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LameLefty

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Everything posted by LameLefty

  1. I just changed the EVA reflections line in the @Default.cfg file to read: visorReflectionColour = 0.8 0.7 0.2 Gives a nice gold reflection to all EVA visors.
  2. The last KSP-related entry (before the stack-trace/dumping stuff added on by Windows) appears to be a Kethane-related message right before the game crashed. Earlier in your log there's also a Unity message about Kethane being incompatible. I don't believe Majiir was released an 0.90-specific build of Kethane so unless someone else has a better suggestion, you might try removing it and seeing how it goes. Also, you have some texture-read errors in there from EVE (EnvironmentalVisual Enhancements) but those don't look like an obvious culprit. For what it's worth, I don't think EVE has been specifically updated yet either.
  3. It does for me when I play with stock aero. When I play with FAR, I can "brute force" a landing within about 3.5 km if I come in very steeply, from a high altitude orbit. Good thing I don't play with DRE!
  4. Keep Activity Monitor open while KSP is running. This is what you want to pay attention to: Yes, you need to create little .cfg config files to keep ATM from compressing the textures for them. Make it a plain text file and save it in the /GameData/FerramAerspaceResearch/Textures folder. Here's what I use for FAR. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = FerramAerospaceResearch enabled = true OVERRIDES { FerramAerospaceResearch/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } } You need a similar file for each folder you want ATM to ignore. There may be a more elegant way to get ATM do ignore icons and controls, but I haven't found it.
  5. No, he's not. OS X has been 64-bit for several years but KSP for OS X is still 32-bit due to Unity limitations. mecki, you need to use the x86 version of ATM. For what it's worth, mecki, KSP 0.90 is less stable on my Mac than any prior version, even when I was playing pure stock. I regularly crash at under 3 GB of memory with the current version, whereas I used to comfortably bump up against the 3.5 GB 32-bit ceiling for hours at a time without crashing under some prior versions. Mods don't seem to make much difference to my stability on 0.90. That said, I don't think the "aggressive" version is worth the added loss of texture resolution. I "basic" version does reduce my memory by several hundred megabytes, and I can usually play for several hours straight between crashes (usually with memory right about 2.9 GB).
  6. FY to the OP, in OS X, your KSP log will be found at /Users/{your user name}/Library/Logs/Unity The file you want is Player.log The default for the last several versions of OS X is to hide the /Users/{your user name}/Library/ folder in your personal user directory. The easiest way to get to it is to hold down the OPTION key while clicking on Go in the Finder menubar, which will add "Library" as an option to select.
  7. Not to answer for sarbian, but speaking as an honest-to-$DEITY aerospace engineer, you got it right.
  8. That's an excellent explanation, Sarbian. I sort of figured that out by experimentation a year or so ago when I was giving a lot of feedback regarding stock aerodynamic parachute landings on places like Laythe. The fellow (name escapes me) who was doing code pushes with that stuff really got the accuracy down well for most sane entry orbits. REALLY looking forward to this when you get a chance to work on it. FAR makes the game much more fun for me, but it would be nice to be able to get at least within a kilometer or so for Kerbin, Eve, Duna and Laythe to be able to setup multi-ship, long-term bases. I did find sort of a "close enough" work around, at least for FAR and Kerbin, with the MJ landing autopilot - in the first case, I came in from about a 175 km, 45º orbit and landed within 2 km of the pad on a southerly trajectory using MJ. Alternately, for an equatorial 150 km orbit, I "picked a target" on the map a little ways past the Island Airport and managed about the same accuracy. Anyway, thank you for as well for change to display units (pascals) on the Ascent Autopilot for dynamic pressure fadeout. Much more understandable now.
  9. You need more control authority at the base of your rocket - try "the ones that move completely" Also, you say you're turning slowly but what does that mean? Keep an eye on your prograde marker on the Navball. Don't let your nose get further than about 5º - 7º ahead of your prograde marker until you're nearly out of the atmosphere - above 25K or so should be safe.
  10. I can report to you that "launch into plane of target" works just fine in the current dev builds, even for an asteroid target at 143º (essentially west/northwest of KSC). There's nothing magical about it. I did it earlier today. There' s nothing in the physics of orbital mechanics to prevent launching into a direct rendezvous provided the eccentricity (not the inclination) isn't very great.
  11. I dropped this one right inside my /GameData/FerramAerospaceResearch/Textures folder: ACTIVE_TEXTURE_MANAGER_CONFIG { folder = FerramAerospaceResearch enabled = true OVERRIDES { FerramAerospaceResearch/.* { compress = false mipmaps = false scale = 1 max_size = 0 } } } I don't want ATM compressing any of my on-screen icons. Blurry text and icons make zero sense to me when there's so much else that can be compressed to save real memory.
