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Leopard

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Everything posted by Leopard

  1. Another irritation, game keeps forgetting the staging info. E.g. lift off from mun, swap to the map view, swap back and now the engine, parachutes decouplers etc are all now in the same stage. E.g. #2, build a rocket, sort the stage order out, move to the pad, staging order has changed E.g. #3, build a rocket, save it, load it later, different staging order, again. Have also had one where the order looked fine, but staging triggered the bug, combined all stages, then activated them all... Would make sense of s sort if 'reliability' was something you researched to improve, but as it is this is a royal pain
  2. Deleted a few of my orbiting craft, de-orbited station K1 (have a contract to replace it), got down to 14 in flight or deployed - seemed to cure the constant locking out problems, down to only _near_ constant... Used the brief gap for my third Minmus lander mission for science, error on landing and ended up in midlands area again so the science was reduced - still first ground sample so worth the trip. sixth Mun lander mission, aborted in low Mun orbit when I realised I'd forgotten the solar panels.. Made it home though. Also a Duna probe launched, after the others were back home, so only one new item in flight keeping the flight number below 16 (only had to reboot three times...). Built as a lander just in case so I could suicide it - it made a safe landing.. cleaning up a nice 'explore tuna' contract, soft landing by parachute at 11m/s, just a touch of its engine using a drag of fuel to get it to 8m/s for touch down.. safe landing, beam back of science, and a pathfinder for a larger probe to follow. Control issues becoming a real issue, the Duna probe lost the ability to use manoeuvre nodes as it approached, mitigated the controls locking me out of KSC by reverting there after each manoeuvre burn - so as to make the inevitable roll back smaller. Seems to be tied up with the amount of craft in flight, seems ridiculous the issue occurs with such a small number of craft but there you go.
  3. Is a patch likely to fix the issue of the controls slowly failing and leaving you unable to get back to KSC? is this on the list for the next patch (I'd hope so, the game becomes unplayable at that point)
  4. Game has today become unplayable. Xbox One. Can build a craft, can get it to the pad, at which point the only thing the 'B' key will do is enable/disable SAS, unable to inspect any components (so can't use science parts or modify a parachute release for example), initiate an EVA, view the capsule inside and critically cannot return to the space centre or recover the vessel. Thats it, your stuck in that mode, eventually the ability to swap to and from flight controls with the left stick fails, the cursor comes and goes, and can be moved but thats it - nothing else responds. Able to bring up the menu, with none of the buttons working - they all depress but don't do anything. Occasionally "no target" appears on screen. This has gone from occurring randomly, to the point of reverting to KSC after any significant action simply so a restart is possible from that point to occurring constantly. have tried restarting the game and also rebooting the console, it has also been left off overnight, no impact, same situation after repeated restarts now. Not sure if this has triggered due to something in game, 15 flights active upon loading (all somewhere useful), in career mode so hoping not to have to abandon the game. Has just become totally unplayable. Is there any 'magic' way to force the game to save? or some weird key combo that returns you to KSC directly? Having written software (nothing this complex) this feels like there is a function look up table attached to the controls, which has corrupted hence the "no target" message which I assume is a debug thing to not no action is assigned to that button?
  5. Xbox One Tried this, currently stuck with a capsule landed at KSC, can control it, cannot go to the centre, recover the craft (neither button does anything), can't EVA or view inside the capsule (neither button does anything), after a while the whole thing just locks and can't control the capsule either. Unable to save or load the game at this point, have restarted the game and the console a few times, no effect, not sure if the save is corrupt (it loads the game fine though) just whenever I switch to a craft thats it, stuck and unable to come back. Game has just become quiet literally unplayable. Wouldn't be so bad if you could 'force' a save, so when you crash out (as thats the only way out of the flight, reboot the console or game) you can reload where you were and try again. As things stand I can start my flight, if lucky complete a simple mission (we go up to about 2k, then we come back down), but cannot 'bank' it.
