it was me doing something wrong or a bug w/ MJ but I ended up doing everything myself...so it probably wasn't as efficient as it could have been. -
Trying to sort this all out. My 4 Kerbal mission to Minmus had 100 supplies and when this updated it went from 4 supplies / day to consuming 81 supplies / day...? Needless to say, they all left as soon as I took off....so not sure what to do to save a 5 yr career game. Ideas? Also, why? Why change the number of supplies per kerbal per day? Where is this all outlined and explained? The Habitation space referred to above...isn't this the forum? Or do I need to go someplace else to get caught up? Thanks!
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I landed a ship on Minmus to satisfy a couple of contracts - one was for a tourist to visit the base that was constructed there. First off, the portions of my base that were inflatable (Wild Blue's Pathfinder mod) were gone. There had been no update or anything that would have changed the game contents since it had been built (though I did do a couple of the exit / restarts to prevent those wonderful game crashes). So, ok, strange but not unheard of - something spontaneously exploding due to vibration, uneven setup location, etc. I connected a crew tube (again Pathfinder) from the lander to the remaining colony elements so that the tourist could "visit" the colony. She did, contract complete. I moved 3 Kerbanauts to the base, another contract complete. All good so far and making money. Transfer everyone back to the lander, remove the tube, and take off. Here is where it gets strange: I get to an Ap of 6km, oriented for creating a stable orbit, go to map to start adding maneuver nodes...and no trajectory line (or whatever the blue line showing Ap / Pe is called), the lander is now classified as a "base" (which I assume is due to connecting it while landed) it is obviously 4-5km above the surface and moving, but when I clicked on it, it says that it is "landed" at 0km. There is no error or crash logs to link, obviously a modded install, but other that the updates that Roverdude posted for his mods, there haven't been any updates to the game ( am not using any of Roverdude's mods for this base) - and those updates were installed before I had even added the Pathfinder habitats, etc. I use several mods, but have never had this issue or anything close to it come up, so not even sure what information is useful to help sort it out. I am at work atm, but if anybody has any ideas as to where to start to "fix" this, when I am home I can post the information. The lander itself is 100% stock other than adding a KIS inventory container and some food supplies (Roverdude's Life Support). What I have NOT done yet was to go to an earlier save game and load it...which will be my next step.
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SPACE STATIONS! Post your pictures here
Iam aspaceman replied to tsunam1's topic in KSP1 The Spacecraft Exchange
The KiSS - capable of moving from LKO to wherever with minimal resupply requirements. Using USI life support and Karbonite mods during my career mode...so Karbonite unlocks sooner than Ore mining, etc. Went to Duna stayed for a year and returned safely - overall a success. [IMGUR]I5OTz[/IMGUR] -
I decided to try to do a deep space exploration vessel that would be capable of staying out indefinitely with minimal resupply needs. I am using the USI life support mod so food was the most critical concern. Overall I would say it was a success. No major failures (thankfully), but a few things to do differently in the future. I hadn't successfully gone to Duna and returned without having to rescue someone...so am happy with the outcome. [IMGUR]I5OTz[/IMGUR]
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Hey all...I was wondering how to link my screenshots directly into my forum post...I figure it's easy (or maybe not) but that I am ignorant. I know I can use imgur or something similar (and maybe that is the only way) I just saw so many posts with the pictures directly imbedded and wasn't able to figure it out. Thanks!
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So this is more of a Poll rather than asking for support per se. I have a modded install (on Windows *sigh*) and before I start to remove some to see if it is the mods I thought I would throw out the question. I know that at any given time the game becomes buggy for one reason or another for us individually but I am trying to gauge this overall for the community. My problems are mostly encountered in the VAB. When I save a sub-assembly the game begins to act slow(er) and many times when I try to put the assembly back onto the vehicle (after the save) it many times won't let me (the attachment nodes are gone or unresponsive). ctrl-z to duplicate small assemblies seems to be totally broken atm. When I bring in a previously saved sub-assembly it is far worse and more often than not breaks the vehicle where it won't save it, allow me to modify the stages or it won't even recognize that there are any stages at all. It doesn't seem to have anything to do with size / complexity of either the sub-assembly or the main assembly - in one instance it was a simple (stock) lander (40 parts or so with the science attachments) and I was trying to add the launch engine assembly (again stock parts) which was 24 parts and it placed it to the side and wouldn't let me select it, remove it or anything, I ended up starting over (after restarting the game). In the past when this on occasion would occur, leaving the VAB would remove the unattached assemblies and leave the main - not now. I have to exit the game and restart it before it will remove the corrupted assembly (and it will save it as the last auto-saved ship...and so help me if I reload it...) Struts attach correctly, fuel lines attach correctly, I save, exit and return to find them either missing or totally rearranged (incorrectly). Probe cores don't recognize that they have SAS when they in fact do - I tried to send an engineer into orbit to perform an eva repair, I would turn on the SAS, but when I switched to map view to time the launch, and returned to the ship view, it had turned it off and said that I had no SAS capabilities when I tried to turn it back on. If I take the exact same vessel and launch it straight from the VAB without switching views it works fine. If I remove the engineer and launch it unmanned, it launched fine - even after switching views, etc. Does any of this sound familiar? When Steam auto-updated my 1.04 install (Grrr) it was a total game breaker and I uninstalled and reinstalled a clean copy of the game - with no mods. But my addiction couldn't be sated until I added some mods back in...
