bigshow281
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Everything posted by bigshow281
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Kerbal Space Program patch 1.1.1 is now live!
bigshow281 commented on KasperVld's article in Developer Articles
I am experiencing the same issue as you. After upgrading to 1.1.1, when I enable SAS on launch, the craft begins rotating clockwise and then counterclockwise much like a washing machine during its agitate cycle. The craft then spins out of control. Happened with three different rockets that I launched. I'm sorry to say that KSP was far more playable and bug-free during pre-release. It has gotten progressively worse update after update. Please hotfix this ASAP. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
bigshow281 replied to ferram4's topic in KSP1 Mod Releases
I can confirm, everything I launch wobbles out of control.- 2,647 replies
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Awesome! Thank you and all those involved for your continued work on this awesome mod. Keep up the great work.
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I found a pretty nasty bug. I used the return to orbit Duna lander craft file and attempted to land it on Minmus. I had the legs down and as soon as I touched down onto the surface, the craft bounced violently off the surface and started spinning end over end. I stabilized the craft and attempted a second landing and the same thing happened. As soon as the landing legs touched the surface, the craft went haywire.
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I have some additional information about the issue. I turned off anti-aliasing in the game and in the nVidia control panel and it made no difference. I kept a close eye on exactly when it starts, the issue first appears at approximately 46,000 meters or so. It does not happen before it hits that altitude. It becomes less noticeable after about 120,000 meters and then completely absent after about 200,000 meters.
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Sorry about that, I posted from my phone and wasn't aware. I edited my post and removed the original post from the quote. I just tried again, looks like the god rays from the SRBs are gone when they are disabled, perhaps it was a previous version that I was having problems with *shrug*. But what I notice now is that when I move the camera around while my rocket is ascending to orbit, the entire land mass of Kerbin starts flickering. Unfortunately there's no way for me to take a screen shot of that because it happens so quickly and only when I move the camera. Could this be graphics card settings or in-game settings causing this?
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I don't know if this is the same problem I'm having but when I launch my rocket and jettison the SRBs, there are long rays extending from the SRBs all the way to the ground. It does this even with god rays disabled. The newest update is a major improvement especially when in use with EVE, the only issue I have left is those long God rays extending down to the ground from any vehicle debris that is jettisoned. Any suggestions?
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[1.7.2] KK Launchers - Delta, Atlas Pack
bigshow281 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
When I try to load the Falcon Heavy from the craft file, the game freezes up... -
Don't know if anyone else has experienced this or not, but it seems that after the 1.0.5 patch, the ablator on the heat shield burns away ridiculously fast....a lot faster than the stock heat shields. I performed a few re-entries on Kerbin from 100km and 200km orbits, and in both cases, the ablator burned away so fast that I had to use Hyperedit to refill the ablator level several times otherwise my crew would have been toast.
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I haven't read anyone else post this yet so I'll start. There appears to be a severe problem with this addon after 1.0.5. It appears that any of the craft included as .craft files with this pack now suffer a catastrophic failure during launch and staging. For example, all of the Orion crafts will break apart when staging stage 5 (the stage that jettisons the LES tower, fairing walls, etc). Also, the craft based on the Delta IV Heavy model with the three fuel tanks fail when attempting to stage the two side tanks. It appears that the separation motors damages the center tank and causes the center engine to get blown off when jettisoning the two empty tanks. I was able to fix the Heavies by removing all of the separation motors and just leaving the decouplers so that the tanks just detach and fall back. I updated the game to the newest build and the problem still continues. I thought perhaps that Squad's hotfix for the engine exhaust damage would solve the problem but it did not. Just wanted to make you aware.
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
bigshow281 replied to Felger's topic in KSP1 Mod Releases
Yep, that's the one I'm seeing too. I'm playing the game now and so far I don't notice any problems. *shrug* -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
bigshow281 replied to Felger's topic in KSP1 Mod Releases
Anyone getting a Module Manager error after updating the stock configs to .8? -
Can't wait! Chaka is by far my most used addon in my collection, love all of it and can't wait to see and try out the new stuff. By the way, do you know if anyone has created Realplume configs for CMES engines?
