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sal_vager

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Everything posted by sal_vager

  1. You'll forget your own head next, and where did you last see your keys?
  2. My entry, the Vickers F.B.5 Gunbus, the first ever purpose built fighter aircraft, this two seat pusher configuration aircraft served with the Royal air force from 1914 to 1916, and was armed with a .303 (7.7mm) Lewis gun on a swivel mounting. Craft file. You would not believe how much rotating and translating with the gizmos this took, and its flight is best described as "erratic", I'm hoping it'll just randomly fall out of the path of enemy fire and there's no way to make it look accurate and also keep the mass down low enough so it takes off. So yeah, anyone looking for craft ideas maybe should skip this one...
  3. Great, and yeah it's not that well known a tag, there is a button for it in the advanced editor though, also if you are using -force-opengl try without it, it is not working properly on Win10.
  4. Great, I looking forward to seeing how you get on, and hardcore science is no match for infinite retries
  5. Hey now you have a project, can you out-Manley Manley and not only hit the VAB, but blow it up as well?
  6. Scott made many attempts when trying to hit the KSC, I think the fact that is is so hard and that the physics steps are so far apart that you can't actually blow the place up has put off others from trying, but anyone can drop a probe guided missile, the challenge is in doing it with a dumbfire projectile Course, no one said you had to drop one at a time...
  7. Edited post, please use a paste site or code tags ([noparse] [/noparse]) caitiemew, super long logs pasted directly to the forum are a bit of a bugbear.I think I can guess your missing parts issue, I bet your R&D screen is blank as well, you say you used addons and it's likely you used something that changed your tech tree with module manager. Search your persistent.sfs for "TechTreeUrl" and change the value from module manager to "GameData/Squad/Resources/TechTree.cfg", that should fix it. If you're still getting lock-ups, post your output_log (it's in KSP_Data and don't forget code tags).
  8. I'll let the license explain. I made it in about 10 minutes in Blender because Scott Manley was asking if something like this existed, which it didn't at the time, it was never supposed to be complex so a DAE was fine, but that format isn't really supported anymore, I'm surprised there's still interest and that no one else has done better yet.
  9. Well, I never could get Unity to work in Wine, or get the Blender Mu exporter to work right so it languished, when Unity release a Linux editor I might have another go with it. It's literally just a bar and a winglet, you have to provide your own de-orbit mechanism and that tweakables line was part of the original cfg files, I don't see what you could possibly tweak with a metal bar and a winglet. I think it just needs [part] tags added to the cfg, but really anyone with Unity could make another. I only uploaded it here, not to Curse or anywhere else, but if you really, really want to play with it here it is. Also, license, https://creativecommons.org/licenses/by-sa/4.0/deed.en
  10. Hi Sphinx2k. There's no known fix for this yet, flickering is usually a graphics driver issue when the driver is unable to update the screen properly, this could be due to frame buffer timing or a failure to synchronize with the vertical refresh, I can only assume there is some incompatibility between Windows 10 and Unitys openGL mode when fullscreen, this doesn't seem to happen in windowed mode as the game window is forced to update at the same rate as the rest of the desktop. -force-opengl is a Unity engine feature by the way, and not something Squad can address. Your only options seem to be to continue to run KSP in a regular window, or to force a borderless window with the -popupwindow command, though if that doesn't work and you still need fullscreen you may have to stop using -force-opengl. You could try seeing if this has been reported on the Unity forums, but I expect the only real fix is to wait for your graphics driver vendor to fix this in their drivers.
  11. Good stuff Jolly_Roger, I've stuck this for August, oh and moved it to Mission Reports
  12. These are pretty good, take a look ---------- KSP Wasn't Designed For This.... But JollyRoger did it anyway, if ever we need to evacuate the Earth and colonize Mars I know who to call. ---------- There's a lot of interest in planes in KSP but not many places to land them, so Peachoftree steps up to help anyone struggling to keep their planes in one piece when they inevitably come back down again, a landing you can walk away from is good, a landing where you get to reuse your plane, well that's better. ---------- mhoram recreates one of the oldest challenges in rocketry, the Goddard problem, get as high as you're able with a simple sounding rocket, full throttle won't be your friend here, careful balance of thrust against drag is the key, enjoy. ---------- The Error comes up with a short but thoughtful story for us this month, titled Quieter days, there's not much I can say about it without spoiling things, so go check it out. ---------- The ever inventive KHTRE is always coming up with novel, er, things in KSP, and this time he's decided to explore KSP's physics and make a particle system he calls "The Fountain". ---------- And finally, we have our very own "this or that", Sega or Nintendo? PC or MAC? KSP or Minecraft?, cutlercollin99 what have you started?!?!? That's all, hope you like them as much as these guys like making them
