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Have you made sure that 'Ships' are highlighted in the top drop-down bar that appears in map view when you hover on the top of the screen? (also present when you view from Tracking Station). Not too long ago I also found my ship completely missing from orbital view and found myself confused, after realizing that my ship was classified as a 'Probe' and I did not had them highlighted in the aforementioned drop-down bar and thus it was invisible in orbital view. Could it be that this is the issue?
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Clamp-O-Tron NOT Working v1.1.3
Zwieg88 replied to Zwieg88's topic in KSP1 Technical Support (PC, unmodded installs)
Understood. I'll leave both save (quicksave and persistent included) and craft files here but I'll also upload to the bugtracker. I've decided to start a new sandbox game for unmodded testing exclusively, since I play with mods often but like I've said, I always replicate it with a clean install to verify it isn't a mod merely interfering. So the save file here has only the relevant flight in progress with the persistent issue. Also note: If you are going to fly my craft starting from launch pad just be sure to keep an eye on the staging order, as it seems to flip and move whenever you decouple and re-dock with the module. The flight in progress in the save file is already docked with the module and flying at LKO, but with the staging corrected as to avoid confusing any testers. Save Files: https://mega.nz/#!EUkhUTaS!iIEMsfuUMCrw91bL5icDiST4FqaVUtMAe5WhIBhToB8 Craft File: https://mega.nz/#!tU0TkZzQ!dmj5aadXQnTo-1V50HTP71EU2nWgO2w5tEbz9ua10Lo On another note, I have found a 'band-aid solution' to the problem but only using mods, particularly KIS and KAS. What I did was redesign the craft with the storage modules from KAS attached and the tools from KIS inside. It is then merely a process of detaching the Clamp-O-Tron from either the lander can or the mk1-2 command pod and the ships are finally separated. Then reattaching with the KIS tools again and voila! Hopefully that won't be necessary in the near future though. Thanks! EDIT: Link to Bugtracker report: http://bugs.kerbalspaceprogram.com/issues/10045 -
EVA Suit Lights Malfunctioning ver 1.1.3
Zwieg88 replied to Zwieg88's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks! I'll leave it to the experts for now then I know I can only get better at reading the log the more I encounter these issues and read it. Thanks again! Exactly my problem. Most of the time I can't get them to work at all, not even once. So far I have resigned on using them and have to rely on the other advantages (ship lights or sunlight) to work during EVA. -
No creo que este sea el subforo correcto para este post, además parece que no haz leído la guía de cómo postear correctamente un reporte de falla técnico. Pero de igual manera trataré de hecharte una mano. Puesto que no provees ninguna información útil es extremadamente difícil saber si tu problema es uno técnico o éste se deba a que te hace falta práctica en el juego. No lo tomes a mal, en realidad es un juego difícil de aprender en muchos sentidos. Durante un despegue hay muchas cosas que pueden salir mal, en especial al llegar a los 10,000 metros de altura. Las fuerzas aerodinámicas, la potencia de empuje y el peso de la nave son solo algunos de los tantos factores a considerar que podrían marcar la diferencia entre un lanzamiento exitoso y uno que termina bastante pronto. Debido a que tu 'problema' parece causado más por una falta de planeación que un error técnico (debido a que la perdida de control del cohete no es necesariamente a causa de la falla del software) entonces quizá debas hecharle un segundo vistazo a la configuración de tu nave. De nuevo, debido a que no provees información útil (tal como el output_log o el archivo .craft de tu nave) no puedo ayudarte mejor a identificar tu problema, pero de ser simplemente un error en la falta de planeación y no uno técnico entonces toma en cuenta los siguientes puntos: -El peso de tu nave en todas sus etapas; Es importante considerar la masa total que el motor de despegue debe empujar al iniciar tu lanzamiento, puesto que podrías estar cometiendo el gravisimo error de tratar de empujar una masa mayor con un motor cuya potencia no alcanza para levantarlo, aunque igualmente desastrozo podría resultar tener un motor demasiado potente para una masa muy ligera. -Balancea el peso total de tu nave; Aunque no es necesariamente malo usar un motor potente para empujar una carga pequeña, lo es si el empuje total del motor es muy elevado. Intenta hacer pruebas de