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
bigshow281 replied to Felger's topic in KSP1 Mod Releases
If someone could make a Real Plume configs for CMES (Chaka Monkey Exploration Systems), I would be sincerely grateful. I use this mod pack more than any other. -
YANFRET, any ETA on the next update?
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Anyone have any suggestions on how to better tweak the brightness levels in Scatterer? I find that the the Earth glows a little too much, it sort of looks like a sky-blue ghost from the map view and from orbit. I hit alt+f11 and changed the 100 value to 10 and that seemed to do the trick but even after I click save, the next time I go back into the game, the changes revert back to stock. Does anyone have a customized config file they would be willing to share? Also, I noticed that the clouds from map view appear sort of blurry around the edges....sort of like looking at an image that is meant to be 3D but without 3D glasses. I'm using EVE Overhaul at the moment, stock, none of the textures replaced. I was thinking about going back to the old EVE and Proot's KSPRC textures and keeping scatterer, do you find that scatterer works better with old EVE or the overhaul WIP version?
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
bigshow281 replied to Claw's topic in KSP1 Mod Releases
Claw, do you only want reported issues for stock installs or are you taking reports for issues with modded installs as well? I ask because I installed your latest bug fix and tested it out and two wheels on my rover that was inside a fairing overheated and exploded during ascent after launch. I was able to reproduce this problem with multiple types of craft, but it only seems to happen when FAR is installed, it will not happen if I uninstall FAR. I am aware that FAR makes the overheating problem worse, but I was curious if your fix would make FAR usable again but it has not. Anyway...not sure if you still want data in this case since FAR is involved, let me know and I'll post the details. Thanks! -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
bigshow281 replied to Felger's topic in KSP1 Mod Releases
Have you or the community created a set of RealPlume configs for CMES that you are aware of? I use that addon a lot so I would love to see your plumes on those engines. The way they are configured now...the engines with the exception of the SRBs burn too "cleanly" so there isn't much in the way of smoke/condensation trails. Also, the CMES rockets do not vent exhaust from the launchpad's exhaust trenches but I noticed that when I use engines that do have RealPlume configs like FASA, SpaceY, etc, they do show the trench plumes. -
[WIN][1.0.X] KSP x64 Total Unfixer [v2.2 04/08/2015]
bigshow281 replied to jrodriguez's topic in KSP1 Tools and Applications
Frankly, I can understand both sides...On one side...yes, I would probably throw my computer through my window if I was spending a large chunk of my life creating a cool mod that a lot of people want to enhance their KSP experience and then have a group of people telling you how much your hard work sucks and how its useless and broken because they aren't using your work as intended. On the other side, I can definitely see why people want to use the 64-bit version of KSP. I, too, have spent MANY hours and days researching, reading, and experimenting with ways to cut ram usage so my game didn't crash when my ship loaded on the launchpad or when I returned to the space center after a mission. Everything from using ATM, playing with opengl and dx11 flags, constantly pruning my list of mods to the bare essentials that I felt I could not do without. Even converting my Windows PC to dual-boot Ubuntu for the sole purpose of trying to get a couple of hours of actually PLAYING Kerbal Space Program instead of researching ways to keep it from crashing. Then researching and squashing all the bugs and hacks I had to put in place to get Ubuntu firing on all cylinders on my PC...driver issues and such. I was at the point where I was about to uninstall KSP and just check these forums from time to time waiting for the stable 64-bit release from Squad and then start playing again but I just love this game way too much to let it go. At that point in time is where I discovered this thread and Unfixer. I tried using the 64-bit workaround for Windows before but always got terrible results. So I gave it a try once more and then using Unfixer. I started with a small handful of mods and then started adding more when I felt things were stable enough to do so. I've been playing the 64-bit version for about 2-3 months now and I really can't think of any bugs or problems that I encountered just because its the 64-bit version. In fact, I can actually spend time PLAYING KSP instead of getting frustrated with the game crashing constantly in the middle of re-entry only to load up the game again to find my ship and crew burned to a crisp in a scattered debris field after returning from an epic journey to Duna and Ike. I am a mature adult however, and I do understand that all the modders on here are doing what they do for the love of the game. They are trying to