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_Astra_

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Everything posted by _Astra_

  1. Steve_v, i suppose the intuitive way is to put an exact number of what do you want to get. By typing keys, not sliding. But the 1.1 seems to "correct" the numbers itself. I'm mostly a plane flyer so the mass balance is vital for me. <i>as the slider can be moved to intermediate positions without a corresponding change in fuel quantity.</i> It worked right in 1.0.5. With a corresponding change in very small increments.
  2. The fuel management became extremely inaccurate in 1.1 compared to 1.0.5. Cannot fine-tune the mass anymore because the minimum mass change now is fixed to ten capacity percent (10% of tank). For a 7500 capacity it means roughly four ton. Loading a small vessel in four ton units.... unbelievable.
  3. I had - and still have - smaller steps in 1.0.5, perhaps 32 units of fuel or so per large tank.
  4. blowfish, another bug of 6.1 found: the fuel management became innacurate. S2W Wide Intake Adapter now counts in multiplies of 496 fuel units. And the SW Wide Universal 2x2,5m changes in multiplies of 750 (!) units only, weighting roughly 4 ton. Yeah, a four ton difference. A lovely SSTO cannot reach the orbit anymore. Havent checked 6.1.1 yet.
  5. Uh, nice. Thank you. (Still cannot find how to scale the "Select craft to load" scroller, less than 4x3mm on my screen)
  6. I have resized the menus to 150% due to tiny scrollers being hard to operate. Now the menus looks nearly perfect (except for "Load" menu, still tiny scrollers). But the navball became something monstrous now. It is possibly to resize menus only but still keep the navball of a reasonable size?
  7. FS-1TG gears keep exploding on touchdown since 1.1 The problem is still here in 7.2.3
  8. Yes. The game locks up here. BTW found that a Firespitter being suplied with B9 is not up to date. Up. The module manager 2.6.24 seems to fix it. *shocked*
  9. For me it stops at Adapter_B9_SM1. [LOG 11:28:23.478] PartLoader: Compiling Part 'B9_Aerospace/Parts/Adapter_M1/Adapter_SM1/B9_Adapter_SM1' [LOG 11:28:23.489] CFGUtil: Registered parse type Boolean [LOG 11:28:23.489] CFGUtil: Registered parse type Char [LOG 11:28:23.490] CFGUtil: Registered parse type Byte [LOG 11:28:23.490] CFGUtil: Registered parse type SByte [LOG 11:28:23.490] CFGUtil: Registered parse type Int16 [LOG 11:28:23.491] CFGUtil: Registered parse type UInt16 [LOG 11:28:23.491] CFGUtil: Registered parse type Int32 [LOG 11:28:23.492] CFGUtil: Registered parse type UInt32 [LOG 11:28:23.492] CFGUtil: Registered parse type Int64 [LOG 11:28:23.493] CFGUtil: Registered parse type UInt64 [LOG 11:28:23.493] CFGUtil: Registered parse type Single [LOG 11:28:23.493] CFGUtil: Registered parse type Decimal [LOG 11:28:23.494] CFGUtil: Registered parse type Double [LOG 11:28:23.494] CFGUtil: Registered parse type Vector2 [LOG 11:28:23.495] CFGUtil: Registered parse type Vector3 [LOG 11:28:23.495] CFGUtil: Registered parse type Vector4 [LOG 11:28:23.496] CFGUtil: Registered parse type Quaternion [WRN 11:28:23.496] The type 'QuaternionD' is being registed as a config parse type, but is not a Unity-serializable type. Unexpected results may occur. [LOG 11:28:23.496] CFGUtil: Registered parse type QuaternionD [WRN 11:28:23.497] The type 'Vector3d' is being registed as a config parse type, but is not a Unity-serializable type. Unexpected results may occur. It *does* occur.
  10. Becase still have no feedback from sal_vager i should answer myself. KSP 1.1 has problems with a Wacom tablet. Perhaps a general issue with the tablet input. Perhaps not. To fix for Wacom had to start the Wacom Panel. Add KSP_x64 (in my case) to *both* of lists - Functions and Grip pen. The mouse clicks are back. Update: it does not fix the 32 bit version, KSP_x64 only KSP.exe from 1.1 still does not react to mouse clicks from the tablet input
  11. Update: even the debug console is not accepting any input. Alt-F12 pops a window but none of tabs can be selected by mouse. And the famous "click-through" problem is still here...
  12. Dear ibanix, the USB 1.1 is *twenty* year old. Why dropping support of anything without a proper reason? This is not a fashion industry.
