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sal_vager

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Everything posted by sal_vager

  1. I spoilered your log file Pete, it's the eye icon in the text editor The log shows a general memory access error (0xc0000005), these could be caused by anything and are non specific. Mono is provided with KSP and is used for KSP code and for addons. Next time this happens please post the output_log.txt, there is one in KSP_Data and an identical file in the crash folder. Don't forget spoilers
  2. Both? There's four modes I believe, so one of them may suit you.
  3. This thread isn't a place for suggestions Jibodiah Also, added a "New Parts" category as that's a common suggestion.
  4. I've had to use an RCS tank to balance an Apollo style lander, the other side had a rover and I didn't want to carry two.
  5. December 2015, January of this year, nah it's no necro you're fine
  6. This is the first time I've seen a log from a crash with OBS, usually KSP is fine with OBS. This is not actually KSP though, "gameoverlayrenderer" is part of Steam, and searching for OverlayHookD3D3 shows crashes with other games on Steam when using the overlay. If you have any trouble with -force-d3d11 try disabling the Steam overlay instead.
  7. Windows 10? Recent updates? If so check your graphics driver hasn't been rolled back. Otherwise please upload your output_log.txt and dxdiag hardware report somewhere for us.
  8. It's rightshift+F12 on Linux by default though sometimes Steam gives you the Windows settings.cfg which is set to alt+F12. Alt is already used for moving a window in Ubuntu so couldn't be used by KSP. And you have to use Fn because it's a laptop and it's doubling up keys to save space.
  9. The question is, do you really want to lose this ability?
  10. Hi Thorazine, if KSP crashed while you were in flight you will have a damaged persistent.sfs in the folder of the save you were playing when it crashed, you will need to back this up (in case it can ever be fixed) then replace it with your most recent quicksave by copying the quicksave then renaming it to persistent.sfs If KSP crashed in the editor you likely have a corrupt craft file, you will need to remove the file for the ship you were building at the time of the crash.
  11. Ahh, this tutorial, yes there's a small but significant issue with it. You're told to make your first manoeuvre node at the descending node, but this puts you in front of the target ship so you cannot get an encounter without waiting several orbits, using the orbit advance button (+) or using a very elliptic orbit with too high a relative velocity at closest approach. Tip: make your plane change manoeuvre at the ascending node, it's the first one you reach anyway and you have plenty of time to read the tutorial text and make the manoeuvre node. This ensures you're well behind the target so when you make your second manoeuvre node to intercept it you have plenty of time. The intercept can end up on the night side, but you can see the vessel labels and you can just wait for the sun to come up before you try to dock. Hope this helps!
  12. It should be yeah, as all that stuff is remade for the Unity5 UI, and yeah this didn't happen in older versions.
  13. I'll assume you mean the Mk1 pod, If you jettison the rest of the craft so it's just the pod, a parachute, maybe a drogue chute, a heat shield and the science stuff on the pod you should have no trouble at all, and a 30km periapsis from the Mun will allow you to aerobrake in one pass and won't burn through the shield. If you're trying to bring back tanks and an engine you'll nosedive and burn up.
  14. Well it might be because KSP is not a graphics intensive game, it's CPU intensive due to physics, terrain and orbit calcs, so the limiting factor is not going to be the graphics card for most players, it'll be the CPU.
  15. KSP is using your graphics card, if it wasn't you wouldn't be able to see anything ... Edit: Also, stock textures aren't that big a deal, lowering your texture quality is.
  16. You get the bonus of the best engineer in the area to the drilling and conversion efficiency, but no they don't stack (they don't subtract either)
  17. I better close this, because of the rules helpfully posted by fellow members. 1.1 is still in development for PC on Linux, OSX and Windows, the console version are being ported from the PC version by another company, please see the weekly devnotes for details. This is far from "some serious BS and middle finger to the fans.", so follow the devnotes to keep informed
  18. Yes those values should work on 1.0.0 to 1.0.5 as they all the same Unity version, the offsets move with each minor (and major!) Unity engine update. The Intel fix was needed because of a Unity engine bug, not sure how it works. Edit: I can't edit the OP, at all, I may have to start this thread again.
  19. Hi Nordic. No one knows why this happens to some players, but they all seem to be using OSX. This may fix it for you though, please open the part.cfg file in GameData/Squad/Parts/Structural/Size3Decoupler/ and change PhysicsSignificance to 0 then save the file. Let me know if it helps.
  20. Hmm, you may be referring to the 64bit segmentation fault, xxd can be used to find the offsets, but was also used to find the "Intel" string to fix shadows on Intel cards. If it's the segfaults, backup your KSP.x86_64, open a terminal in the Kerbal Space Program folder and use these lines. echo "008ab803: 00" | xxd -r - KSP.x86_64 echo "008ab808: 00" | xxd -r - KSP.x86_64 If you're on Intel graphics hardware then maybe this will fix Eve.
  21. Hmm, it looks like you altered the field of view somehow boeing186, if you're on Windows hold the left alt key and scroll your mouse, that will adjust the FoV.
  22. Can you do this with any other PS4 game? I'm not aware of it being possible.
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