share that with others and they don't have to do this at all. I'm sure they struggle often to justify their time investment and fight off notions of the cost outweighing the rewards. Those of us that play KSP on Windows that enjoy many of the mods they make and wish to enjoy the game along with the mods and not have to spend so much time figuring out how to keep their game from crashing share the same struggle....weighing the enjoyment of the game and having to devote hours to figuring out how to make it run better and for longer before the inevitable crash. Everyone has a limit to their patience and how much time they are willing to invest to try and make this game work, even hardcore space and computer junkies such as myself. In the end, we all want the same thing...a fun KSP experience free of frustration. As someone who has worked in IT my whole life, I know first hand how many ignorant users there are out there. There is always going to be someone that uses something in ways that the creator did not intend for it to be used and did implement in their designs support structures to handle whatever the user is doing. People at my office will call me and chew me out for their computer running slow and programs crashing blaming "that upgrade you guys did last week" as the culprit to their computer problems, but when you remote in and in as polite a way as possible point out that the reason their system isn't working as well as it should is because they installed software that introduced malware and spyware to their computers added a dozen search toolbars to their browser, they try to deflect the blame and tell you that the problems started after the "upgrade". One of my favorites is when a user calls and says their computer is running slow and I ask them if they rebooted their computer recently. You always know when someone is lying because they will usually say "I rebooted 3 times", I don't know what it is about the number 3, but that's the number of times the lying users say they rebooted. My favorite part of that is remoting into their systems and pointing out in task manager that actually their computer hasn't been rebooted in over a month. "No ma'am, turning your monitor off and back on does not constitute a reboot." Sorry for the long post, I guess my point is there's always going to be "users". No amount of roadblocks will change that. -
Sorry about earlier, I didn't realize til I got home that I duplicated the cfg file contents, I fixed it now. As you can see, the mass of the "CHAKA / Common Structural Reinforced Berthing Mechanism" is 5 and the mass of the "CHAKA / Common Berthing Mechanism" 0.05. That's a big difference for two parts that are nearly identical. The part that weight 0.05 is the part that is rapidly overheating and exploding.
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I don't want to get ahead of myself but I think I MAY have found something...I read that parts with smaller mass tend to overheat faster...I just took a look at the .cfg files for the two berthing mechanisms in the IACBM_1.25m folder. I'm not sure if the mass on the part in question has a typo or it was intentional but here is what I discovered... Take a look at the mass for these two parts marked in red... Could this be the reason? Filename: part - Copy.cfg Filename: part.cfg
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Has anyone tried using Chaka with FAR? I'm experiencing an issue where when I launch the EMLV III Station Core into Orbit, as soon as I jettison the fairings, the common berthing mechanism in between the 2 habs superheats rapidly and explodes. That particular part is pretty far away from the engine and even the parts around it aren't hot until the moment I jettison the fairings. I am aware that there is an overheating bug on small parts and that FAR tends to exacerbate the problem, but from reading FAR's latest patch notes, that problem should have been fixed. This does not happen with FAR uninstalled. I also tried installing Real Heat, hoping that might solve the problem but the same thing happens. However, as an experiment, I launched the station core into orbit and left the fairings on. I then hit F11 to look at my heat using HotSpot and then hit time warp and orbited around Kerbin about 6 times until my engine cooled off. I then jettisoned the fairings and to my surprise, there was no explosion. I have not experienced any problems with any of the other Chaka vehicles with FAR, just the station core. I checked the debug logs and it shows that the berthing mechanism exploded due to overheating. I was curious if anyone else experienced this.
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Space Shuttle Pack for ksp 1.0.4 dev thread
bigshow281 replied to Mike-NZ's topic in KSP1 Mod Development
Just downloaded the FAR version and I'm having trouble assembling the shuttle. It appears that the right attachment nodes for the right landing gear and right CSS control surface are broken, it will not allow me to attach anything to those nodes. No problem with the left landing gear and left control surface. Not sure if this problem is present in the non-FAR version, but I'll test that out shortly.