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Everything posted by Chel
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I would personally like boat parts in the game. Actual boat parts, instead of having to rely on a massive system of empty fuel tanks on the bottom for it to float or something. I personally enjoy making seaplanes, but it's a bit hard when the plane's underbelly is flat or circular, while real seaplane's hulls are boat like underneath for stability. It's either that or Environmental Visual Enhancements. But then, people who play the game on a normal computer or desktop, and not a huge, expensive, graphic-intensive performance gaming desktop, would feel left out. How about having the EVE textures for the 'High' detail settings, and the current planet textures for everything below that?
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WW2 Warships 0.5.1 - Is there actually something happening? Stay tuned!
Chel replied to Azimech's topic in KSP1 Mod Releases
Quick question, how do I install the mod? There's no installation instructions, just to let you know. Do I put the files in the KSP folder, the Gamedata folder, or the Squad folder? How do I install it? -
I wonder, what would happen if someone threw a dart at my big floaty bag full of flammable gas, and made a hole in it? Meh, probably nothing bad!
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I have a long(ish) theory about next week's episode: The ship is round, long, and wide. It's basically a giant tube. Inside that tube, could be Mondas. The Mondasian Cybermen used a crapton of engines to physically move their entire planet, like the Death Star, back onto a trajectory that intercepts Earth, as told by a Cyberman in the Tenth Planet episode. My theory is that the Master used the black hole to go back in time to meet Mondas, because the Mondasian medical staff and everything were only beginning to research into 'curing' people of eventual death by putting them in cybersuits and what not, and bring them into the present (how you can get 'out' of a black hole, I don't know). The Master wouldn't of been seen as a threat to the Mondasians, as the Mondasian Cybermen and all other Cybermen up until John Lim's paradox universe Cybermen only converted humans into Cybermen, and so other species were safe, unless they triggered them. The Master already had a 'relationship' with the Cybermen, actually working with them to hunt down the Doctor, achieve world domination, or even use them as disposable landmine clearers (old Tom Baker episode, can't remember name). So I'm thinking that the planet Mondas was floating around in space, and either the ship was built around the planet, or the ship was already built, and the planet moved into the ship, like new neighbours coming to live in your street or something. But then, why would there be your normal, friendly, day to day, blue-coloured janitor on the ship? As far as I know, Cybermen don't make messes, or leave rubbish lying around, so why would there be a cleaner onboard a ship housing Mondas? I just wonder: Is there a gold foundry or radioactive area onboard?
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Your reaction after going to a Miley Cyrus concert: "kill me, kill me, kill me, pain, pain, me die, me die" Harold Saxon. He, or she (as he can change genders in regeneration now) appeared in The End Of Time Christmas Special.
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Hi all, the game crashed this morning, and the log said that mono.dll caused an access violation in module mono.dll. I think it's a memory issue, like the game running out of memory or something. These are the mods I've got installed: BDArmory, DEMV Mk4 & Mk5 rovers, Fantom Works KAX expansion, FuelTanksPlus, KAX, KASA (Warpship), KAS, KIS, Kerbaltek (HyperEdit, cheaty but whatever!) Kerbonov, KWRocketry, LLL, Infernal Robotics, Mark IV Spaceplane System, Modular Rocket Systems, KSP Interstellar and Interstellar Extended, TextureReplacer, Planetary Base Inc, SciFi Shipyards, TweakScale, and UKS/MKS, AES, HERP, and PackRat from UmbraSpaceIndustries. Is that too many mods? Might too many mods be causing the issue? Unfortunately for the crash, it didn't produce an output_log, only an 'error' file and a crash.dmp file.
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I have seem to forgotten what mono.dll is. The game crashed 5 minutes ago, and the log said that mono.dll caused a violation in mono.dll. I think it's a memory issue, but what's mono.dll again?
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Hi all, who's been watching the new series of Dr Who? Next week's episode is the season final, and is going to be very important, and climactic. A ship full of Cybermen, the Master, and judging by the trailer, FLYING JETPACK-CYBERMAN! Anyway, this is just a topic to talk about Dr Who, whether it be the villians, what happened in an episode, theories (can't be completely silly, must have sensible grounds to base it on!), companions, even memes! Just don't rip a fabric in time and space!!!
