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KSP2 Release Notes
Everything posted by hazelnut2
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It looks like you are right. It's a pity that Steam doesn't seem to offer a way for developers to exclude certain files from being checked, such as these runtime/configuration files, which kind of defeats the purpose of having a file integrity checker in the first place. On further thought, however, why not have all user configuration files (and runtime files) where they actually belong - outside Steam's game data folder, under user's home dir.
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After any game session (running and quitting), if I use Steam's file integrity checker on KSP, it will tell me that anywhere from two to nine files failed to validate and will be reacquired. I have already filed a bug report about this, however would like to know if more versions/platforms are susceptible to it. I've tried on Linux, versions 1.11 and 1.10.
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It looks like I'm onto something. I've reduced the design to a simple engine and Okto core connected by a decoupler to a Stayputnik and a service bay. Took off, waited for space (70km), decoupled, and as soon as I switched view ("]") to the decoupled probe the debug console filled in with errors: [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft Probe ---------------------- (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [PlanetariumCamera]: Focus: Untitled Space Craft Probe (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) CheckEncounter: failed to find any intercepts at all (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at Orbit.GetDTforTrueAnomaly (System.Double tA, System.Double wrapAfterSeconds) [0x00000] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at PatchedConics._CalculatePatch (Orbit p, Orbit nextPatch, System.Double startEpoch, PatchedConics+SolverParameters pars, CelestialBody targetBody) [0x00000] in <8ed6226a17824027b61a78aa9c35f6f0>:0 at PatchedConicSolver.Update () [0x00000] in <8ed6226a17824027b61a78aa9c35f6f0>:0 I uploaded the full log here: https://drive.google.com/file/d/1YrPwZnrTKniF5zO0J9QH714k06V5DVIn/view?usp=sharing The decoupled probe showed a vertical speed of 0, however seemed to move upwards with respect to the vessel left behind (which naturally had positive vertical speed still). Know a good place to submit bugs?
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To me it seems this is a very serious issue that should be addressed, given the fact that I am not running any mods, nor using any cheats. It's as stock as it gets. I have just read in a different thread that there is a developer console that could perhaps be useful in case it does catch something. I shall give that a try tonight.
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After about 150 hours in game in just two weeks, my advice (if I am entitled to have one) is to know when to stop for the day. As soon as you have your first thought of "let's skip checking this, it'll be ok, I just want to get to Mun quicker" it's time to save and quit. The next day you'll have less frustration, more enjoyment and an actual chance at success at your mission.
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My design has all of those (provided that by "aerial" you mean an antenna). The controller is the Probodobodyne Stayputnik, there is an antenna right on top of the controller, there is plenty of battery available and there are two solar panels. Yet, the above problem persists. Can anyone reproduce this?
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I have been fruitlessly trying to design a craft that would, in the same run, place a satellite in a polar orbit on Mun and also have a main, manned cockpit for other chores around the Mun. My issue arises when I decouple or undock the little satellite on top. When I used a stack separator the satellite did not become controllable. I selected the "debris" from Mission tracker, however it became offset to what seemed like a Mun's pole (way far from the original part) and it just fell straight to the ground. I, then, used a docking port (actually two, at first, but noticed they would become stuck, so decided to use just one!) and performed the decoupling using the port in Kerbin's suborbital flight. Now the satellite would first be controllable, however as soon as I moved back to the main craft it would just disappear. I am trying to understand what is happening: is this a bug with the game, am I incorrectly building such a craft or is there something else I'm not seeing? Game is vanilla, no mods, Steam under Linux. Version 1.11.0.3045. Otherwise no issues. In the accompanying image, the satellite is right on top of the Mk1 capsule (which is manned).