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    Spacecraft Engineer
  1. Personally I use minmus for my kerbin-area refuelling station. It doesn't take much more delta v to get to minmus than it does mun, while getting from the surface of minmus to orbit is much easier on fuel than on mun. If you get lucky and have a good patch of resources on one of the perfectly flat areas of terrain it's about as perfect a site as you'll get
  2. Same issue I've been having, and I've also had no luck disabling ATM for USI via the config edit. It's weird how clearing the cache sorts it out for a short while though.
  3. I've had a look and that tank is not linked to any action groups that I can see - we've got elevons on groups one through three, winglet toggle on group four, and the expected parts in gear / lights / brakes groups. No action group linked to the solar panels either
  4. Looks like the Mk2 Monopropellant tank mounted at the rear of the ship is disabled in the stock ship save file for the Learstar A1. Caused a bit of a brown-trousers moment when the engines cut out after using 90 of the 390 units of RCS fuel it's carrying (relevant lines from the craft file, line 2046 seems to be the cause of the issue) { name = MonoPropellant amount = 300 maxAmount = 300 flowState = False <--- This bit here isTweakable = True hideFlow = False flowMode = Both }
  5. About 1.8gb on a completely fresh install from steam with the graphics turned up
  6. "Sorry, the server migration failed, and for some reason our supplier deleted the backups of the old servers - we've got to start again....." (insert the sounds of screams echoing across the globe) "Only kidding... HYPE!!"
  7. 3 yrs 16 days. And it's been worth every second <stuffs fingers in ears> Nyaa nyaa I can't hear you I can't hear you
  8. The programming team from Squad are not responsible for the devlopment of the game engine. That's down to the Unity developers, and so far despite years of effort they've yet to produce a stable 64 bit exe file for windows.
  9. A few weeks ago an end to x64 support was announced, and a few days later (for those who installed through steam) the x64 executable was removed from existing v0.90 installs. Texture management sounds like a jet engine the first time it's run on my system too. It converts the texture files using all your CPU cores, so it'll be one of the rare situations where the CPU is completely 100% loaded. Only happens during the first load though, on later loadings it uses the cached size-reduced textures How many mods are you running anyway? I stopped counting after the first 20-odd in the logfile. If many of those are particularly parts & texture heavy you might just have to cut back on a few.
  10. "DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory" from towards the bottom of your log file. You're also getting "d3d: failed to create 2D texture id=6373 w=1024 h=640 mips=1 d3dfmt=22 [out of memory]. No Texture memory available to upload" Sounds like you're running out of both main system memory (either not enough ram in system, or hitting the top memory limt of the 32bit game engine) and graphics memory (too many textures). Is that part of the report where it says you're using a Radeon 7500 accurate? Give the active texture mod and / or some low resolution texture packs a shot. I've had that cut a huge amount out of the memory consumption for the game. Otherwise you'll have to start removing unused parts or slimming down on the number of mods you're running.
  11. Clock Speeds: 1: 800.00 MHz 2: 2401.00 MHz 3: 800.00 MHz 4: 800.00 MHz 5: 800.00 MHz 6: 800.00 MHz 7: 800.00 MHz 8: 800.00 MHz Sensors: System Temperatures: cpu: 64.0C mobo: N/A gpu: 0.0:69C Fan Speeds (in rpm): cpu: N/A Personally I find these lines from your log more than a little concerning. Are those temps & frequencies what it puts out under full load, or is that what it's idling at?
  12. The wikipedia article on electrocommunication gives a couple of really good examples of species already functionally capable of communicating at range via am / fm / waveform shape modulation of electrical signals. Of all things electric eels seem to have it pretty well organised The world is an infinitely stranger place than we give it credit for. edit: and even weirder, some use it in an active transmit / recieve mode in much the same way that radar would work. http://en.wikipedia.org/wiki/Electrocommunication http://en.wikipedia.org/wiki/Electroreception
  13. If it's version 4.5 that could well explain the issues with the AMD graphics cards...
  14. That link doesn't go to an error log I'm afraid, it takes you to an empty file (2 byte size) called "report.ini" that was uploaded to mediafire in November 2013.
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