  13. Huh, it's even tied to primary monitor (not to the primary DirectX device). In my case it means the launcher always appears far away from mouse pointer. And finally, i cannot press the PLAY button nor settings gear
  14. Dear sal_vager, the game log now contains a *lot* of errors. Never seen this before. The integrity test from Steam says that everything is loaded. And here is the information you asked for: [LOG 23:43:07.782] ******* Log Initiated for Kerbal Space Program - 1.1.0.1230 (WindowsPlayer) ******* ... [LOG 23:43:10.103] PhysicsGlobals: Loading database [LOG 23:43:15.844] Load(Assembly): Squad/Plugins/KSPSteamCtrlr [LOG 23:43:15.845] AssemblyLoader: Loading assembly at C:\Games\Steam\steamapps\common\Kerbal Space Program\GameData\Squad\Plugins\KSPSteamCtrlr.dll [LOG 23:43:15.868] Load(Assembly): Squad/Plugins/SaveUpgradePipeline.Scripts [LOG 23:43:15.868] AssemblyLoader: Loading assembly at C:\Games\Steam\steamapps\common\Kerbal Space Program\GameData\Squad\Plugins\SaveUpgradePipeline.Scripts.dll [LOG 23:43:15.869] Load(Assembly): Squad/Plugins/Steamworks.NET [LOG 23:43:15.870] AssemblyLoader: Loading assembly at C:\Games\Steam\steamapps\common\Kerbal Space Program\GameData\Squad\Plugins\Steamworks.NET.dll [LOG 23:43:15.872] AssemblyLoader: Loading assemblies [LOG 23:43:15.901] VesselModules: Found VesselModule of type FlightIntegrator with order 0 [LOG 23:43:15.902] VesselModules: Found 1 VesselModule types [LOG 23:43:15.951] ************************************************************************ Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.33 Stock assembly: SaveUpgradePipeline.Scripts v1.0.0.2 / v1.0.0.21 Stock assembly: Steamworks.NET v8.0.0.0 / v8.0.0 Folders and files in GameData: Stock folder: Squad ************************************************************************ [LOG 23:43:15.958] AddonLoader: Instantiating addon 'KSPSteamController' from assembly 'KSPSteamCtrlr' [ERR 23:43:16.165] <color=orange><b>[KSPSteamController]:</b> Failed to initalize Steam API!</color> [LOG 23:43:16.481] Load(Audio): Squad/Parts/Utility/landingLegLT-1/sounds/sound_servomotor [LOG 23:43:16.483] ActionCanvas MASK: 3458764513820540928 [WRN 23:43:19.824] [SpaceNavigatorWindows]: Could not initialize device. ... [LOG 23:48:09.972] Load(Model): Squad/Parts/Misc/PotatoRoid/PotatoRoid [ERR 23:48:10.002] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 23:48:10.002] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 23:48:10.009] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 23:48:10.009] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) ... [LOG 23:48:11.202] Load(Model): Squad/Parts/Utility/landingLegLT-5/model [ERR 23:48:11.205] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.205] WheelCollider requires an attached Rigidbody to function. ... [LOG 23:48:11.810] Load(Model): Squad/Parts/Wheel/LandingGear/GearExtraLarge [ERR 23:48:11.839] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.839] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.874] Load(Model): Squad/Parts/Wheel/LandingGear/GearFixed [ERR 23:48:11.896] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.896] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.897] Load(Model): Squad/Parts/Wheel/LandingGear/GearFree [ERR 23:48:11.917] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.917] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.919] Load(Model): Squad/Parts/Wheel/LandingGear/GearLarge [ERR 23:48:11.935] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.935] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.941] Load(Model): Squad/Parts/Wheel/LandingGear/GearMedium [ERR 23:48:11.950] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.950] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.952] Load(Model): Squad/Parts/Wheel/LandingGear/GearSmall [ERR 23:48:11.958] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.958] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.961] Load(Model): Squad/Parts/Wheel/roverWheelM1/model [ERR 23:48:11.975] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.975] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.976] Load(Model): Squad/Parts/Wheel/roverWheelS2/model [ERR 23:48:11.990] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:11.991] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:11.995] Load(Model): Squad/Parts/Wheel/roverWheelTR-2L/model [ERR 23:48:12.013] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:12.014] WheelCollider requires an attached Rigidbody to function. [LOG 23:48:12.015] Load(Model): Squad/Parts/Wheel/roverWheelXL3/model [ERR 23:48:12.055] WheelCollider requires an attached Rigidbody to function. [ERR 23:48:12.055] WheelCollider requires an attached Rigidbody to function. ... [LOG 23:48:28.681] PartLoader: Compiling Part 