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Fido488

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Everything posted by Fido488

  1. I reported the bug and have a post about this here: [url]http://forum.kerbalspaceprogram.com/threads/139247-Tracking-Center-Visual-Bug-FULLSCREEN[/url]
  2. Not just you: This seems to be system independent. Switch to windowed mode when looking at the tracking center: http://forum.kerbalspaceprogram.com/threads/139247-Tracking-Center-Visual-Bug-FULLSCREEN
  3. Solution posted here: http://forum.kerbalspaceprogram.com/threads/139247-Tracking-Center-Visual-Bug-FULLSCREEN Basically you can't use full screen mode while looking at the Tracking Center.
  4. Happening on OSX as well: http://forum.kerbalspaceprogram.com/threads/139247-Tracking-Center-Visual-Bug-FULLSCREEN
  5. I'm using a completely fresh install of KSP version 1.0.5. No mods installed. If you use full screen mode on OSX I was getting visual bugs in the Tracking center. The bug is not seen while in Map mode during flight. (At least if landed at the launch pad). System Specs OSX ElCapitan (Updated last night but also experienced this on Yosemite). MacBook Pro (15-inch, Early 2011) Processor: 2 GHz Intel Core i7 Memory: 10 GB 1333 MHz DDR3 Graphics: AMD Radeon HD 6490M 256 MB Workaround: Run your game in windowed mode or with a screen resolution that matches your monitor. This prevents the UI from being stretched causing the graphical glitches. Related post but for linux: http://forum.kerbalspaceprogram.com/threads/138814-Bug-in-Tracking-Station-1-05 Mods: Can you add this to the list of known issues. The cause of this bug was incredibly difficult to track down: http://forum.kerbalspaceprogram.com/threads/92228 Switching from Mission control to Tracking Center. Player.log Marker - Nov 12, 2015, 2:15:11 PM Flight State Captured (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Saving Achievements Tree... (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Game State Saved to saves/Test world/persistent (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION ===================== (Filename: /Users/builduser/buildslave/unity/build/artifacts/MacStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnloadTime: 7.656430 ms Unloading 2 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0) Unloading 1805 unused Assets to reduce memory usage. Loaded Objects now: 114236. Total: 200.840576 ms (FindLiveObjects: 6.915610 ms CreateObjectMapping: 6.731262 ms MarkObjects: 178.499588 ms DeleteObjects: 8.614476 ms) Related bug report: http://bugs.kerbalspaceprogram.com/issues/5929
  6. I was working through the training with someone who has never played before and experienced the following problem. 1) Construction Basics: If you accidentally trash the fuel tank then you can't complete the mission requiring a full restart of the game to fix. (You also disable the exit buttons during this scenario). 2) Flight Basics: The map doesn't show up when you press the 'm' key. All you get is a black screen. These were with an unmodded version of the game on a Mac Book Pro. I also personally experienced a problem with your NASA sample return mission scenario where the fuel lines no longer feed to the nuclear engines requiring you to manually pump fuel around to use them.
  7. I'm having an issue with the ISRU Refinery. I can't seem to connect the side node to anything in the VAB even with part clipping enabled and even when I don't use symmetry. Am I doing something wrong?
  8. You might consider looking into the code that Remote Tech uses. Those connections always use the shortest distance to try to get you your signal to you. I have ~60 active flights (most are communication satellites) with 4 or more connections each and whatever algorithm he is using must be incredibly efficient (or multithreaded) because it doesn't ever seem to negatively impact the games performance. Also, I don't know if you haven't already implemented it because I haven't used the microwave beams much yet, but a visual representation of your current connection paths would be useful. Something that you could see from the map view. If you do do this make sure that you can toggle it and that the connection lines are a different color from the ones used by Remote Tech.
  9. Hey! What do you know! Thanks Fractal! Understandably this can be rather confusing because originally the mod used to use science like a resource that you could use to upgrade pieces of tech (imagine spending rocket fuel to get a better engine) Now, however, with the addition of career mode the science is accumulated with the passing of time (even when you are not focused on the ship and works with time warp) and transmitted to the R&D building when you load the ship. (You will notice when you load your ship after it has traveled for several weeks it will say "[some number] of science added to R&D" (or something similar). Hope this helps
  10. Fixed by Update 0.8.2 Fractal: Bug Report OS: Mac Interstellar Version: 0.8.1 I experienced an interesting bug involving electric generators: (Notice that the electric charge is dropping at a fairly fast rate) As you can see here I have an electric generator that I'm using as the sole power supply for this Jool Interplanetary Satellite (I'm also using remote tech). This ship had plenty of power and was quite content. I switched to another vessel to handle an SOI change and when I switched back this vessel the electric charge was not being regenerated. You will also notice that the nuclear engine that I am using for thermal energy is absolutely fine: Any suggestions on how I might fix this for myself?? Also: I have tried restarting the game and restarting the generator both do nothing to help the problem. I'm fairly certain that it's not a power draw issue since I flew all the way from Kerbin to Jool without having an issue. I'll continue mucking around to see if I can fix it. Here is the ships info from the quicksave file (Too big for the form "code" blocks): http://pastebin.com/gSVQLrdp
  11. Cilph: Would you be so kind as to change the forum header post to reflect that you have enabled time delay/or can you disable this as the default setting? Also could you include a link to the post where the KOS mod can be found. It is unclear that the mod isn't included by default/isn't part of the mod. I happen to be one of those ppl that actually reads the change-logs but for anyone who doesn't and only reads the header post this can be very unclear.
  12. I'm having an issue where the mod crashes KSP when trying to attach it to my rather large ship. OS: Mac OS Mavericks I am using the following mods on my ship: Interstellar Remote Tech 2 B9_Areospace FerramAerospaceResearch Kethane Kerball Attachment System The ship itself is using parts from: Interstellar Remote Tech 2 B9_Areospace Kethane Every time I attach the engineering module to the craft KSP freezes and I cant do anything else. I have to force quit the game. I have checked and there is no information in the log file. Is having very large ships known to create this problem or is this something that is created by particular mods. Here is my craft file: https://dl.dropboxusercontent.com/u/19679728/KSP/Val%20Orbiter.craft
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