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Everything posted by sal_vager
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Possibly... Maybe @Val!
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@udidwht, can you provide your save where this occurred, the issue of the orbit targeting may not be related, so far it has only been consistently caused by a modded install. What is also interesting is that you apparently ran out of memory, on a 64bit OS your applications can use around 3.5 gigs of ram, not easy to do with a stock game. G:\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by udidwht. 33% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [1324 MB free]. Write to location 000000e0 caused an access violation. And a DLL could not be found ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 000000E0) ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 000000E0)
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Hi @udidwht, did you use the aero overlay before the crash occurred?
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south pole problems
sal_vager replied to Wayneo's topic in KSP1 Technical Support (PC, unmodded installs)
Actually I'm going to have to stop you there, and I'll ask you not to turn this into an argument thread with swjr-swis. The south poles are rather different as I thought I'd explained, as are our wheels in Unity 5 which are very different to those in Unity 4. See above. Oh don't worry, lots of things do that Actually no, I'm sorry you are being inconvenienced by this but this is trivially avoided by using the command part the right way up, making it a craft design issue, I've been testing this as well and my rovers are fine on the south poles. An example of a critical issue would be one that prevents the game from running, or which breaks large portions of the game, if the VAB didn't open and just caused KSP to crash that would be a critical issue, this issue would be at most a Low, as it is a gameplay issue that can be avoided. Here, see the bug tracker priority table. Priority Description Example Case Critical A large portion of the game is unplayable. SPH is non-functional. High Game Breaking Game crashes when transitioning SoI Normal Game Affecting, but not Game Breaking. SAS is draining electricCharge incorrectly. Low Visual issue that occurs often, or Gameplay issue that can be avoided. Landing Strip has texture artifacts. Very Low A visual issue that appears rarely and doesn’t affect gameplay. Audio-related error appears in log on occasion. Unworthy An issue that is slightly bothersome, occurs rarely, is not easily discovered, or is a matter of preference. Collision mesh of some parts are slightly off. They are perfectly drivable everywhere else on 15 bodies (except maybe the water or on very steep inclines), and luckily we're here to help them when they get stuck. Yes it would be nice, feel free to suggest that in the Suggestions forum. And again, arguing with other members isn't going to prove your point, and can result in you falling foul of the forum rules, so I suggest you post with a little more decorum, thank you. -
Need your own thread moved or locked? Post here.
sal_vager replied to Rich's topic in Kerbal Network
All done. -
Temporarily closed by OP's request.
- 17 replies
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It might look unprintable, and I don't know, one fairing might be alright especially if it's set to fewer sides and to clamshell mode, the ships I posted above use one fairing each and they load fine. Edit: Actually, thinking about it it's probably due to the payload, as every part has to be checked for collision with the fairings which are solid until staged. Is it still really slow for you with no payload?
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PS4 Maneuver Nodes not working
sal_vager replied to MrCalvinator's topic in KSP1 Technical Support (Console)
Unfortunately yes, console KSP is older than the PC release at this time, but I advise that you try not to crash into the planets! Seriously though, bring as many science parts as you can in career games, and in any game type if you can't get an encounter you might need to wait till next orbit, using the O button on a node lets you toggle the next/previous orbit buttons. -
PS4 Maneuver Nodes not working
sal_vager replied to MrCalvinator's topic in KSP1 Technical Support (Console)
This can happen sometimes, try changing focus to the planet you want to place a node around, also try quicksaving then quickloading. -
south pole problems
sal_vager replied to Wayneo's topic in KSP1 Technical Support (PC, unmodded installs)
Did you know, in KSP down isn't really down, even though it looks like down, unlike most other games where down is down in KSP down is sideways while you're at the KSC. Gravitationally down of course, in the scene constructed by Unity you're on your side on the side of a ball, or at least that part of it that exists in memory at that time. And the wheels use the current direction of gravity to know where down is, and your command part to know where the front and bottom of your rover is, and which way you stuck your wheels on, so they can guess which way to go. This works everywhere, except right at the south poles, where you're upside down and your control point is pointing down and gravity is pulling you up on upside down wheels onto the bottom of a ball that's the other way up to you. Except down isn't quite up. it's off a tiny bit, and as you drive around down moves a bit under you, it's more accurate in the center of a quad (what planets are made of), and off to the side a bit on the edges, but it's such a small difference you can't see it, except at the KSC where the flat runway acts like a really squashed skateboard half-pipe and you roll to the center. In other words, the vector