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SpaceK

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Everything posted by SpaceK

  1. Hi, today, I encountered an old acquaintance: The docking bug. I'm aware that it was an issue in the early days of KSP, but I didn't encounter it for years and since there's been a docking update in the last patch, I figured I'd blame that. My slightly overbuilt Duna mothership (left) is connected to a lander (right) by a dual docking port. I'm currently in Duna orbit and I just tried undocking the lander: However, as you can see, there's no undocking option for any of the ports. There was one a few minutes ago, though, and when I tried undocking one port, it didn't undock and the option vanished. I think the docking port tried to undock but for some reason, be it the dual docking port configuration not working as intended or due to a bug, it did not get released but the game still considers it undocked, if that makes any sense. In the persistence file, two of the four involved docking ports have the state Acquire (dockee), one is ready, and one is disengage. Do you have any ideas how I can either force the docking ports apart or reset the ports s.t. the game considers them docked again and I can properly undock them? Version: KSP 1.7.3 Making History 1.7 Breaking Ground 1.2 Mods: Alternis Kerbol Rekerjiggered Flags BetterTimeWarpContinued Click Through Blocher Kerbal Alarm Clock KAS (I read somewhere that there's an option to force separate parts with KAS - if so, how does that work?) Kerbal Engineer Redux Module Manager ScanSAT Toolbar Controller Trajectories (old version, doesn't work)
  2. Quick follow-up question: Does stuff like this have something to do with KJR? The wildly flailing structure in the back is suposed to be a foldable solar satellite, but the hinges seem to decide to twist into directions they shouldn't really be twistable, and at a folding angle of between 70 and 75 degrees the entire structure starts to become uncontrollable. In the foreground, a valiant Kerbal who was actually supposed to rigidify the structure with EVA struts (in this unfolding attempt, I unfolded the satellite just to the point where it still was controllable, but it started flailing when I linked the first EVA strut) but eventually decided that abandoning the mission would be healthier in the long run. BTW, the satellite did not fall apart and nothing exploded, it just went on flailing.
  3. For now, I saved the day by installing Hyperedit and hyperediting the station back onto solid ground, but I'll try editing the config if something like this happens again. KJR works at the moment, the station only twitches a bit when switching to it.
  4. I thought it would only reinforce joints for some reason, but the description looks good. Thanks! Edit: Nope, still jumping, although KJR claims to do something
  5. Hi there, I vaguely remember that there once was a mod which decreases wobbling of crafts upon loading... I've pieced together a small research outpost on Minmus (already heavily modded, the outpost mostly uses USI colonization parts) which first only jumped a small bit upon loading. I didn't think too much about it initially, because I misplaced two Gypsum drills s.t. they lift up one part of the outpost anyway, but over time, the jumping got worse, and the last time I loaded the outpost, it completely flipped over. I tabbed out of the game and closed it forcefully because building the outpost was unexpectedly difficult (yeah... I suck at outpost building...) und I don't want to lose it to a glitch. Anyway, does somebody know a mod which can prevent this behavior?
  6. Whoever built the craft might have used a mod you don't have. Did you check mod requirements? Also, something may have gone wrong with one of the updates if it really is the stock small gear bay we're talking about. If that's the case, you can try verifying the game data. If you're using steam, that's under rightclick on KSP -> Properties -> Local Files -> Verify integrity of Game Cache
  7. Map mode doesn't always help anyway... I'm currently on Minmus with the 70 part or so Lander stage (it has lots of experiments and solar cells, due to ISRU capacities) and I still don't get more than 10 FPS, even when landed. I can't do experiments in map mode and landing in map mode isn't that great either. I somehow suspect FW Rocketry or the experiments pack now. Anyway, I'm gonna wait until all mods are available in 1.1.2 and try to find out the real culprit.
