failurecascade
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KSP2 Release Notes
Everything posted by failurecascade
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In case it's useful to anyone, I bought the game a few days ago and found that it is playable on my relatively low-spec system: Intel i5 6600K at 3.5GHz 16GB DDR4 EVGA GTX 970 4GB VRAM I'm playing at 1080p and otherwise low settings (as close to wireframe as it will allow). Getting 50 to 60 fps in the KSC and 40 to 50 fps for launches (this dips by 10 to 15 fps when pointing the camera down to the surface of Kerbin or Mun). Note that I haven't tried assemblies of several hundred parts. Thinking that will slow the game to a crawl regardless of my hardware...
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Starting with 1.8, KSP has been failing to load the DLCs whenever I started a copy of it outside of Steam. After some experimentation, it turns out that the failure is caused by a "+" character in the file system path (e.g. "c:\HDD2\KSP Instances\1.8 Stock+DLC"). Removing that "+" character from the path eliminates the problem. Other non-alphanumeric characters (e.g. "-" and "_") that I tested seemed to be fine. However, I have not tested all of them... No clue if this is a Unity 2019 problem or if it's unique to KSP, but hopefully this will help others in a similar situation.
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Ok, this is a truly useful change... that I had completely missed until reading your post. Thanks @TriggerAu!
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
failurecascade replied to RoverDude's topic in KSP1 Mod Releases
Just a heads-up to anyone having problems... In testing KSP 1.4.1 with MKS, I noticed that Windows Defender quarantined RD's KolonyTools.dll. Malwarebytes had no problem with it, so it's likely a false positive, but that would presumably break things if it went unnoticed. -
I have one system with Windows Defender (latest definitions) on it, and am seeing this as well. SCANsat.dll and SCANsat.Unity.dll are being quarantined, alert level "Severe", stating that a Trojan called Azden.B!cl was found. Could this just be caused by a bad heuristic match? Note: I'm running Scansat 18.1 and it has happened twice (the last time was after replacing my Scansat directory with a fresh download). Also, Malwarebytes has no problem with Scansat.
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[1.12.x] Near Future Technologies (September 6)
failurecascade replied to Nertea's topic in KSP1 Mod Releases
#3 is what was really messing with me. I did not know about a bug fix that affected heat. Good thing my actual career includes KIS/KAS. Some lucky Kerbal engineer has an orbital radiator-spamming EVA mission in their future. Thanks for your help! -
[1.12.x] Near Future Technologies (September 6)
failurecascade replied to Nertea's topic in KSP1 Mod Releases
Which behavior? The 1.3.1 screenshots? What seems weird is that it's different than in 1.3, both in terms of when heat is dissipated and the rate at which temperature increases. If the 1.3 behavior was incorrect and 1.3.1 is correct, then I'll just spam a few more radiators and move on. -
[1.12.x] Near Future Technologies (September 6)
failurecascade replied to Nertea's topic in KSP1 Mod Releases
@Nertea - I tested the new release, with the same result. After re-reading your previous response, I note that your description of "normal" is different than my experience even in KSP 1.3. Not only does heat dissipation occur with different actions, but heat builds far more quickly for me in 1.3.1. To illustrate, I prepared two saves, one in KSP 1.3 with the previous Near Future releases and the other in 1.3.1 with your latest releases. The following are corresponding imgur albums with results and test steps (not sure how to embed albums), along with output logs and game saves. Same craft, and mostly the same five steps... 1.3 test steps: https://imgur.com/a/TTojs (includes Gamedata folder image with NF version numbers) 1.3 output log: https://www.dropbox.com/s/5urm4l1vbueg7cx/1.3 NF Test - output_log.txt?dl=0 1.3 game save: https://www.dropbox.com/s/bk99htq1iwb3ys5/1.3 NF Test 01.zip?dl=0 1.3.1 test steps: https://imgur.com/a/MtuXZ (includes Gamedata folder image with NF version numbers) 1.3.1 output log: https://www.dropbox.com/s/a4hx9foqe0mmt5g/1.3.1 NF Test - output_log.txt?dl=0 1.3.1 game save: https://www.dropbox.com/s/bqesyvbrqx58qz6/1.3.1 NF Test 01.zip?dl=0 If what I'm seeing for 1.3.1 is expected behavior*, just let me know. I only mentioned it because it was a clear difference from behavior under KSP 1.3. * = or if this whole problem is giving you a headache -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
failurecascade replied to Galileo's topic in KSP1 Mod Releases
@Galileo - Confirming, this biome issue is resolved with Kopernicus 1.3.1-2 and GPP 1.5.3. Thanks to you and @Thomas P. for tracking it down.- 7,371 replies
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[1.12.x] Near Future Technologies (September 6)
failurecascade replied to Nertea's topic in KSP1 Mod Releases
