Jump to content

Lisias

Members
  • Posts

    7,439
  • Joined

  • Last visited

Everything posted by Lisias

  1. When this happens to me, I jump before grabbing the stairs. Sometimes it works. But, at least in my cases, usually replacing the stair solves. Sometimes, the stair "invades" the invisible collision cube from another part, and then the Kerbal stumps on it.
  2. Since the program started, this means that it crashed early before starting to log, and after initiating the graphics mode (what's a fail, since they missed the chance to log what happened now). I don't think that reinstalling the thing would fix anything - this happened twice in two computers. Or there's something different from what's expected on your two computers, of the package you have is corrupted and you have to redownload it. If you use Steam, there's something that you must remember: these guys, and I don't have a clue why, wrote the Steam tool dependent of a Case Insensitive file system, and there's a plugin on the KSP they provide that fire it up. So, even by Mac KSP itself working fine on a Case Sensitive HPS, the Steam plugin, perhaps, may be the reason your KSP is crashing. Check your two Mac's file system case configuration, before we start a more troublesome troubleshooting! By the way, I'm tested 1.4.2 on my Mac Mini mid 2011 running MacOS 10.12.6 without problems. (I running Steam, and created a disk image with a case insensitive file system just for it)
  3. Besides being quite old, this was the first thread I got by searching Google, so I think the solution I figured out should be placed here: 1) Select the Kerbal you want first person view. 2) Right click him/her 3) Select "Activate Camera" Use "V" to go back to external view. If the selected Kerbal is the one piloting the vessel, you will have a pilot's view. No HUDs, however.
  4. What says ksp.log? Delete the current one and fire the thing again to see if a new one appears.
  5. *HOVER IT* ? All I had to do is hover the mouse pointer on it? Damn, I was trying to click (left and right) on it! =D I'm wasting too much time on touch-screens, as it appears...
  6. I don't. :-) I hate every new bug as everybody else (some of them, deeply - even more when they came back from the death, I mean, closed/fixed status). =D At the 1.2 times everything works because almost everything was being written/rewritten for the 1.2 version. Just like that. ( I also acknowledge that the somewhat dramatic events that happened at that very time surely caused a lot of trouble - but this is another discussion for other time, elsewhere). When 1.3.1 came out, a lot of things broke because a lot of things changed. And this didn't prevent people to keep writing/maintaining/porting mods to it. It appears to me that 1.3.1 is, currently, the richest environment for mod enthusiasts. At least, for while. On 1.4, they changed the Unity version. Dude, let me tell you, this is a *huge* change - not always with desirable side effects. Unity lacks consistency even on releasing the *very same version* of the runtime for different platforms, how much between major releases. FXGroups changed, and so *A LOT* os mods that relies on it needs to have some parts rewritten. But the mod's developers and maintainers have a day job, so this will took some time. It's almost 8 years since the first KSP version, and about 4 since 1.2 - some people just moved on, others grew and now have less time to play with these things and a lot of guys just dropped by on parachutes and just don't know what to do yet. KSP is almost as complex as a vintage operating system. If you were a developer on the Win95 times as I was, you would had faced things *a lot* worse - damn, MS took 10 years to fix some serious and stupid bugs on MFC (and when they finally did, they broke everybody as we had workarounded the stupid mis-feature, and when the thing started to work as specified, we had to workaround the workaround). I agree that 1.4 was released some months before it should, but mainly due a lot of small mishaps on the code (and some regressions) that were published without being addressed first. Serious bugs, crashes et all I'm getting with different mods iterating with themselves - by removing one of the mods or creating specialized installments with just what I need in the moment, things works again. Or almost. =P About the KIS/KAS/et all features... I would have some reserves on spending human resources duplicating features that are already provided by the community (besides not tightly integrated) than... enhancing the game engine and fixing the bugs. At the present time, I think they have some other problems to solve (as keeping the game attractive to new, paying customers!)
  7. Dude, what a piece of magnificent work! :-) Had you consider using UbioZurWeld ? It would reduce the part counting considerably - but you would need to provide a download link for the welded parts (and keep the original parts for reworking when necessary...)
  8. No one? :-( Perhaps we should address Squad and/or TTI directly? But a public answer would be best, however...
  9. I got a enervating issue on 1.4.2 , the only one that made me rollback for 1.4.1 - when building a vessel on editor and doing some clipping, the part jumps automatically for a snap position even with the snap button unselected. So, or you get that part in place at first try, or the thing jumps to a snap position when you try to fix. And, again, *even with the snap button unselected*. Never figured out a way out of this, so I rolled back to 1.4.1 for while.