  6. Minmus #3 launched and recovered after a successful mission, +400 odd science and two contracts completed. Valentina unskilled, success all round. Few simple 'since from around' missions using orbiters and landers already in place at Minmus and Mun. Attempting a simple 'haul airstream fairing to 2,000m' mission... have given up for the night due to near constant control failures on the eggbox, e.g. pressing 'B' to select something resulting in no action and 'no target' displayed on screen, unable to return to KSC or recover the craft etc, after the 5th or 6th encounter with that I gave up. Didn't help that the thing is forgetting staging info, or more annoyingly scrambling parts of it on almost every mission as well. One of them days at KSC I guess, switch it off and on again... Try again tomorrow. Also worked out that one mission I thought would be reasonably simple (small base on minus) means either lifting some 130T to LKO in one go, or about four 25T launches, then more to lift the required fuel (mission wants 6k units on Minmus). Wanting to make the base actually useful as well.. Think this one may wait a while
  7. Compared to many here 'badass' is perhaps somewhat less, but for me it was amazing. Rescuing a stuck Kerbal in Mun orbit, not a game mission, one my own muck up left stranded. First rendezvous in men orbit, between a lander not really built for it and a nearly fuel less ascent module even less built for it, no RCS on either, got them to kissing distance using the main engines only, and at 0 m/s as well. Then a first EVA that didn't kill or strand the herbal concerned. Then back to base. Ok maybe not hugely impressive, but I've only successfully docked twice, it impressed me
  8. Station K1 is now in LKO, one part very basic station launched using my mun lifter rocket. First two attempts to dock failed but third and forth worked. 5th mun lander flew, different mission profile with the whole thing meeting Val in orbit as a rescue (first non fatal EVA ever) then the assent stage flying home with Val safely rescued. Small step maybe but epic for me. Remaining descent stage managed to land even somewhat unbalanced. only two goofs, forgot the science Val had collected and 5 landed in the Midlands, again, so minimal science gained but a successful primary objective of a rescue. onwards with minmus 3 and mun 6 later hopefully. Now all manned vehicles will include a docking ring for rescue ops (was still locked when Val in 4 left). also now know that while sticking a probe on an outriding fuel tank works controlling the result is imprecise at best. 5 was lucky to land...
  9. Revised game continues, first manned mission to Minmus, made it back, few flaws in the lander - sadly too late to correct for the 3rd Mun lander, of which more shortly. Basically needs some landing lights adding, and the central section lowering so a verbal on foot can more easily gather the science and get back in. Anyway landed on Minmus, navigational error led to the final 1k or so being in total darkness, by feel keeping velocity below 6m/s, noticed we had landed when the altitude counter stopped going down... on the side of a steep hill, the lander stayed upright though in its new wider form. Jebs safely back home, the descent stage remains as a probe equipped base, all round successful mission, despite the inability to read a map. Valentina's mission to Mun... less well, landed perfectly, flat sunlight ground in a crater I was aiming for, maxed the science, then for the return trip... This lander is designed as two stages, the three engined outer decent stage remains behind while the central section flies home. Thats the idea, on the test flights the descent stage was used to lift as well (its got half full tanks), this mission didn't do that, the lander is about 30m/s short of being able to get home.. quick crash and reload and Val is safely in Mun orbit (the reload had her already in flight and the core lacks landing legs so landing again was a bit risky). Sooooo... now have a Mun orbit rescue mission, not docking as the lander isn't equipped for it, but an EVA transfer which to date has a 100% failure rate, though I think I know why. Think a modified lander thats just the core but with more fuel will work so plenty of time to muck about in orbit (minus mission unlocked RCS thrusters). Still.. progress eh? Oh yes and to cap it all, Jeb got back from Minmus to a contract.. "flag on Minmus"... at least Val's next mission is lined up.
  10. Oh it's not hard to get out of, once you try everything until something works, rotating the display is easier. just annoying
  11. Xbox One (eggbox), in the map screen when in craft flying mode pressing the left stick to activate the cursor, the cursor sometimes 'locks' flickering alongside any label text on screen, unable to move the cursor. Can press the left stick again to return to flight mode, can also use the right stick to rotate the screen which usually resolves the issue but critically takes time. No idea of the cause but has on occasion caused minor loss of life to poor Kerbals due to the inability to then slow out of warp.