@Nertea - Will do. I'll try again with the Thursday release code. Appreciate you taking the time to look at it anyway. -
[1.12.x] Near Future Technologies (September 6)
failurecascade replied to Nertea's topic in KSP1 Mod Releases
It's still happening with that new dll, so I created a stock + NF mods + dependencies. Same result... Are any of the following helpful? Gamedata folder: https://www.dropbox.com/s/nyq2j0evb7u8uw9/1.3.1 Stock%2BNF Gamedata.png?dl=0 Output log: https://www.dropbox.com/s/ve47grylg1rdo81/output_log.txt?dl=0 Game save (there's a test craft in Kerbin orbit): https://www.dropbox.com/s/ahyy9vf3tigh43q/NF test.zip?dl=0 -
[1.12.x] Near Future Technologies (September 6)
failurecascade replied to Nertea's topic in KSP1 Mod Releases
If you want to point me to it, I'll be glad to try your new build in that save. I can also put together a stock+NF save (but this will take a bit of time). -
[1.12.x] Near Future Technologies (September 6)
failurecascade replied to Nertea's topic in KSP1 Mod Releases
@Nertea - I've started testing KSP 1.3.1 with Near Future, Far Future, USI, GPP and two or three quality of life mods. So far only USI caused a crash (fixed by Roverdude's latest update). One possible problem with Near Future... Nuclear engines do not seem to reject heat when reaction mass is flowing through them (testing this with NV-50 Stubber and NTRsUseLF patch). In a test without any radiators, the core temp of the engine seems to go up when thrusting, then back down (rapidly) when thrust is turned off, then slowly climbs as the engine's "Heat Rejected:" value falls. This is nearly opposite behavior from the same version of Near Future Propulsion (0.9.4.0) running in KSP 1.3.0. It's as if heat rejection isn't applied until after thrust is cut. Additional note: Heat rejection works as I remember in 1.3.0 while running reaction mass through the engine if the reactor is turned off. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
failurecascade replied to RoverDude's topic in KSP1 Mod Releases
Thanks @RoverDude. That resolved most of the NullRefs. Still seeing one more, but am assuming it's Ground Construction because of the AT_Utils reference? https://www.dropbox.com/s/aocdr2a1dqrayjd/output_log.txt?dl=0 Exception handling event onGUIEditorToolbarReady in class GCFilterManager:System.NullReferenceException: Object reference not set to an instance of an object at KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter (KSP.UI.Screens.Category mainFilter, System.String subFilterName, System.String subFilterdisplayName, RUI.Icons.Selectable.Icon icon, System.Func`2 exclusionFilter) [0x00000] in <filename unknown>:0 at AT_Utils.SimplePartFilter.add_filter () [0x00000] in <filename unknown>:0 at EventVoid.Fire () [0x00000] in <filename unknown>:0 ... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
failurecascade replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude - Several of the part categories fail to show up for me in the VAB using the latest release from GitHub. The parts (and their nodes) show in the R&D building's tech tree. This is in a new instance of KSP 1.3.1 with only USI mods and dependencies added. Log file is linked with NullRefs starting at line 40687 on calls to KSP.UI.Screens.PartCategorizer.AddCustomSubcategoryFilter. https://www.dropbox.com/s/g07djezm23db6lh/output_log.txt?dl=0 -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
failurecascade replied to Galileo's topic in KSP1 Mod Releases
Is there any other information that would be useful here? Or can anyone give me some guidance as to how to analyze this biome issue? Two other bits of info from my experimentation: 1. Biomes maps are visible on the surface of astronomical bodies if I turn on "Biomes Visible" in the cheat window. 2. While this problem does not occur for OPM alone, it does occur on OPM bodies when loaded along with GPP.- 7,371 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
failurecascade replied to Galileo's topic in KSP1 Mod Releases
Does anyone know what would cause most biome names to appear blank in Scansat, stock scanners, and the R&D Building's Archives? The Space Center biomes display normally, but everything else ends up blank. This problem only happens in GPP, with or without other mods installed, and I can't reproduce it in stock or OPM saves. If it helps, I've attached a log and a few images. These are from a fresh install of KSP 1.3.0 without any mods except GPP 1.5.1 and its basic requirements. https://www.dropbox.com/s/fzapg1rxs2s4iqp/output_log.txt?dl=0 (log) https://imgur.com/zg367eL (in-game) https://imgur.com/dpwVzwm (in-game) https://imgur.com/dAfW5SN (in-game) https://imgur.com/s17FLkP (GameData\GPP folder) https://imgur.com/FqkouYc (GameData folder)- 7,371 replies
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As several others have mentioned, I was hoping for additional planets and perhaps interstellar content, but this still looks like a pretty good DLC. When will you take my money SQUAD?
- 1,169 replies
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- expansion
- kerbal space program
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