  8. Removing EVE and scatterer helped not at all, but decreasing resolution, texture quality and disabling all the extra graphic thingies helped. The game looked like something that doesn't look good afterwards and I increased the resolution and the texture quality a bit again. Now I've found a balance that looks meh and has a meh performance (much worse than 1.0.5, actually). I've also checked with my less modded KSP version (I'm keeping a cleaner primary version in case something goes horribly wrong during an update) which is 1.1.1 now and has scatterer+eve enabled. I've tried building a more or less equivalent craft and only partly succeeded due to the absence of sufficiently powerful SRBs in vanilla, but the craft has 180 parts, is larger and wobblier than the original, but also a bit slower. I have a solid 12 +/- 1 frames for most of the launch and it doesn't drop lower than 8 during Max Q (afterwards the rocket exploded due to the wobbliness and lack of sepratrons) - all with maximal or near maximal graphics settings. I haven't reached outer space in the modded playthrough yet, but the framerate at least rises to playable levels in orbit. Edit: I get 25 FPS in map mode (modded), while in not map mode it's down to 3 FPS (decent graphics settings). I guess I just launch in map mode for now.
  9. Yes, it's a laptop, but the inspector thingy didn't help... plus, the framerate is more like 3 at its worst. I couldn't add any executables without removing the two which were listed anyway at first, so I removed the old ones and added them again, and when I kinda knew what I was doing I also added the absolute link for good measure. Anyway, I'm starting to seriously doubt my capabilities. Does this look right?
  10. The service bay has a much higher heat tolerance though. The Science Jr. is better protected where it is. Actually, I've build a craft with both components switched a few days ago abd the Materials Bay explodified. Sorry, no idea about the reentry effects, I've been wondering about that too.
  11. Hi, after having lots of RAM related crashes in previous versions, I was looking forward to cram KSP with mods in the 1.1 64 bit version, which I now did. However, I'm somewhat disappointed about the performance... This is an un-small, but not humungous ship with 177 parts. The launch starts with about 2 to 3 RL seconds per ingame second, and this number goes up to 5 to 6 at about Max Q. I didn't measure the FPS, but I don't think they're much higher than 10. After dropping a few stages and leaving the atmosphere, KSP almost keeps up with real time with the mission timer flickering between green and yellow, but there are still small, but noticeable lags. During all this time, though, my System was not nearly running at its maximum. I had about 5.7 GB of my RAM in use, with KSP contributing something between 3.5 and 4 GB of that, and the CPU was running at between 10 and 20%. My system specs are: 8 GB DDR-3 RAM (7.89 useable), Intel i7-4700HQ CPU (4x2.4-3.4 GHz) GeForce GT 750M installed mods: I noticed that the RAM usage stayed pretty much constant, no matter if I was working in the VAB or had a vessle loaded, which I considered somewhat odd... is there an inbuild ceiling on how much RAM KSP can use? Also, is there any way I can increase the performance e.g. via start options, or do I have to live with the low framerate/uninstall mods?
  12. 778) A currency called Koins which can be used to buy a 5000 kN thrust engine that does not require fuel, a self charging Battery and a resource from thin vacuum creator 779) Microtransactions to buy Koins with real money
  13. Hi everyone, when managing crew in the spaceplane hangar and trying to launch the vessel from there, all the buttons on the top bar (building, crew, save, load, launch, exit, and the other one) become greyed out and nonfunctional. The game doesn't crash, freeze or anything like that, but the only still functional button is Astronaut Complex, where there are no other options than hiring additional astronauts or going back to the SPH, where the other buttons are still greyed out. The only possibility is exiting KSP by tabbing out and closing or using the Task Manager. Edit: The same happens when trying to launch with the building mode open, i.e., all control buttons grey out when one tries to launch a Spaceplane from the SPH in every conceivable way. Therefore I guess it's a problem with one or several mods, otherwise somebody would have noticed it already. Nope, the buttons become inactive in a modless installation as well. Version: KSP 1.1.0 64 bit and 32 bit carreer mode only, possibly an issue with the tier 1 runway/SPH OS: Windows 8.1 64 bit Specifications: Processor: i7-4700HQ Graphics Card: GeForce GT 750M RAM: 8 GB DDR3 Currently installed Mods: Contract Configurator Kerbal Engineer Redux Module Manager SCANsat SCANsat mission pack I guess modded installs would be a better place for this thread, then. I didn't find out how to properly attach a file, so here's the output_log in a spoiler:
  14. If you should ever come into the same situation, make sure you have updated your graphics card driver within the last year or so. Because that's a preventable beginner's mistake. Can be closed, I guess.