  12. Oh yes, also rendezvous contract was up, nailed it. Two probes for safety, first to a more or less circular orbit at 160k. Chaser probe got within about 3km at low speed mission complete. yeah right, got close enough to get the probes to kiss, if they had docking rings could perhaps have managed it... need to try again a few times but seem to have the concept sorted
  13. My rebooted game saw the first test of an improved mun lander under remote control, ran out of fuel about 3k up, tweaked and the second, now manned, version successfully landed. Some damage but not to anything needed for the return trip so that mission was a success. Scored as a solid 'B', few tweaks and will try a third later
  14. Annoyance from today, fly a mission, complete it, brush the debris off and paint over the scratches, then decide to go back for my reward. Click "Space Centre", nothing, click again and it now flashes up "no target", then nothing. Rocket isn't thrusting, just unable to exit the flight back to KSC - 'quick save' doesn't do anything, the 'space centre' button on the pop up menu doesn't do anything either. Also unable to quit to the start screen for the game, button just does nothing. Tried setting a target, which works, then clicking "space Centre", which unsets the target, says "no target" then does nothing. Only way out is a console reboot (or launch another game, wait and restart KSP. Have had it a few times, today also got locked in the mission control page, unable to exit. Is there any other non-obvious way back to KSC? Did a bit of google-fu, lots of people suggesting to press F4, which is obviously not possible on the eggbox
  15. Mun lander nine launched, larger design using the thud engines radially for a flatter and hopefully much more stable design, larger booster using a triplet of skippers for the initial boost. Well it landed, with dregs of fuel left, so its not moving again, Thud is far too fuel hungry and over powered, may try a triplet of terriers at some point. So nine-R was launched, conventional design, science stuff removed, probe core, panels and batteries added for a robot rescue flight to bring the pilot of #9 home, with the valuable science data. Touch down 2.8Km away, which for me is high precision, was lucky to hit the mun, for $reasons the ability to use manoeuvre nodes vanished once I was in orbit of kerbin, can't set targets or anything, it does this sometimes... Anyway touched down, fell over, legs damaged, but pointing up a slope. Pilot was wandering over when she exploded about half way, not totally sure why but there you go. Tried to get the sideways lander back into space, which worked, but used too much fuel again.. Headed for a re-start to use some of what I've learnt to avoid a few basic mistakes next time round.
  16. Failed with the 4th tug to rescue Valentina, oh the shame of this, burnt too much fuel going to orbit to get closer than 9Km. did toy with the more accurate RCS though (control guide now printed, coffee ring optional) so not a waste. 2nd commercial satellite launch and a few contracts for mun science met by existing probes on station means have now unlocked the 3rd level launch pad, so rescue five will have more fuel and a more efficient launch. ended putting a probe in LKO waiting for a window to Duna to explore Ike for about 350k and whatever science I can beam back lowish on funds now so more commercial work coming up
  17. Xbox... hence a lot of on line stuff doesn't directly map found out it's apparently hold down left or right button on the back of the controller then press the left joystick. hopefully will try it later also apparently 'A' toggles rotation/translation in docking mode... And staging normally bit like ED having boost thrust and landing gear on one button still a precise crash is better than a normal one right?
  18. Another attempt to rescue Valentina, stuck in LKO. Improvement, managed a rendezvous to the point of a small nudge. Couldn't hold it though, need more practice with the eggbox controls. Having rotational or translational controls but having to waste time with a mode switch between them, plus not yet found a way to lock either to 'fine' mode makes it much more awkward than this has any need to be. still it's progress, then gave up for the night and lobbed a satellite into orbit which worked and planned a minmus lander mission by scraping the paint off a mun lander and renaming it. then hired another pilot...
