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sal_vager

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Everything posted by sal_vager

  1. @Explorer1, open Files, there will be a Player.log in Library/Logs/Unity/ and we need that log to help you with KSP. Please upload the log to any file share site such as or dropbox.com
  2. Just looked, It could be that or it could be fraps, or any number of other things, it could even be settings, many players turn their physics delta up to maximum not realizing that it's setting the largest steps between physics ticks, resulting in a low frame rate. Setting it low forces KSP to slow the game instead of dropping frames.
  3. Not heard of that one, but it's possible, some malware that isn't sophisticated enough to hide itself completely can just pretend to be a legit program. Better do a full scan just in case it's persistent or has friends, malwarebytes is probably your best bet for removing stuff like that.
  4. Hi @CrimsonSun, please look here, try the troubleshooting steps and provide the information that page asks for
  5. Hi @AtamTab, can you please take a look here and provide the information it asks for, thanks.
  6. Hi @JuicyJuuce, it's a known bug, please use the in-flight map screen instead of the tracking station
  7. Hi Plusck, designs like this are always a bit tricky because only one node of the adaper/tricoupler will connect to the tanks above. only one stack of tanks will be accessible to the engine. If you run fuel lines from the Mk1 tanks to the adapter it'll allow fuel to flow from them to that part and then the LV-N can draw from the adapter, it helps to add struts as well because with only one node actually connected the adapter may twist a bit when the LV-N is running. Another trick is to put docking ports with fuel crossfeed enabled on the bottom of those tanks and the top of the adapter, this can be done by first adding the adapter, adding the docking ports in symmetry then removing the adapter and using the re-root tool (4) to make one of the docking ports the root. Or just by adding one docking port, then the adapter, then the other ports singularly. One node will connect and the others will dock when you launch so you won't need fuel lines or struts, the only downside to this is that aero occlusion will only work on the node attached docking port. But then you will already have ends exposed to the airflow with the strut+fuel line method. Bonus feature, with the adapter on docking ports you can replace the engine in flight. Here's what it would look like.
  8. They really should be working JuanBoNo5, unless your craft is corrupt somehow or your controls aren't set up correctly. If you make another craft the same do you have the same issue?
  9. This is a very old thread @GopherKiller, the last post was October 2013 and some people don't like it when such old threads are posted in after so long. It can be better to make a new thread, I'm sure a lot of members would be interested in SimNASA, so please feel free to start your own thread on this subject. I should probably close this one
  10. We're going to need pics of this plane @JuanboNo5, can you put them on imgur please?
  11. Hi kerbingamer, seeing as Squad didn't make the forum software you should direct such queries to Invision Power Services Inc, as then all their customers would benefit from Invision improving their software. Attempts to test the KSP forum directly could result in accidental banning
  12. Closed at @Spaceception's request
  13. Thing is, if I can reproduce it in your save I can try the same in a completely new 1.0.5 save, with and without an experimental part, if the issue is because it's an experimental parts from a 1.0.4 save then it should be unlikely to occur again. If it's reproducible in 1.0.5 then there's a fault in the contracts and it's likely to recur.
  14. I really think you mean "Anyone knowing his stuff should have no trouble at all.", and as the families go-to guy for all computer issues I still have to deal with Windows viruses, malware and similar. While it's true if you know your stuff you can avoid most things those threats don't disappear, anti-virus software still needs to be kept up to date, it still consumes resources, and keeping on top of other 3rd party applications still needs to be done manually for a great deal of software.
  15. That may be it, I don't think I switched to any craft with an LV-N though so that may be why I couldn't reproduce it. Usually the experimental parts are recovered by the player, I hadn't heard of experimental parts causing this but it may be because it's from 1.0.4 I'll try the asteroid miner.
  16. hi @talpa, if you're having trouble it's best to put it in your own words, arbiters issue could be something else, and try installing manually rather than using ckan
  17. Hi @Elrond Cupboard, I'm not sure you can post that here, the whole book is a long way from fair use and I can't find if it has been released to the public domain. The copyright in the book is from 1971 so is probably still in effect. If anyone does know if this book is free please let me know, it'd be an invaluable resource for many of our members.
  18. Okay, it's hard to guess at what's going on, please start KSP and go to the VAB or SPH, load a craft and mouse over the stage list, exit KSP then upload the new output_log.txt here please.
  19. Okay @mwg_test that is definitely up to date. Are you getting the same issue with a new save ?
  20. Suggestions are fine here, feedback goes on the tracker, I have already made a feedback issue regarding fairings and their behaviour. Squad has set up the tracker feedback to better deal with stuff like this, we have a system so lets use it.
  21. I see you missed the part where I said to use the tracker, please see three posts above yours.
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