  15. Hi, after upgrading KSP ran pretty badly in the 64 bit version... the start menu already lagged for a few frames, and when I started a new game, the mouse was already lagging at the KSC. Also, I think the graphics became much worse despite maximum settings. In flight, one ingame second lasted between 3 and 4 real life seconds, even with the small 10 to 20 part crafts you tend to build early on in career mode. My RAM is only utilized to less than 70% while running KSP, with KSP only using 2.6 GB or so (I have 8 GB in total). The CPU is only utilized to about 10% (I have an i7-4700HQ processor, i.e. 2.4 to 3.4 GHz Quadcore). I had a modded install before and first thing I tried was removing the not yet updated mods. This somehow destroyed the install - I couldn't load anything anymore, so I reinstalled KSP. Didn't help either. Any Ideas? Edit: 32 bit works without lag. I want 64 bit, though. Another Edit: Setting all graphics settings to about half only helps a bit... that way, I'm up to 2 to 3 real life seconds for one ingame second. I'm pretty sure that my computer should handle better graphics, though.
  16. btw, if you're using ckan, unchecking science alert doesn't work since it doesn't even seem to know it anymore (that's how it worked a week ago, at least). You have to go into the GameData file and remove the mod manually.
  17. ok, after one week, several Astronomer's Pack updates and a complete reinstall of all mods, I think it's time to ask for help again... The Astronomer's Pack failed to work as well after the first update, and Mechjeb still fails to show up. I have deleted all the other mods (just some basic stuff - kerbal alarm clock, ScanSat, Contract Configurator), which doesn't change anything either. I'm running the 32 bit Windows version, still with opengl, although opening without opengl works as well since the Astronomer's Pack doesn't work anymore.
  18. I don't think so: http://forum.kerbalspaceprogram.com/threads/36863-What-not-to-suggest Try ckan, it does the same
  19. Even if your computation was right, that would not disqualify a Mars colony. 300000 years ago, homo sapiens did not even exist, and homo erectus (maybe) just began controlling fire. It's unlikely that we couldn't do anything against a random captured astroid trying to hit our then-highly developed cities on one of the core planets of our interstellar empire in 300000, especially since we have some good ideas on how to reroute an asteroid already today (I'm not sure if homo erectus seriously considered colonizing Mars). If our species survives, that is.
  20. I don't see that coming in stock, at least not any time soon, since the Kerbal Space Program devs focus on Space for some reason, we do not have any animals (except for Kerbals) anyway, and plants (other than grass) only as ground scatter, but maybe the mod developers get more interested in underwater stuff now that that's actually somewhat interesting.
  21. is a smily, you can disable the smilyfikation in the additional options. Can you give an example in which situation this would be helpful? The only Kerbals which usually are within talking distance are in the same ship (otherwise, they can be literally planets apart), and that could be a bit annoying during long burns... and would be quite a static environment that would provide little reason for any sort of contextual conversation, making the conversation purely random. One could add the according reaction to the "existential horror" emotion when you are about to burn up in the atmosphere or hit the ground at a non-survivable speed, but that might decrease the detachment from the Kerbals, which is probably not what the devs want. Also, Kerbals would speak backwards Espanol, which nobody understands naturally, making subtitles necessary for everything except for screaming when about to hit ground.
  22. I guess I have to queue up, there seem to be several issues with MechJeb and 1.0.5, although ckan considers it compatible. It kind of worked until I installed Astronomer's Pack, though, although the in-flight Delta-V computation always showed 0, so maybe it's partial compatibility with 1.0.5 and incompatibility with some of the other stuff I did. Well, I guess I'll just wait a few days and estimate my Delta-V until then. I better recruit some new kerbals, don't want any of the original four to be stranded in solar orbit.
  23. The slider sets the maximum time between two frames. I'm not quite sure, but if I had written KSP (pray to whatever supernatural entity you deem appropriate, or just hope if you're not so inclined, that I'll never even come close to writing KSP code, but the argumentation should be valid nevertheless), I would have used the maximum timestep for boring coasting phases between planets or whatever, and adjust to smaller timesteps for more interesting events like landings, dockings and sacrificing rituals. Since the rapid unplanned disassembly probably qualifies as interesting, the timesteps should be shorter, but, according to my experiences with my gargantuan and prohibitively useless first attempt at an interplanetary spacecraft, it can only go so far.
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