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Everything posted by Paul_Sawyer
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Today The New Era has arisen
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Today I launched my first water ship named "Brave" A not very fast, but very lovely corvette like vessel armed with a ballistic long-range rocket B-1 type "Ballista", four middle-range rockets type "Arbalest" and a six-charged launching system type "i-don't-khow-where's-it-gonna-fly-so-be-scared".
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Paul_Sawyer replied to ferram4's topic in KSP1 Mod Releases
Well as I said, the first craft flies really badly, it tends to roll right every time I pull it up. Although it is a typical illness for my planes, but usually it is manageable and for this one it is deadly. As for voxels, apparently it depends on part. Up to now I found problems with mk3 adapter, mk2 small cargo bay and bicoupler, mk2 fuel fuselages, also LY-01 landing gear has this problem when placed symmetrical.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Paul_Sawyer replied to ferram4's topic in KSP1 Mod Releases
@blowfish But it's not only this part:- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Paul_Sawyer replied to ferram4's topic in KSP1 Mod Releases
Looks like the voxel problem is back indeed. I have this craft with the whole right side full of dots sticking out. It also tends to deviate to the right while flying If you need the craft it is here.- 14,073 replies
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Finished my Mün Base
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Official FAR Craft Repository
Paul_Sawyer replied to tetryds's topic in KSP1 The Spacecraft Exchange
I think this is the most beautiful spaceplane I've built so far -
Scatterer - replaces atmospheres, Environmental Visual Enhancement - clouds, Planet Shine - makes vacuum ambient blackness deeper, Distant Object Enhancement - dims stars near bright planets.
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I finally reached Jool system! And saw Laythe from close up
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Windows Crash caused by KSP
Paul_Sawyer replied to Paul_Sawyer's topic in KSP1 Technical Support (PC, modded installs)
@Stone Blue To clarify: this is not memory related. I have GCMonitor and see memory usage in real time so to say, and at the moment of crash I've described it was under the limit. As of logs - only error I can see there, that refers to a craft that exploded, is this: -
Windows Crash caused by KSP
Paul_Sawyer replied to Paul_Sawyer's topic in KSP1 Technical Support (PC, modded installs)
@Stone Blue I'm well aware of the fact, that this laptop is not for KSP and especially not for heavily modded KSP (you said that - addiction...), but what I'm more concerned about here is whether it is normal that multiple structural failures between parts cause CPU to overload like crazy. Have you ever seen anything like this on your system? If it is normal, then overheat is a good guess. I will keep an eye on CPU temperatures from now on, to see if it's the case. -
Hello. I quiet often experience a severe issue with KSP when the whole system crashes and reboots. It usually happens when a craft gets destroyed by any force - be it aerodynamic stress or simply falling off the launch pad - the game stutters or freezes and CPU usage jumps up to 100%, then blue screen appears saying something like "System thread exception not handled" and windows reboots. No crash reports are left in KSP directory after that. Here are the logs of my game before the latest crash: KSP_log output_log My specs: ASUS laptop, Windows 8 x64, i5-3230M 2.6GHz, 6Gb of RAM, video card = NVIDIA GeForce GT740M, driver version - 364.51 (although I had this problem with previous versions of driver too, and updating it doesn't help). KSP 1.0.5.1028, x32, OpenGL forced (had this in dx9 as well) List of mods: I should also point out that sometimes destroying a craft doesn't cause a crash right away - the game freezes, the CPU usage goes up to 100% but then everything is OK again. Is it normal behavior or is something wrong in my install?
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Official FAR Craft Repository
Paul_Sawyer replied to tetryds's topic in KSP1 The Spacecraft Exchange
I'm having spaceplane fever -
@blackrack, I think we didn't understand each other It was gone when I replaced newest scatterer with older version. In the newest version it happens when terrain shadows are on - the city lights textures from BoulderCo begin to appear on Minmus and Mun. Here are the logs: output_log KSP_log EDIT: darn, forgot to mention - it's in OpenGL
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Started developing an interplanetary ship for mission to Duna
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I see this in OpenGL, and not only this: Playing with render quality doesn't seem to improve things, only disabling terrain shadows solves it. Also this new version seems to trigger the EVE's bug with city lights appearing on other bodies, in this case on Mimnmus (doesn't happen in 0.0223): And another minor glitch - flag decals are not affected by sunflare: Sorry for long report. Apart from all that, this is a cool update. I especially like the new sunflare - makes the sun really dazzling now.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Paul_Sawyer replied to rbray89's topic in KSP1 Mod Releases
Hello again. I'm still having this issue with clouds disappearing at 55 km altitude. Previously the workaround for me was to install scatterer - somehow it fixed things, but with the new version of it it's not the case anymore. Is there a fix for it? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Paul_Sawyer replied to ferram4's topic in KSP1 Mod Releases
Hello. I need some clarification on the problem, that I posted in Deadly Reentry thread, since I feel that FAR is related to it. Here's the picture: Now I'm rather dumb at aerodynamics, but from what I know, at this angle of attack those two RCS ports on the back of the craft should be occluded from air stream and from heating it causes. In fact though, they are not only exposed to it, but they get even more blown than those on the bottom, which results in them getting more heating. It is not so obvious with only FAR, but along with DRE it causes some weird things like top ports overheating and exploding while bottom ones stay cool and "positive". Here are the logs of my testing KSP_log output_log Edit: oh, and I forgot to mention, that all the other ports on the back seem to act normal, problem is only with those two.- 14,073 replies
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