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[1.3] Very long loading (win7, x64)
Chel replied to Kirfelow's topic in KSP1 Technical Support (PC, unmodded installs)
Ok. So the game takes a lot of time to load, but after it loads, is it playable? -
[1.3] Very long loading (win7, x64)
Chel replied to Kirfelow's topic in KSP1 Technical Support (PC, unmodded installs)
Also, make sure that your computer can run the game. Check the minimum specs for Kerbal Space Program, found on www.kerbalspaceprogram.com . If your computer doesn't meet the minimum specs, then you may need to update your drivers, or even get a new computer. . Or, try uninstalling the game, and then reinstalling it. That's all I can help you with at the moment, I'm afraid. -
I can just imagine if one crashes into something. Each Star Destroyer's crew capacity (not including troops and pilots, only the crew) is 37,085!
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Ok, I'll change it! Don't want to be misleading to my fellow players! Edited it, here you go: KSP in 32-bit, means that it has 232 (2 bits and 32 bytes) of spare memory. You might think that it's a lot, but the game files, and all the stock parts, usually make that memory down to about half. KSP 64-bit is better, but only if your computer can handle it. 64-bit means 464 (4 bits and 64 bytes) of memory
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Thankyou for your question. For now, I'll just cover the basics. But you can expect more advanced tutorials (manoeuvre nodes, interplanetary transfers, gravity assists, etc.) in the future.
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So I was flying around this morning, and landed at the Old Airfield. I went up to the control tower, got into the top, jumped up on a window, took a screenshot, and then jumped down from the window to the floor, so I could walk down the stairs again and fly back to the KSC. Only this time, when I jumped down from the window, the altimeter started going negative, and then was blank. The screen went black. I pressed F3 to check the flight log: 'Jebediah Kerman: Currently on escape trajectory out of the Sun'. 'Highest speed: NanM/s. Most ground covered: NanM/s'. According to the KSP Wiki, this type of Kraken causes this: The navball also disappears, and when returning to the space center, the screen remains black and the game must be manually closed from the desktop. This kraken is particularly dangerous because when encountered on the surface of a planet, it causes all craft in the vicinity to be destroyed, and those left are shot out of Kerbol orbit. The log in Debug Toolbar shows "look viewing vector is zero". As of V1.1, the altitude GUI will go blank, and the game will crash. So when I got back to the space center, I could see empty space. This isn't the first time this has happened though, but what could it be caused by? I've provided an output_log for the first time this happened on Dropbox, but I don't have one for this time, sadly. The output_log for the same glitch that happened a few days ago can be found here.
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Hey @solidsnakeuk89, I would probably suggest that you edit the title of the topic. I'm saying this because now it's 'To the mum like in Apollo missions', while it should be 'To the Mun in Apollo missions'.
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Hey @Jett_Quasar, what's your framerate when you built the massive Star Destroyer a few posts above me? I'm guessing because of the EPIC SIZE OF THE THING! Also, is it a Star Destroyer I or a Star Destroyer II?
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I was thinking about downloading the craft, and adding some rotatrons to the legs and everything. But is there a .craft file?
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I saw your photos, holy cow! I really like the AT-AT! Can it walk though? And if possible, .craft file link?
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Hi all, it's the last day of Term 2 at my school! So I'll be on nearly every day for the next month! YIPPEEEEEEEEEEEEEEE!!!!!!
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Ever installed a mod or addon to the game, and the game's failed to load, crashes a lot, or glitches? Ever had so many things that the game crashes frequently? Ever wanted to fix some common glitches in the game? Then this is for you! NOTE: THIS GUIDE RELATES TO CERTAIN ISSUES FROM INSTALLATION OF MODS. I MAY USE SOME MODS AS EXAMPLES IN THE GUIDE. Part 1: Finding The Crash Folder So your game crashed. Games do sometime crash, as nothing is completely bug or issue-free. But sometimes, other programs, like mods, can cause crashes. Let's take a look at the first time your game crashed. When KSP crashes, in the root folder (the folder named Kerbal Space Program, where all the game files are kept), there should be a file with some numbers. E.g: 2017-06-15_172518. That's a crash that I had yesterday. What this means is this: 2017 is the current year. 06 is the current month. 15 was the day that the crash happened (yesterday). Then, the other numbers: 17, means 5pm. 25 is the 25th minute, and 18 was the second. So that means 'Crash happened on the 15th of June, 2017, at 25 minutes and 18 seconds past 5pm'. In that folder, should be a 'crash.log', an 'output_log', and an 'error'. The 'output_log' is important, as when you open it, although it might be just random numbers and letters, down all the way to the bottom, shows the reason why the game crashed. This is marked with a 'Crash!!!'