  13. Are you using any software designed to use both your graphics adapters to "boost" game performance?
  14. Hi A_Fossil, I have never heard of these issues before, and for any issue to persist despite re-installing the game and being present on other saves is, well it shouldn't be possible. Please see the stickied support issue thread and upload your KSP.log, output_log.txt, settings.cfg, dxdiag log and savegames to dropbox or a similar file sharing site, thank you.
  15. There's many things that result in the same symptom, limeindy's appears to be specific to the craft but yours looks to be caused by something outside the game, so there's no "one size fits all" fix for this. limeindy's best bet is to scrap the craft and build another as all his other craft are fine, as to why it's causing this I cannot tell, the output_log just ends with no information and my player.log shows a segmentation fault when reverting with that particular craft.
  16. Hi Spacejohn, I still don't know what's causing this yet, the error log only shows a general out-of-memory error and the output_log doesn't say what caused the crash, usually the output_log will say "system out of memory", but for you it just crashes. So there's no smoking gun here, which suggests the cause might be outside of the game and KSP can't do anything (except crash). I'd like you to try starting your PC with a clean boot. If KSP doesn't crash while in a clean environment it suggests there's a conflict with something else installed on your system.
  17. Please do not use -force-opengl, it's a Unity engine feature that is not supported by Squad and it's not known yet if it will work reliably on Windows 10, you could try asking on the Unity forums to see if there are any known issues with openGL Unity games on Windows 10. As it's working for you in windowed mode then that's something, all you can likely do is fake fullscreen using -popupwindow as well.
  18. Hi Jetwave, there is definitely something wrong with your craft but it is not the LFB's, as by removing the fuel tanks of the north or south facing boosters from your Muna V causes the vessel to be bugged on launch and uneditable on return to the VAB. No parts need to be added to your craft to cause this issue. Here is what happens when you remove one of those tanks, the craft here has had most other parts removed to narrow down the issue. The log is full of errors like this as well. NullReferenceException: Object reference not set to an instance of an object at Part.requestResource (.Part origin, Int32 resourceID, ResourceFlowMode flowMode, Double demand, Int32 requestID) [0x00000] in <filename unknown>:0 at Part.RequestResource (Int32 resourceID, Double demand) [0x00000] in <filename unknown>:0 at ModuleCommand.CheckControlSourceState () [0x00000] in <filename unknown>:0 at ModuleCommand.FixedUpdate () [0x00000] in <filename unknown>:0 Removing the fuel lines didn't fix it, I suggest you scrap this craft as even completely removing the 2.5m section or re-rooting the vessel did not fix it.
  19. Hi NewbieAstronaut, can you please locate the output_log in your KSP_Data folder and paste the contents here for us, thanks.
  20. I've had some luck with placing my rocket so the engines touch the floor of the VAB, also by moving the rocket to the side so it's on the concrete edge of the pad, not on the grille, as it is the grille that is "sticky" (bad collider).
  21. All we know is it has been reported to make a tiny thrust without using any fuel, just electricity, and that a professional has tried to find external causes for the thrust and has been unsuccessful so far, though he did find the control also made thrust, so I think they are still not sure which direction to point the thing for optimal effect. Oh and we know it is essentially just a lidded copper bucket with a microwave oven stuck to it, any of us could build it in the garage/shed/kitchen, but we'd have no means to measure the thrust. As to why it makes a thrust, no one knows, the explanation from its creator wouldn't be out of place in a 70's sci-fi B movie, maybe we'll never know and this will magically stop working just like room temperature fusion power. Just have to wait and see..
  22. Hi Cryova, for some reason the Intel driver doesn't handle KSP's anti-aliasing yet, and you get the result you see in your pic, please try disabling anti-aliasing in the KSP settings, it's on by default.
  23. Re-tagged as [support - Windows], we really need the logs and your save folder, you can upload them all to dropbox.
  24. When you start your script from the terminal with ./yourscriptnamehere it will print to the terminal what it's doing, also if KSP starts at all it'll write a KSP.log in the game folder and a player.log in "/home/user/.config/unity3d/Squad/Kerbal Space Program", the logs should say why KSP crashed. For your VM error logs you'd have to check your VM's documentation.
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