  10. I just fired up a 1.3.1 to see that. Well, it works on a vanilla install. But it works *slowly*. Very slowly - and the control indicator on the HUD moves. Try a clean install, then add your mods one by one. I can't think on anything else.
  11. The easy way out, attaching a smaller control surface into another one, it's not allowed by the game. :-) I didn't thought on the AoA, nice catch. Currently, I'm trying to prototype the idea using a arbitrary control surface "marked" as a trim tab - I just clip a smaller control surface inside a bigger one on the same place and that's it. This working, I can proceed to the next step.
  12. A lot of little things changed on 1.4 series. Some, obviously, are due the Unity version update. But some others, I wonder if the Mission Builder was the reason.
  13. Yep, I see your point. :-) Besides creating a "special" control surface (not that hard), one need to intercept the TRIM commands, nullifies them and then set that specially control surface (not that easy) instead. Still studying the subject.
  14. Probably. Sorry. I will revise the thread as soon as possible. Things gone somewhat crazy here at Brazil these two last days.
  15. This is Kerbal Space Program! Welcome aboard, and have a good landing! :-D (yes - real screenshots from real challenge attempts! The mishaps are more entertaining that the successful attempts!! :-D )
  16. If you don't mind, I want to give a shot on it in the next weeks. How about: Add a property on every control surface (using Module Manager) called "Trim Tab" default to false. If the user changes to true, the plugin deactivates the authority to prevent the engine to use them, and sets it "by brute force" in function of the trim value the user wants. The complicated part appears to be traversing the parts tree searching for the desired control surfaces to configure them.
  17. Yep. I'll post at least one of these "unorthodox" entries this weekend. :-) All of them exploiting loopholes on the contest, and perhaps we should address some of them. Check "mine" and "yours" formula to see if what he proposing is not already being addressed (a second opinion is, indeed, a nice idea). you can see the formulas, besides being read-only, I'm right?
  18. The 3 is already covered by mine and yours (I think). And the 4 and 5 are not simple to measure directly, and are already covered by altitude anyway, as the time you spend above the Karman depends only from the vertical speed you had when you loose thrust, and that affects directly the altitude too, that it's easier to measure as KSP already gave us this number. When @hoioh posted this, he was probably following my thinking, and surely before @Gargamel explained why I was wrong. See here:
  19. For what "award"? There's 5 on there. And I think it's time to new guys thinking on formulas, to refresh a little the ideas. Feel free to propose new formulas for each award (or even new awards), and I'll implement them on the spread sheet.
  20. @Teilnehmer, how hard would be to "lock" your controls into specifics ailerons? (assuming it's possible at all). I agree with @Drew Kerman, smaller and dedicated surfaces on the ailerons itself would be the ideal solution. So... Why not put small ailerons on the ailerons itself, disable the authority on them (so the game would not use them) and make your add-on the controller for them?
  21. Do you read minds??? :-) I just finished a vessel those only survivable option is the bail out!! =D Soon, on a weekend next to you!
  22. What I really could not tolerate on 1.4.2 in a glitch on Editor, where the Part I'm fine tuning automatically move to a SNAP place when I select it (if the part is clipping to some other), even with the Snap button turned off. So, or I get into the right place on the first try, or the damned thing goes to a snap point when I try to replace/rotate it again. I moved back to 1.4.1 for this only reason.
  23. Well, this is my entry for this week. Mk1 Stupid, I mean, Special :-) This one use wings from Airplane Plus. Link for the craft on KerbalX (with video). And I managed to land on the Launching Pad!!! :-)
  24. I just updated the Official Entries Spread Sheet, from now on called OESS (NASA is hiring? I have naming skills! :-P) with the new submissions (valid or not), added some ones I unforgivably missed (really sorry, guys!) and updated it to correctly state the vessel's status on landing (or crashing) and the formulas too. @neistridlar, one of your vessel's cost got his price #@$@#!%$#@%#@ by a UI bug. Could you please inform me the value? Please remember that the only, really "official" formula is still the 'Original" one. All the others are still Work in Progress, we are figuring out how to do the scoring!
  25. Yes, we are using the data to trim the equations. But you made a good call, the crashed vessel must be clearly marked as no-contestant - mainly because I moved out my own no-contestants to another file. Thanks for the headsup, In time... How about the entries be applied not only with screenshots and videos, but also with a google calc with the data? This would make the life of the Challenge Master *a lot* easier! I'm assuming that everybody has a Google Account (what can be a erroneous presumption). EDIT: I'm trying to automate the submission entry using a Python script and KRPC. Everybody here is able (and agrees) to use KRPC and Python for this?
×
×
  • Create New...