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sal_vager

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Everything posted by sal_vager

  1. The devs changed it to zero throttle from 50% originally due to player feedback, so many new players were stuck on the pad that the advice to "hold shift to throttle up" was in the official Squad FAQ. It's more trouble that it's worth to have throttle default to zero, but a settings option would be nice. Also there's one situation where I often leave the throttle half way, 100% throttle is overkill with many flights with small planes
  2. Thanks for the log JousterL, the log shows the vessel (and Kerbal) had Not A Number issues, this should be pretty rare. recalculating orbit for mk1pod: Kerbin rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) recalculated orbit for mk1pod: the Sun rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Progress Node Reached]: Flyby (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Progress Node Reached]: Sun (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Progress Node Complete]: Flyby (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) recalculating orbit for kerbalEVA (Bill Kerman): Kerbin rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) recalculated orbit for kerbalEVA (Bill Kerman): the Sun rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) setting new dominant body: the Sun FlightGlobals.mainBody: Kerbin (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Vessel mk1pod velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Vessel kerbalEVA (Bill Kerman) velocity resumed. Reference body: Sun vel: [NaN, NaN, NaN] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Crash!!!
  3. There's problems with the Squad server that handles requests from the patcher, which is the part of the launcher that's failing for you. There is no fix yet, we all have to wait for Squad to finish celebrating the 1.0 release, but until then the store still works. Also the KSP.exe works directly, you don't need the launcher at all. Sorry but your store download is your only option at this time unless you have KSP on Steam or GOG.
  4. The issue you describe shouldn't happen with the edgers drivers if properly installed though, it sounds as if you have a bad install of KSP.
  5. PPFX is hardware dependant, please post your game logs and dxdiag so we can troubleshoot this, see the sticked support threads for more information
  6. I suggest trying the proprietary Nvidia driver with the highest number from the Mint repository first, this is 331 on Ubuntu, if KSP runs then great.
  7. You can get the fill zip from your store account downloads page, it's the most reliable method at this time, just copy your existing saves folder over
  8. Can't remember if I mentioned this yet, but on Linux the memory use goes up to about 2.6 gigs with the heat gauges active, then stays there, normally it's 1.4gigs for me. Can any other Linux users check?
  9. Playing career and have not researched airbrakes yet? Need to slow those spaceplanes down on the cheap? Try doubling up on control surfaces, reversing the deploy direction of one set and binding them to the brakes. Instant airbrake!
  10. I'd prefer no science from contracts as it'd encourage players to go further than Kerbin/Mun/Minmus just to get science, it'd be both a reward for going out to the planets and add an element of planning when choosing which contract to do, players would want contracts that pay for the trip to new places just so they can do experiments there.
  11. You can get the latest (2010, yeah, old) DirectX from [this link], it is the full version, there is a smaller web installer but it tends to fail to install all components if it thinks your install is up to date.
  12. For some reason KSP on Windows can bog down while loading for some players, and it seems to be caused by network adapters, it does not affect everyone and no one knows why. It's not even known whether the fault is in KSP or Unity, and it is even caused by virtual networks.
  13. That is strange, it should be between the mouse wheel axis and the abort action group, like this. AXIS_MOUSEWHEEL { PRIMARY { name = Mouse ScrollWheel axis = -1 inv = False sensitivity = 1 deadzone = 0 scale = 1 group = 0 modeMask = -1 } SECONDARY { name = None axis = -1 inv = False sensitivity = 1 deadzone = 0.05 scale = 1 group = 0 modeMask = -1 } } MODIFIER_KEY { primary = RightShift secondary = None group = 0 modeMask = -1 modeMaskSec = -1 } AbortActionGroup { primary = Backspace secondary = None group = 0 modeMask = -1 modeMaskSec = -1 }
  14. Can you show us this craft? Also try the debug menu, physics tab, enable heat in the context menu, it will help show what's going on. Different parts have different amounts of thermal mass, so the cockpit can take a lot more before getting hot than the contents of the cargo bay.
  15. You may find that your map has the filter for your vessel turned off, this can happen a lot with probes, mouse over the top edge of the map and you will see a number of vessel types.
  16. I am in my logs and in all the logs I see here on the Support forum
  17. Here's the crash, it looks like KSP was generating Mun craters at the time as "PQSMod_VoronoiCraters.OnSetup ()" is only used for those I think. [EXC 21:18:37.973] OutOfMemoryException: Out of memory LibNoise.Unity.Generator.VoronoiCached.ConstructCubeArray () LibNoise.Unity.Generator.VoronoiCached..ctor (Double frequency, Double displacement, Int32 seed, Boolean distance) PQSMod_VoronoiCraters.OnSetup () PQS.Mod_OnSetup () PQS.SetupMods () PQS.StartSphere (Boolean force) PQS+.MoveNext () [ERR 21:18:38.399] Could not allocate memory: System out of memory! Trying to allocate: 2097152B with 4 alignment. MemoryLabel: Default Allocation happend at: Line:74 in Memory overview [ ALLOC_DEFAULT ] used: 1259086257B | peak: 0B | reserved: 1442401674B [ ALLOC_GFX ] used: 456047871B | peak: 0B | reserved: 502742816B [ ALLOC_CACHEOBJECTS ] used: 76888B | peak: 0B | reserved: 12582912B [ ALLOC_TYPETREE ] used: 13172B | peak: 0B | reserved: 4194304B Lowering the terrain detail may allow you to recover the vessel.
  18. Well, they are all in Mexico, so I expect tequila is involved.
  19. Will this disable the Squad gauges so we don't have to press F10 every time? The hot parts glow anyway using PPFX edge highlighting so the stock gauges aren't needed at all.
  20. Sorry Forty, we can't condone such activity on these forums, you'll have to discuss this elsewhere.
  21. We'll need to see the craft, and a craft file would help as well, you can put the files on imgur and dropbox. It's possible you did not leave an open node to allow attachment, it's easily done and a re-root with the F4 tool should solve it. (Press F4, click craft, click again to select new root part)
  22. As KSP 1.0 is 32bit your 16gigs isn't being used, it's a limitation of 32bit programs unfortunately.
  23. Could it be the saved state? Is there a way to prevent OS X from making those for a given program?
  24. Yeah it didn't make it in, but we can make them show using this addon. Waypoint Manager.
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