lanzamiento cambiando el empuje total máximo del motor (da click derecho sobre el y ajusta el 'Max Thrust'). Balancear el peso de tu nave también implica que quizá tengas que reducir el combustible total de alguno de los tanques. Es bueno tener solamente el necesario previo al cambio de etapa (cuando te deshaces del motor inicial) -El peso de tu nave cambia durante el vuelo!; Esto es muy importante, pues dicta la posición del centro de gravedad de la nave conforme consume su combustible. Esto puede ser notoriamente marcado si estas utilizando motores de combustible sólido; cuando se les empieza a terminar el centro de gravedad cambia drásticamente. Muchas veces he tenido este problema personalmente, aún con una nave que haya orbitado exitosamente con anterioridad: es muy fácil perder el control durante esta etapa. Lo mejor es preveer esta condición para cuando se presenta y mantener el frente de la nave en un angulo contrario al nuevo balance del centro gravitatorio. Es decir, si al cambiar el balance la nave se va de nariz para arriba entonces prevee bajando la nariz y al momento que empiece a perder el control haz lo posible por mantenerlo estable y esperar a que el combustible se le termine pronto para deshacerte de esos SRB. -Estas usando modulos de comando y control? Creo que sobra decir esta parte pero no está de más asegurarse. Recuerda que los modulos de comando y control son IMPORTANTISIMOS para mantener una nave estable. Ahora bien, podría ser que todo esto ya lo supieras pero, una vez más, hay tanta información que no provees en tu post que resulta imposible saber la verdadera naturaleza de tu problema. Si el problema es verdaderamente uno técnico entonces sera mejor que hagas el post como es debido para que aquellos que saben leer esa informacíón puedan ayudarte. Date una vuelta por este link para ver cómo hacer un post de ayuda técnica apropiado. Espero esta información te sea de utilidad de alguna forma, pero también haz lo posible por apegarte a las reglas de este foro para que no tengas inconvenientes al solicitar ayuda y podarmos brindartela de manera consiza y ordenada. Creeme que la gente de esta comunidad esta muy dispuesta a ayudarte, no se lo hagas más difícil para ellos. Saludos y buena suerte.
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Much like the title says and much like the post here except it's a different clamp-o-tron model. After achieving stable Low Mun Orbit and manning the lander can I would normally just undock and proceed with landing. But the Clamp-O-Tron fails to react completely to the given command! Much like the Apollo missions, when achieving LKO after launch I would decouple from the lander, set the can's clamp-o-tron as target and dock. Obviously this wasn't an issue, and I didn't bothered testing undocking because why would I? This shouldn't happen. Even worse, the button disappears! The images illustrate the problem. I tested decoupling with the space station I have around LKO and they work fine, no issues there. The issue never happened during 1.1.2 Link to output_log: https://mega.nz/#!ZdVSiY6R!wD_wMvvTFx9Y3zQLxkpyUOEXb32pOS6mjFAnwZIngD8 An interesting line read the following: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) SCREENSHOT!! I'm still very unfamiliar with the log though, so I'll leave it to someone more knowledgeable. Please note that I play with mods installed, but when issues like this occur I always test both ways to see if the problem persist. In this case I submit, the problem was persistent with both modded and unmodded installs. EDIT: The vessel consists of only KSP vanilla parts. Thanks in advance for any help that you may provide!
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EVA Suit Lights Malfunctioning ver 1.1.3
Zwieg88 replied to Zwieg88's topic in KSP1 Technical Support (PC, unmodded installs)
Whoops, sorry! I'm not used to uploading in mega This link should work now I hope: output_log https://mega.nz/#!ZY92CKzb!Ij2jM3NSmZUCjPJbXeXT5McJQ0iayKbR1h6Qe8m259M (red line is the dl key) It wasn't an issue at all during 1.1.2 No other issue with any other command detected so far. B and G work fine as well as L for translation. However it's interesting what bewer says about it being mapped twice and getting routed to the wrong handler. I'll experiment with this when I get home. Indeed, it was practically the first thing I did, even setting the U key as both primary and secondary key but still to no success :C -
Ah! Glad to know you found a fix for it! Well somewhat, as you say you'll still research the issue and I second this notion, it could help other people that run into the same issue or similar. Cheers.