  19. Only issues with the cursor here is the lack of easy fine control, and how some of the buttons - e.g. the time warp ones, don't go to the screen edge so have a little but significant dead zone above and to the left making them harder to hit than they need to be - guessing the PC version has the same issue though. Only really annoying bug so far is 'forgetting' the defined staging, e..g from map mode to flight mode when it lumps everything into one stage, or in the VAB when it just reassigns stuff seemingly at random, a pain if you don't catch it. A lot would be solved by letting you remap controls, and dare I say it, use two controllers configured for different things
  20. Well I fired up ready to construct a rescue mission, to discover the crash hadn't been saved and fun lander #8 was on approach, a burst of thrust lifted it a bit so I could stabilise it then land, mission accomplished. Of course that 'burst' means Jusla is now stuck in a highly eccentric orbit having run out of fuel, so its now a different rescue mission... similar but with more DV than the rescue mission needed for Valentina in fact. Tug is currently in LKO waiting to try a rendezvous mission to try to nudge Valentina back to solid ground, if that works will try Jusla rescue
  21. Weird, tried again tonight, no joy, few minutes, crash, if it even starts. unlucky I guess, never mind, refund request in and back to the eggbox. pity, for a few minutes I even had an aging joystick working with it which is oh so much nicer to fly with. guessing it's a memory shortage of conflicting with something, either way life is too short when I could be flying on the telly cheers for the help and good luck to those who have it working
  22. Ahhhh, interesting, expected problems with more complex stuff but thought the basics would work. Will have to see if there is anything I can do. admit I'm used to seeing system specs that consider this sort of thing. I.e. If it says 3GB that assumes that's 3GB in a machine physically but also assumes the OS is loaded ho hum. will give a few things a try but if that fails will be trying for a refund
  23. Cheers for anything, it figures that this programme cannot be too unstable or no one would play it, so has to be an issue of some sort that can be fixed this end. I blame all the lycra clad type in Brazil, Mrs L wants to watch bits for reasons I cannot fathom, and as such I can't get my evening fix of very definitely not putting little green guys and girls in any form of danger whatsoever. Aware the macbook air may not be ideal for this, mostly down to the small screen, but hoping to use it to we generally muck about in. Would have something larger but for the lack of space to put it in. Will stick with it, the game is worth the effort cheers.
  24. Hopefully quick one, having played on the Xbox for a couple of weeks I've downloaded this for the mac (macbook air), has 4G ram, enough disc space and the game will start (mostly). Seems amazingly unstable though, easily upset, say by clicking a button in one of the tutorials or indeed selecting a tutorial. System: - Macbook air, 4GB ram, 128GB SSD, OSX 10.11.6, 1.6GHz i5, intel HD graphics 6000 1536MB, 1366x768 display Ok that aside, what have I tried so far: - cranked every graphics setting I can find to minimum - tried full screen and windowed - tried changing the screen size - had the activity monitor open, doesn't seem to be running out of ram - this is when the application just opens so hopefully its not loaded too much to fill the ram. - no other applications running, other than the usual background stuff you as a user have little control over. Observed issues so far: - random crashes, not found anything that is repeatable, just the basic flight tutorial as an example (the flea playing lawn dart), sometimes can complete, sometimes crashes part way through (with and without any control inputs occurring), sometimes the tutorial starts then just dies, and sometimes even selecting the button to pick the tutorial from the list kills it. - cooling fan is at full power, guessing this is normal though as have had a few games do that, on the plus side in winter will cut down the heating bill Had a look through the forums, mentions a checking permissions on ksp_osx, which I can't find (where does this directory end up?) as sorting that seems the next step to try. Also mentions downloading an add on to manage graphic textures, clicking the link in the program crashed it the first time, the second time it opened a safari window _then_ crashed, managing to corrupt the desktop screen so its a graphics issue of some sort I'm guessing. Question though, once I download the add on, where do I put it? Guessing since people do play this that such issues can be managed or mitigated, just need a few ideas on where to start to keep this running for more than the two-three minutes which is the record currently.
  25. Landing is easy... mad mun lander eight demonstrated earlier landing upright is harder. No explosions and its pointing along an upwards slope so undecided if I should try to take off horizontally or try a rescue flight.
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