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saskwach

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  1. I think others have reported similar problems to mine, but I didn't use CKAN to install KAC. I'm running 1.1.2.1260 on Linux, KSP.x86_64 I currently have these mods installed: KAC 3.7.1.0 KER 1.1.1.0 Nothing happens if I click anywhere on the KAC window. My Player.log is getting flooded with this message:
  2. It's hard for me to reproduce; I thought it might have been something to do with adding parts then removing them, but if I fiddle with a vessel in the VAB for a while, it pretty reliably crashes. There's a copy of what it spat out on the console and Player.log here. This line spits out on the console before a back trace and memory dump: *** Error in `./KSP.x86_64': double free or corruption (out): 0x00007f3a1fb414d0 *** So it's probably a double free. I'm running KSP.x86_64 on Debian: 4.4.0-1-amd64 #1 SMP Debian 4.4.6-1 (2016-03-17) x86_64 GNU/Linux
  3. Stage lock, as implemented right now, is not the most useful of features. It applies to the game instead of the vessel, so if I lock my interplanetary probe and switch away to a new launch, I have to unlock staging. Then, when I switch back to my interplanetary probe, I'll accidentally hit the stage button and blow the thing in half with most of its fuel unattached to the probe core. Then comes the wailing and the lamenting and the tearing of clothing. Anyway, my point: stage lock is a great feature that should be a property of vessels instead of a property of the whole game.
  4. KSP: Linux 1.0.5 64-bit Problem: Segmentation fault when I stage a particular craft with a KAS winch attached to the end of some IR stuff pointed at a radiator Mods Installed: Kerbal Attachment System 0.5.5, Kerbal Inventory System 1.2.5, Infernal Robotics v0.21.4, Module Manager 2.6.20, TweakScale v2.2.6 all installed through CKAN Repro Steps: Take Pusher from crafts.tgz and try to launch it. Don't worry about burning through the first stage, just stage to the second one and it will segfault right away. If you remove the winch from inside the cargo bay (or load Pusher-nowinch.craft), it will make it through the stage just fine. Log: Player.log.gz
  5. First, we build a Mun base. And then it's time to expand it.
  6. First, context: I'm running 64-bit KSP 1.0.2 windowed on Debian with nVidia. http://www.nmichaels.org/files/Player.log This is what happens: First, I land a base somewhere (this has happened on the Mun and Minmus.) Second, I launch a vessel that I want to land near the base and get it into the appropriate body's orbit. Third, and this is the problem point, I set the base as my target. The game freezes at this point. Here's a screenshot: The UI looks like that, but the music keeps playing and I hear chatterer keep going. If I kill the GUI with Xkill, I still hear audio. I have to ctrl+c the terminal that launched the process (or just kill it). Here's a list of mods I have installed: Kerbal Alarm Clock 3.3.2.1 Kerbal Engineer Redux 1.0.16.6 Chatterer 0.9.2.86 Kerbal Attachment System 0.5.1 Kerbal Inventory System 1.1.4 I don't believe any of those are causing this, but it is a modded install. I've seen this issue since before I installed KAS and KIS, and I've updated KAC and chatterer since it started.
  7. Or Dres's asteroids, the gas station of the Kerbol system!
  8. That's true. Rich spots on the surface of a planet or moon won't run out of fuel. Asteroids are a different story, but the tradeoffs are different for them anyway because you can fly them up to your orbital station if you want.
  9. I think I recall Roverdude saying something about conservation of mass and asteroid mining being the reason ore conversion is 100% efficient. If it weren't, you could reduce asteroid mass with magical mining mass destroyers.
  10. I just sent a station to interplanetary orbit, and the LV-N gave me less dV than the poodle I ended up with. Maybe I forgot to drain the oxidizer? I don't know, but it felt wrong. Edit: Whoops, I just checked on that ship (dry mass 18,440kg), and if I drain all the oxidizer out I get 4637 m/s with an LV-N (.18 TWR though...gag) and 3755 with the poodle and the ox back in. If I use 2 extra LV-Ns on the drop tanks, my TWR goes up to .46(max .63) (then .32(max .40) after dropping) and my dV goes down to 4,111 m/s. Those suckers are HEAVY. Incidentally, the poodle got me a TWR from .51 to 1.80. For about 1km/s. So LV-Ns can still be worth while, but you have to accept the really low TWR or else you cut into your dV savings. Plus, you have to think about cooling them because they're HOT.
  11. Yep, I just noticed in a screenshot that it does. I hadn't spotted it until I saw the planted flag though.
  12. When you rescue a kerbal, if you have them plant a flag it's the flag of the company that sent you out to get them? I just picked Kennand up on the Mun and had him drop a flag for grins. Imagine my surprise when I saw the Kerlington logo.
  13. I'm just going to jump in here to say that I'm a huge fan of instascan. I've played with Kethane (many nights were spent running scanners at midling time warp) and Karbonite (scanning felt unsatisfying) and the first time I saw insta-scan, I thought that whoever thought it up was brilliant. I really appreciate the amount of effort you folks put into the design of resource extraction and I look forward to the improvements and mods that will inevitably come. There's been a lot of (sometimes pretty harsh) criticism in this thread, so I'm just going to leave this here to balance things out a bit. Know that lots of us really appreciate what you've done, Roverdude.
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