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Thanks for the warm welcoming! To Minmus and beyond!~
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Like Vaporized Steel mentioned, the issue could be related to your OS being Windows 7. Also, as others have said: upload and post your output_log so people that are more knowledgeable on this can help you. You may already know this but KSP has memory issues, in a way that if you have anything running on the background it will spend up all your system memory and crash your game. The best workaround is to have AS LITTLE MEMORY USE IN THE BACKGROUND AS POSSIBLE. This was a problem when I started playing not too long ago, specially inside the VAB. It has STOPPED since I started micromanaging my memory usage. Also, remember that KSP 64-bit is unstable and more prone to crashing. Hope this helps. EDIT: When I say 'as little memory use as possible' I really do mean it. It's best to have nothing but KSP running. You may get away with a Chrome window or two open, but this may also cause you crashes.
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Hmmm, I see English isn't your main language and it's a bit strange to read all of this but, from what I gather, your KSP game is NOT launching at 64-bit when copying it from Windows to Linux, correct? Have you tried.... -Making a fresh install from the Linux OS instead of copying the DATA files? -Running the game for extended periods in 32-bit without problems? -Reading the forum sticky on KSP's Known Issues? There are some important problems for Linux users that you should know about. Remember that KSP 64-bit is highly unstable and more prone to crashes and issues. Personally that's why I run KSP 32-bit despite having a 64-bit build. Hope this helps in any way. Cheers.
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Still getting shadows too here, no issues there. Though I am currently playing with no shadows but only because I have them turned OFF for performance improvement when working on the space station. Have you been able to correct this issue? This may be uncalled for but have you checked the graphic settings to see if they didn't got changed by any chance after update? Cheers.
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EVA Suit Lights Malfunctioning ver 1.1.3
Zwieg88 replied to Zwieg88's topic in KSP1 Technical Support (PC, unmodded installs)
Ah! Glad to know I'm not the only one then, though not much cause it's also affecting other people's games :c I wonder though, how general is this issue? Mine is waaay worse as I mentioned I have to keep pressing repeatedly just to get results and sometime none at all :/ It's a good thing I decided to set up directional lights around my space station otherwise it would be HELL to be able to work on it only during daytime. Hopefully this issue will get patched soon, as long as more people are having it that is.. -
Didn't bought the game too long ago but MAN! It's one of THE BEST games I've ever played! It's hard for me to keep away from it and I only wish to return home from work to play it! The steep learning curve only makes it more exciting! Anyway, I'm happy to know there are lots of more people that share this love! So saying hi and hope to stick around for long time. See ya all around!
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I'm having a very strange issue with the EVA lights ever since 1.1.3 hit several hours ago. At first I thought they were outright broken, as the L key was not turning on the lights at all. Yes, I checked if they had been remapped and even assigned a secondary key to it just in case. And yes, my keyboard is working fine. Nothing seemed to work until out of frustration I clicked the L key several times in a row and suddenly they turned on! But the issue ISN'T FIXED! Because after they turn on the L or the secondary key will return to do NOTHING. So again, I press the keys like mad until suddenly it works... that is until it somewhat works or not at all. It's quite strange, as if the lights themselves where malfunctioning though it's clearly a software issue. This happens with ALL kerbals independent of time spent on space. Reviewing the output_log (first time doing it) is challenging, and I'm not quite sure what I'm looking for but maybe this line has something to do with it? The referenced script on this Behaviour is missing! (Filename: Line: 1649) btw, the issue is even WORSE with mods installed as the keys will work 0% of the times, which means NONE. However my description was reproduced with an unmodded install. There really isn't any screenshot that illustrates the problem, as it's merely an issue of the EVA lights not turning on. I guess for the same reason there is no need for a .craft or save file. -I'm running version 1.1.3 -Running KSP 32bit from Steam -I'm using Windows 8.1 -Intel Celeron 2.13GHz -Intel HD Graphics Card -4GB RAM -DirectX 11 -Updated from 1.1.2 through Steam All and any help will be greatly appreciated. Thanks beforehand! EDIT: Adding output_log to facilitate this. Please note that at one point I did had mods installed, but at the time of the occurrence mentioned above the install had NO MODS. link to output_log: https://mega.nz/#!ZY92CKzb link with key: https://mega.nz/#!ZY92CKzb!Ij2jM3NSmZUCjPJbXeXT5McJQ0iayKbR1h6Qe8m259M