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I think Varsi misunderstood the op's statement. KSP (windows) is still a 32 bit system based program and apparently it is a problem for squad to update this game so us windows based players aren't flooding the support pages with crash reports, etc. I very much hope that 1.1 comes out soon and these RAM issues are fixed.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
Iam aspaceman replied to Peppie23's topic in KSP1 Mod Releases
Ok - not sure if I am doing something wrong (most likely) or if there is a bug: I have 3 satellites orbiting kerbin, each has Communitron 32 and 2 88-88. They are in synchronous orbits and constantly linked. I launched my first probe out of the kerbin soi to Moho, it has a communitron 32 and 2 88-88 as well. I targeted kerbin with one 88-88 and aimed the 3 satellites in LKO to the new probe (one 88-88 from each)...as soon as I get out of the kerbin soi and begin the trek to Moho, it says I am no longer linked. I assume that this happened as soon as I left the range of the comm. 32 but I am not sure how else to do it if I am wrong. Anybody see what I am doing wrong? All four antennae are active and targeted correctly (or at least correct to how I set them up)... so what am I doing wrong (or not)? I assumed that as long as I targeted kerbin then I would be linked, but this appears to not not be the case. -
...to expect my (new) windows based pc to run this game without constantly crashing to desktop due to the memory leaks? I really want to love this game, but I have gotten so frustrated with the multitude of crashes / ship losses / Kerbonaut disappearances due to these crashes always around mid career / tech tree when I am trying to build and launch complex ships that I am going to move on to another game (again).
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The strange part was, I created a MN so that I was not only in the SOI of minmus but was going to pass within 7.5km, I stopped the burn so that I was going to pass within 5km (I am trying to land another portion to a base there), eliminated the MN, increased time (warped) to get close to fine tune final approach and not only did it show me no longer close but also no longer in the SOI on minmus and it is showing me eventually entering into the Mun SOI. So with a heavy sigh, I stopped warp, and tried to add a MN to allow me to land and this is where I am now - not able to add a MN till I get to the Mun's SOI in 14 days...vs passing just outside Minmus' SOI in a day or so. - - - Updated - - - re Val's comment...tried both and still cannot do anything.
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KSP won't let me add Maneuver nodes to the blue path lines. I have a launch to Minmus and when I look at the path from the SC, it shows the path as yellow. When I select it, it is blue with the yellow and purple lines showing when the craft returns to Kerbin, orbits and intersects with the mun in 14d. I need to edit the current path so I enter into the Minmus SOI but it won't allow me to add a node in the blue. Is this yet another in a long line of annoying bugs or another in a long line of things I am ignorant about? Thanks!
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So I went to the NVidia GeForce Experience Panel - KSP is listed and I optimized my settings - just to see what would happen... 2.4 Gb on startup and slow increase in memory used (like before) but no crashes up to 3.35 Gb or so at which point I am exiting. It hasn't crashed since I optimized settings but I haven't been doing anything complicated and it is a new game (trying not to ruin my old one if I can help it). But - the memory used increases with each screen change as before. Is this normal? I will probably sit and play till it crashes (or not) to see the limits, but my understanding is that point is 3.5 Gb, correct? BTW - no viruses or malware. I have VP software loaded but it isn't on 24/7 - I have to start it, upload latest profiles and scan. But back to my original post - this memory crash isn't isolated to just me. So what is the fix? A lot of people are having this happen and I suspect it is similar to my experience.
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I disabled PPFX and the anti-aliasing - no change I tried a clean install with no mods - same thing happens, just starts off at a lower memory so would take a lot longer. Here is what I have noticed - the memory used increases 75-100 Mb every time I change scenes. So for instance: brand new game, career mode, normal difficulty, AA and PPFX off, starts off using 2.1 Gb memory I switch to the admin building (keep in mind I am not doing anything except changing scenes) - 2.175 Gb Switch to Space Center scene - 2.25 Gb Switch to VAB - 2.3 Gb Back to SC - 2.4 Gb SPH - 2.45 Gb ...and so on. If I stay in one scene and there is no (or very little) change in memory used. So I can build a rocket, unbuild it, redesign and rebuild it, no change in used memory...as soon as I go to launch it, +100 Mb memory used, I recover it, +75 Mb, I head back to VAB, +75Mb... Edit - when I switch menus for the various modules in the VAB it also adds to the memory used count - just not as much
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I just uninstalled, cleaned out the directory and reinstalled the game, reloaded the mods, and dropped my save game folder into it. I opened the game and GC monitor started at 2.1gb and when I quit it was up to 2.7 Gb. However, I quit before it crashed or anything. The common denominator were the mods and the existing save game. No AV software on this build - this is my gaming computer so decided to go commando. Admin account I assume - how can I verify that? Next step is the anti-aliasing thing...do I do all of that from the settings menu?