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Tricky14

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Everything posted by Tricky14

  1. Thank you! I just like the early exploration part as much as the space exploration part. There is so much to do on Kerbin and driving is a hoot! I just wish there were better wheels earlier in career mode, so every now and then I do something like this in sandbox mode. I just set some kind of goal and go for it. :) I'll try to get to the main menu next time it happens, although I wonder if it will just crash again.
  2. So I've been driving around Kerbin a bit hoping to place a vehicle on on the North Pole. I did this once before with little trouble and now I'm doing it again in a bigger rover of roughly 130 parts. I had no FPS problems at first and no kraken encounters until this happened. I build it to be quite physically stable. However, a short while ago I noticed small lag spikes from green to red that dramatically increased in frequency with time dialation enabled. I ignored them and kept on driving for something to the order of an entire game day. Then the game suddenly CTD'ed with no warning or error message. I'm starting to suspect a memory issue. I reloaded it six times and the game reliably crashed every time I passed a large hill. Having passed 2/3rd of the road to the North Pole, I got a bit frustrated and tried different tricks like turning down my graphics settings or looking straight down at the ground while driving. It made little to no difference, the game has decided to want to crash at that point. The game also crashes if I try to save, zoom out very far or go to the space center. Latest KSP version. Windows 10 Pro, 64 bit 8 GB of RAM Intel i7-4820 3.7 GHz Gainward Geforce 770, 2 GB VRAM edition SSD only system Error logs and save: [URL]http://www.filedropper.com/ksperror[/URL] Is it possible to recover this save? I would like to complete that journey a lot. [IMG]http://i.imgur.com/uIH9sxl.jpg[/IMG]
  3. [quote name='sal_vager']It may be because KSP reaction wheels don't simulate angular momentum, it is simulated for a vessel. Also you may need SAS...[/QUOTE] That was my impression too. It does something though, that much is plain. Can't get SAS enabled on a miniature rover. With mods probably, but... heck, until they release proper 'center attachment' wheels (again, words fail me) for rovers, it's probably a moot anyway. But it was fun to try out for a bit. ;)
  4. [quote name='soulsource']By the way, conservation of angular momentum isn't the main contribution to stable bikes, and it doesn't work the way many people imagine: [URL]https://www.youtube.com/watch?v=oZAc5t2lkvo[/URL][/QUOTE] Appreciated. I actually looked up some sites to figure out the right term prior to posting it, because I knew I would have trouble wording it right. Thankfully it seems people understood what I meant anyway. Gyro effect, it is. [quote name='sal_vager']They do not, sorry, maybe it could be faked with the reaction wheel module added to the cfg, but it'd be easier to hide a small reaction wheel on the craft.[/QUOTE] I tried adding some to the craft. Small reaction wheel didn't do anything, neither did the middle-sized one. Two middle-sized reaction wheels made the bike flip all over the place at 1 m/s, so that didn't work quite right either. I wonder now though if I positioned them right.
  5. I made this dinky bike: [URL]http://i.imgur.com/azQJhEw.jpg[/URL] I can sort of stabilize it manually, but I thought I'd have an easier time preventing it from tipping to the sides at higher speeds. It never becomes self-stabilizing, but it does seem to get a little easier to straighten it out for a few seconds at higher speeds. Still, I'm wondering if that's just a stabilizing effect of drag. So, what's the deal with the wheel? Edit: Talking about the gyro effect here. Not angular force.
  6. [quote name='AlphaAsh']I'm tired, fed up and Fallout 4 is calling me.[/QUOTE] I'm sorry to hear that, it does sound like you need a break. A fair warning though. Fallout 4 is ridden with bugs, even by Bethsoft's release standards (their recent status update doesn't really do it justice). I help maintain a bug tracker and I don't really see them fix even a quarter of this stuff with the amount of patchwork they usually do. Not even before the year is out, just ever. Unless you don't mind jumping from the frying pan into the fire, I'd wait a couple months for the mod community to sort half of it out.