'Squad/Parts/Misc/PotatoRoid/part/PotatoRoid' [ERR 23:48:28.686] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 23:48:28.686] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 23:48:28.691] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 23:48:28.691] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 23:48:28.706] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 23:48:28.706] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 23:48:28.715] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 23:48:28.715] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [LOG 23:48:28.716] PartLoader: Compiling Part 'Squad/Parts/Resources/FuelCell/FuelCell/FuelCell' ... [WRN 23:48:31.055] The referenced script on this Behaviour is missing! [WRN 23:48:31.056] The referenced script on this Behaviour is missing! [LOG 23:48:31.633] UIMasterController: HideUI [LOG 23:48:31.748] Agent: Found 18 agent mentality types [LOG 23:48:31.750] AgentList: 27 agents parsed and loaded. [LOG 23:48:31.763] UIMasterController: HideUI [LOG 23:48:31.998] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 9s long [LOG 23:48:32.164] UIMasterController: HideUI [WRN 23:48:32.167] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 23:48:34.753] UIMasterController: ShowUI [WRN 23:48:35.476] [ApplicationLauncher] Awake False [LOG 23:48:35.478] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown The 32 bit log tail looks a bit different: [LOG 23:59:13.349] InternalSeat: Cannot find portraitCamera of name 'Camera_Left003' [LOG 23:59:13.357] PartLoader: Compiling Internal Space 'Squad/Spaces/Placeholder/internal/Placeholder' [LOG 23:59:13.368] PartLoader: Compiling Internal Space 'Squad/Spaces/PodCockpit/internal/PodCockpit' [LOG 23:59:13.381] Loading Systems: Elapsed time is 19.638s [WRN 23:59:13.743] The referenced script on this Behaviour is missing! [WRN 23:59:13.743] The referenced script on this Behaviour is missing! [LOG 23:59:14.407] UIMasterController: HideUI [LOG 23:59:14.532] UIMasterController: HideUI [LOG 23:59:14.537] Agent: Found 18 agent mentality types [LOG 23:59:14.538] AgentList: 27 agents parsed and loaded. [LOG 23:59:14.933] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 9s long [LOG 23:59:15.060] UIMasterController: HideUI [WRN 23:59:15.063] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 23:59:16.849] UIMasterController: ShowUI [WRN 23:59:17.298] [ApplicationLauncher] Awake False [LOG 23:59:17.299] [ApplicationLauncher] SpawnSimpleLayout: VerticalTopDown
  15. And surprisingly, it STILL wants to call home with some "non-very-personal data". Of paid users, not prerelease testers. It's crazy.
  16. The steam game has updated but the start menu stopped working. Cannot press anything on start screen. The menu items are highlighted but none can be pressed, nothing but Alt-F4. Both x32 and x64 behave the same way. Version number is 1.1.0.1230, no mods. The game is not playable for me.
  17. Have docked two 1,700 part ships in 0.9 No troops, no weapons, sorry. It was a slideshow. I suppose a modern CL card is far more capable doing this without lags.
  18. ... 3) Regular cruise airlines on Kerbin 4) Air dockings at 4 MAX. How about KOS still driving your plane around the planet ?
  19. Blowfish, thank you. Sadly the 2.5 meter stuff has no "structure" setting and no luquid fuel config. Means the adapter will be deadly heavy. The main issue with T2 is that only a fraction of engines has a second attachment point in the nozzle. This forky thing cannot be attached to a Sabre nor to a stock Whisplash. I consider it mostly decorative. But it acts like an endpoint and here is the root of the problem. Currently it's not a nacelle, it's a cap...
  20. sal_vager, thank you for notifying my mistake. Sadly, the communities below General, Suggestions and Daily are barely alive.
  21. Dear guys and gals, i am exploring a B9 aerospace pack, and M2 size looks pretty good, but cannot find any M2 to Mk2 adapter. There is a T2 Engine Mount having exactly the requried dimensions but it accepts nothing at the fork side. Nothing, including engines. Please give a clue where i can find a usable part.
  22. Got this situation many times - no thermal bars on overheat, just an explosion. Previously noticed that if a type B cone is installed on a booster as suggested the cone goes yellow significantly faster than a "straight" type A cone. Even on a subsonic speed. Type B seems to be less thermal conductive or far more draggy (or even buggy). I am on 1.05
  23. A BIG reactor, you mean? The game actually lacks a powerful reactor.
  24. Soyuz (The Union) originated as a two man pod. The first three-people modification failed due to no suits, now Soyuz carries three person in full space suits.
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