. If you have persistent crashes, then check out the Forum's technical support page. Simply upload your output_log, and they will provide assistance. But that isn't the point of this guide! This is how to manually fix some common issues. Part 2: Possible Reasons There are many reasons why KSP may crash. Sometimes, it's a crash, because you built a massive craft and the game couldn't handle it. Sometimes the game crashes do to bugs, that are often fixed in later updates. But usually, crashes are because of mods, or memory. Some mods completely change the gameplay, and the game simply can't handle the changes, so it crashes. Sometimes, it's because of glitches with a mod, or bugs, or even just incorrect installation of a mod. But usually, the main culprit is memory. Part 3: Memory KSP in 32-bit, means that it has 232 (2 bits and 32 bytes) of spare memory. You might think that it's a lot, but the game files, and all the stock parts, usually make that memory down to about half. KSP 64-bit is better, but only if your computer can handle it. 64-bit means 464 (4 bits and 64 bytes) of memory, allowing more mods to be installed, but 64-bit is also sometimes prone to issues, even in stock KSP. When you install one mod, depending on the size, it can cause memory strain. Memory strain leads to longer loading times, and less performance. Most crashes happen because the game is out of memory. That means that you need to either delete some mods, or run KSP in 'openGL'. "What's 'openGL?" I hear you ask. OpenGL is a mode for KSP that reduces memory usage. You can run KSP through OpenGL by going to the game (KSP.exe) in your root folder (if you don't use Steam. This guide is for non-steam users!), right click it, and select 'Create Shortcut'. Then, in the 'Target' box, type the following in: -force-opengl . Then pick a place to put it at, like your desktop or a 'Games' folder or whatever. If you don't want to do that, then you'll have to delete some mods, I'm afraid. Part 4: Non-Memory Issues Sometimes, the issue isn't with your memory. It may just be because the mod has a few glitches or bugs in it. For example, I have a mod where for some reason, when I launch a craft with a particular piece on it from the mod, the craft will glitch out and crash the game. I just simply deleted that part, and the game works fine. But sometimes, it's an actual problem. If your game fails to load, then before closing it, press 'Alt+F12'. This will bring up the Debug Menu. Go over to the 'Debug' option, and it will show everything that's being loaded. If the game has stopped loading, then scroll down to the bottom of the list, and at the very bottom, it should show you why (e.g. ModuleManager: Out of memory!, Instance not set to a reference of a part). Then, close the game, and delete the part's that causing it, or delete some mods to relieve memory stress. These are quick fixes, though, and those should fix your problems. If not, PM me about your issue, providing a link to your output_log on dropbox (it's free, and sign up is only about 30 seconds!) Hope this helps you all, TCIS
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This tutorial's pretty easy, but it is handy for new players! What You Will Need A craft (doesn't even need to get into space!) Basic flying skills Landing Gear (any size) Part 1: Building Simply build anything that you damn-near want in the SPH (Space Plane Hangar), as long as it has landing gear, and is controllable, and can take off and fly. Then, launch it! Part 2: Flying Around Simply throttle up, launch, and get off the runway into the air! Next, assuming you have fuel, fly around for as long as you want! Then, turn back to the KSC. https://goo.gl/photos/SqrEEWhgL78Mxh3i8 https://goo.gl/photos/ykztMBkrSiPuJFR1A Part 3: Landing! Simply turn back to the KSC, and try to line your craft up with the Runway. Then, start lowering your throttle by pressing LeftCtrl. Press 'G' to lower your landing gear (you don't need to do this if you have fixed landing gear). Then, once you're craft is lined up with the runway, and you are flying over it (if you've slowed down your throttle enough), cut the engine by pressing 'X'. https://goo.gl/photos/C4MsR4orQxwrfsfE7 Then, simply glide in to land, keeping the nose of your craft up a bit, so your landing gear is hopefully the only thing touching the ground (or else you'll crash). Then, once your wheels are down, either hold 'B' to brake, or go up to the top screen (the bit with the altitude meter up top), and click on 'Brake' (the red one, down below the 'Gear' button). Then, you should hopefully come to a complete stop. If you know that you are going too fast and are going to crash, then pull up and come round again. It's better to be safe than sorry! https://goo.gl/photos/9vrkPNjMTtXrLU2DA Hope this short guide helps new players! TCIS The biplane used in the example pictures is from the mod Firespitter
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Chel replied to Lack's topic in KSP1 Mod Releases
Thanks for making this INCREDIBLE mod! I only have one issue: I have the 4x2 cargo bays, but where's the 4x2 cargo ramp? Or is it there, and I haven't found it yet (I only installed the mod 10 mins ago, loaded the game up, and I'm still discovering many of the awesome parts in it!)