  7. Like I said in my thread, pretty much rover wheels you can access around the time you're allowed to build your first planes in carreer mode. More conventional and car like perhaps, definitely not usuable in space. Land rovers won't get you into space, but neither will the first airplanes. Both are contract work and precursors to later gameplay involving space planes and planet rovers. It's good to get early experience with both modes of transportation, so please level the playing field if you can. And let us drive over it.
  8. I was wondering if we could get some regular wheel part for rovers, roughly around the same time you get the first airplane parts. Perhaps even an engine so it doesn't have to rely on high tech fuel cells? I'm aware that mods offer more variety wheels, but I don't see why this can't be part of the official game regardless. You can make airplaines before you can make spaceplanes, why not allow people to make land rovers before they can make mun rovers? It's good practice for later. Plus there is good science early on to grab all over Kerbin. It'd be nice not to have to rely on airplane wheels for offroad driving.
  9. Hey. I had an idea to make a caterpillar-like segmented rover, but you can't have that without some kind of joint that allows two parts to be connected with some freedom of movement. Can this be done with stock KSP parts?
  10. Alright, going on the 'sidewalk' next to the lower building seems to work, but I can't wedge any rovers in there with big things. Still not entirely sure why it was easier to get in the past. I thought I was pretty precise with this sort of thing.
  11. Hard to catch? Not from my experience, until now. I've tried a lot of different things, something definitely feels wrong. I'll try a little more I guess, but I'm not optimistic.
  12. Running an unmodded installation here. EVA report, goo containers, portable science lab, crew reports.. no matter how close I get to the astronaut complex, it won't pick it up. It thinks I'm in the KSC biome instead. It's the unupgraded version of the building. I'm still sciencing the other biomes on Kerbin, but so far the Astronaut complex is the only one that doesn't work. Did something change in the patch?
  13. Well, it's not just that it is horizontal, it's that the centerpoint was way off to where my ship even was. At least in the earlier version of that ship. I'm still not sure which part made it shift so.
  14. No addons. I no longer have the craft, but I'll see if I can rebuild it from the picture. - - - Updated - - - Well I recreated it, but for some reason the phantom exhaust effect is no longer way ahead of the craft. It's still there though, wiggling around instead of staying in one location. It's still.. wrong, but not nearly as much so. It must be a minor detail in one of the parts that makes it appear so far ahead of the craft itself. the craft file: http://s000.tinyupload.com/index.php?file_id=09553919563668557943
  15. I created a little jet boat and slowly put it to water with the engine running. Right away, a couple dozen feet ahead of me, an 'invisible vertical rocket' started creating lots of steam effects right above the water: - - - Updated - - - A better close-up. The effect looks great, but it doesn't look quite right considering the angle of thrust and the fact that it's way ahead of me.
  16. Are there any mods out there that simply add more unique descriptions for doing certain kinds of science, crew reports and EVA reports in all the biomes around the planets and areas in space? I find them quite funny rewarding when I obtain them, but I'm a bit sad that so many of them seem to be copies of the same text.
  17. Hm, I think I'm going to need to perform some science on this post. Thanks for writing it.
  18. Doing the same science experiment in the same location multiple times results in less science points each time. How does that work for science that is transmitted? Transmitted science is worth less. On top of that, if I look at some mystery goo, transmit the data, reset the experiment, look at it again and bring it back home, do I get less science points for what I've brought back because it is technically the second time I do the science experiment? In other words, in order to mine the most science out of one location, it is perhaps better not to transmit any data, but to ensure I bring all my scientific experiments back home in one piece each time?
  19. Hi there. Just stopping by after my first two days of KSP. Great game, it's the most fun I've had in weeks. I have one suggestion though. I'm not a fan of the instant launch. Could we get an optional timed launch? Looks cool and could be pretty useful when we forget to set their stages, or add mystery goo containers. I tend to remember that kinda stuff a second or so after launching.
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