of gravity changes, it's a floating point number (actually a bunch of floats together), and sometimes the numbers are wrong, that's normal for floats though, and when you're using floats you don't check for accurate values, you check for a range and if it's in that range it's 'right', or accurate enough to say it's right. And when on the poles the numbers can be wrong, just wrong enough that your upside down rover doesn't know where forwards is anymore, and you can't drive. Having your control point facing the horizon can help, so at least it knows where forwards is, and you can always add a front and rear mini docking port so you can select them as your control point (but make sure they are the right way up, which is to say sideways). Maybe it can be fixed, it's hard to say, Unity wheels aren't designed for the abuse KSP is putting them through, and Vehicle Physics Pro is only designed to make Unity wheels act like wheels instead of like greasy balloons on sticks, neither of which are designed with a constantly changing gravity in mind, or with individual wheels the player can stick on in any direction, or with a control point that could be any way up. It's not the desired behaviour, it certainly wasn't programmed by Squad developers to forget which way was the front when upside down on a ball, most people would call it a bug. I think it's doing okay for something that's not supported by Unity or by VPP, not great of course, it could be better, that might take some fundamental changes in how wheels work though, to take into account the things we're doing with them, to properly support stick-on wheels, to support more than 20 wheels without them going crazy, and to not be forced to use gravity to know where down is. Luckily it's just the south poles, and if your command point is sideways instead of down (even though it looks up) it hardly happens at all. -
A program that displays science left to do
sal_vager replied to sskacy's topic in KSP1 Mods Discussions
Hi @sskacy, you will need to add some kind of licence with your mod, and your link appears to be broken. -
Possibly. Maybe @Val is next.
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I've tried that and nothing happened, are you absolutely certain you're at 1x warp? Because you won't have control if you're at 5x, causing the exact symptoms you describe.
- 5 replies
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- stock
- unresponsive craft
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(and 1 more)
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Can't open save games
sal_vager replied to Peebothuhlu's topic in KSP1 Technical Support (PC, unmodded installs)
The save you were using before the problem occurred is corrupted, this is why your resume saves list is empty, to fix this you need to move that save out of the Kerbal Space Programs folder, or rename it, or delete it, and replace it with a backup. -
docking port no longer undocks (1.1.3)
sal_vager replied to fommil's topic in KSP1 Technical Support (PC, modded installs)
I meant here but nevermind. Edit, moving to Modded Support, also try Claws stock bug fixes. -
OX Solar panels going crazy!
sal_vager replied to Lelling's topic in KSP1 Technical Support (PC, unmodded installs)
I think you're going to want to enable the extra actions in the settings screen, and get some autostruts on that pronto. It's a rather old PhysX bug, and can hit any vessel if you have several light parts sticking out, though if your ship is heavy enough it damps it down, that's why it can hit a vessel seemingly at random, as you burn fuel you can get to the point when this feedback loop kicks in. Maybe call it the wobble kraken. Struts (almost) eliminate it, and before now you'd have to install Kerbal attachment system to add struts in flight, but now you can add autostruts via the right click menu on most parts. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
sal_vager replied to AlphaAsh's topic in KSP1 Mod Releases
Okay @Ger_space, when you and @AlphaAsh are ready let me know and I can close this one.- 872 replies
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It is going to depend heavily on the vessel, especially if lots of fairings are used, a lot of things are calculated and cached while launching to avoid doing it later on, helping with frame rate while in flight, but certain vessels are going to take longer to reach the launchpad. There's not really a 'fix' for this as it is one of the costs for higher performance while in the flight scene. Out of interest though can you post the vessel? I may still have some craft that NathanKell and Claw gave me that showed this quite severely. Here, the CLS-H Block 4 VB LT and the Helios 1 LT, these used to take a long time but thanks to their work they don't any more, so your ship must be a beast. Edit: Actually, can you test without those mods and check the log for spam, thanks.
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
sal_vager replied to AlphaAsh's topic in KSP1 Mod Releases
Please check the first post for information on compatibility and updates, thank you.- 872 replies
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Maybe... Maybe @HoloYolo...
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Relay, HUD and green lines
sal_vager replied to Helios95's topic in KSP1 Gameplay Questions and Tutorials
Hi @Helios95, is this an old save from before 1.2? If so then the commnet will be off until you enable it in the difficulty settings, while playing open the pause menu and click the top button for difficulty, you'll see some commnet options there and some more if you click on 'advanced' -
Hi ColKonk2, sorry but Squad doesn't use torrents for the releases, only for the demos, I've found that some download accelerators can fail with the download though so you may want to try another.