  12. Ah, thank you. I'll give that a try and see if my problem recurs.
  13. If you guys read the KJR thread, it seems to be a bug with Kerbal Joint Reinforcement. Ferram says there's a dev build that should fix it. I don't have a link for it, however.
  14. I think I got bitten by that same bug last night; two Clampotron Sr. docking ports would not physically separate, even though I had undocked the ships. I could even cycle between each separate ship but they were still stuck together. I was able to work around it by quick-saving, then quick-loading. After that, I could undock and separate as normal. Is there a binary download for the .dll of the Dev build anywhere, Ferram? I clicked on the Github link in the first page but it seemed to take me to the source code.
  15. Check to make sure you have the FerramAerospaceResearch.cfg ATM configuration file placed into the right folder with the FAR icons; in my case, I had to set both compression options to "false" to get ATM to stop screwing up my icons (MechJeb, FAR, Trajectories, Chatterer, SCANsat ...)
  16. RUD, lithobraking and others have been used in real-life aerospace for decades (I know we used them in the 90's in industry, and they were old terms even then). I expect they go back to the Cold Ward/Steely-Eyed Missile Man days.
  17. Let me Ditto what RobotsAndSpaceships said - I first started messing around FAR around 0.21 or 0.22, mostly with regard to spaceplanes. Tonight I made my first Eve atmospheric entry with FAR - this is the easiest thing in the entire stock game. Just point your butt into the wind and pop a few parachutes. Well, not with FAR. I had to make about half a dozen entries, with a few different entry profiles and finally using the FAR stability assist controls for pitch and yaw, in order to make a long, slow entry that didn't rip my otherwise very-sturdy lander to tiny exploding bits. And then what a rush it was to finally get past MaxQ and pop those chutes - whew! We don't say it often or loudly enough: thanks, Ferram.
  18. Confession: I recently sent my first missions to Eve and Jool in my 0.90 Career save. They are both essentially the same design, saving only 'cutes on the Jool mission - tried and true, based on the same design I first sent to Jool. I only rearranged a few parts on the lander when I removed the parachutes. And apparently the antenna. Very kerbal, amirite? So now, the Sin: I put together a little module that has docking clamps on both ends, a battery in the middle and an antenna stuck to the battery. I "launched" it by putting it onto the launch pad. Then I hyper-edited it into Eve orbit, docked my just-arrived Eve mission ship to it, and proceeded with the mission. The justification: this mission is going to do SCANsat surveys of Eve and Gilley, land on Gilley, and then land - one way - on Eve. I couldn't in good conscience leave the little green guys incommunicado for years on end. Yes, I know it's a thin justification but it's all I got. Now the kicker: I just checked and my Jool mission ship has the same flaw. D'oh! At least those guys are going to come home again someday. I won't repeat my transgression for them.
  19. Gotcha! As always, thanks for all you do to make MJ2 as awesome as it is, Sarbian.
  20. While we're explaining new, rather obtuse options in the MechJeb dev builds ... can someone explain two new-ish items in the Ascent Guidance module? First, the Force Roll check box and associated roll angle make sense but what of the next box to the immediate right? What does that control? And second, "Limit Angle of Attack to 5º" makes sense as-is, but what are the units in the field that appears below it regarding dynamic pressure fade-out? Is that altitude in meters? Dynamic pressure in kilopascals? Etc. Thanks in advance ...
  21. This mod wasn't working with NEAR, but now that I've switched back to FAR, it's a godsend. Great stuff - thank you for creating it.
  22. Thank you, that sounds awesome! Can I ask a longer question though (given that this thread is now well over 500 pages ...)? I last used Kethane extensively in 0.23.5. What mods are you using to scan for, mine, convert and build with Ore (and of course what provides the Metal, RocketParts, etc)? I'd like to add a more full-featured resource system to my end-game these days. Thank you in advance.
  23. I wipe my previous installs when each new version comes out and now, for whatever reason, I cannot get ATM from mangling my Blizzy Toolbar icons - I thought it was as simple as setting "enabled = false" in each mod's specific ATM configuration file in the ATM configurations folder. Any one care to offer a pointer to what I'm doing wrong?
  24. Yeah, this was being talked about the first time I played the game (almost 2 years ago, with 0.19). And even then, KSP vets were poking fun at the newb's for pointing it out.
  25. Ah, thank you. I know I had things working properly in the past (0.23.5 I think) but it's been awhile. On OS X you cannot merge folders the same way you do in Windows so when something requires installing into sub-folders of sub-folders, you have to put everything in place manually. Guess I missed a step here.
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