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saskwach

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Everything posted by saskwach

  1. Wow, harsh. Clearly someone's never developed software before. If you really want to see craft dV (and not do the math yourself, which can get boring after a while), you can install Kerbal Engineer, which gives you nice readouts for that sort of thing. Engineer kerbals also get those readouts, which is very nice.
  2. I've been playing my way through career mode and doing reasonably well with the new aerodynamics, but one thing that's been bugging me is my launchers always wobble North and South when I ask them nicely to turn East. I've been ending up with several degrees off equatorial, which isn't a big deal but does cost some dV when I'm trying to do cheap rescue missions. Is there a trick for getting rockets to keep from straying during launch?
  3. http://forum.kerbalspaceprogram.com/threads/117279-How-to-fix-those-heatshields%21-%28get-rid-of-command-pod-flipping-into-the-heat%21%29
  4. I just returned from LKO with a Mk 1-2 pod. The craft was just Mk 16-XL, pod, heat shield. I went from about 80km to about 20km, which used zero ablator. My question is really around when to pop the chutes. I've been waiting until the reentry heating effects stop, in the 2-5 km range, and I still see the G-meter spike up into the +15 zone. Do we just expect a brief burst of absurd acceleration when the chute pops into drogue mode?
  5. That's so strange. 64-bit has been working just fine on Linux for as long as I've been playing. Is there something special about the 64-bit Windows version that makes it buggier? I would expect any issues to be with Unity's build, not KSP or mods (at least, not with mods I've been using).
  6. Feature request: Is it possible to, when one of the text fields in KAC is selected, not send the keyboard input to any other KSP systems? I like to name my alarms, but I end up turning on RCS and spinning around because I happened to hit "r" then some of the movement keys. Worse, if I forget to switch to map view before setting an alarm, I might accidentally stage my rocket or, when changing one of the time fields, fire off an action group. Stuff that's built into the game like the rename vessel dialog and flag text boxes is keyboard modal, so something somewhere can do it. I haven't looked at the modding API, but someone's got to know if it's there.
  7. I started back up with 0.24.2 and this shiny reputation stuff looks nice...except Jeb just got back from the first ever trip to the Mun and got a whopping 0.5 stars. So it looks like there are diminishing returns once the pointer gets close to the 100 mark. Really, I just want to know what it's good for. Do I get shinier missions when I have more reputation? Can I show off my super-great rep to my friends? It seems pretty easy to get lots of it and keep it high (just don't kill any kerbals).
  8. I don't know anything about the modding APIs, but can you get the estimated burn time from the maneuver node?
  9. I can confirm that the only thruster (ion engine) was off, and it's oriented pointing aft. My orbit was less eccentric than the pictures the OP put up. Apoapsis was around 500km (and climbing) with periapsis just inside the atmosphere.
  10. I only see it in the atmosphere. The orbit seems stable otherwise.
  11. That's not how gravity assists work. There's no SOI change involved. This is a bug where hitting the outermost part of Eve's atmosphere increases the amount of orbital energy the ship has.
  12. I'm hitting this too, and it looks an awful lot like a bug. As I hit the upper atmosphere, my apoapsis increases steadily. I have a save of it; if anyone knows which files to zip up, I can put them on a server somewhere. Here's a picture of the ship:
  13. Great, I'll be around tonight (EST...probably morning your time) to try things. By the way, I meant images in the sense of binary images, not graphics If you don't have anything new and more verbose for me to try, I'll start a binary search on old versions.
  14. Player.log it is! Confusing that it's in a different place and it has a different name, but I guess that's why I couldn't find it. Anyway, this one has a seg fault and stack dump: There's a bunch more info from gdb in the the full file. I'm pretty sure I've used older versions of KAC, but with older versions of KSP. Is there an easy way to get images for other (compatible with 0.22) KAC versions?
  15. Alright, I tried again with 2.6.4.0. Here is my KSP.log. I couldn't find any other log files anywhere in the KSP_linux directory, and that doesn't look very informative. There was no KSP_Data/output_log.txt file, and it seems like config.xml is not getting generated (it's not there either.) If I run the 32-bit version of KSP on my 64-bit Linux install, everything works fine. Running 32-bit mode doesn't fix 64-bit mode though. I guess I'll run in 32-bit mode until you figure this one out. Is there a debugger we can attach to the game to see where it's crashing? This seems like a bug in KSP itself (mods shouldn't be able to crash games) should I post this to Squad's bug list?
  16. I have some more information on the crazy spinning altimeter and blank nav ball/screen problem. I grabbed some logs and screenshots and put them here. If I switch to the next ship that will have an alarm go off before speeding things up, it seems to not happen. If I don't...it happens way too often. I still can't seem to pin down exactly what I'm doing to cause it though.
  17. When I run x86_64 KSP (0.22.0.0) on Linux with Kerbal Alarm Clock (2.6.2.0), I tell it to load my game (career mode) and it crashes. The console just says Aborted, and KSP.log looks innocuous (I can post it somewhere if you want). If I remove KAC (my only installed mod) it runs just fine. In fact, I can start a new game in sandbox mode and it seems to run just fine. Career mode is an insta-crash though. I don't see any core dumps or other debug logs sitting around. My system log doesn't show anything.
  18. I've been seeing some weird crashes with kerbal alarm clock. I put a ship into interplanetary space and set an alarm for some time in the distant future - tens of days. I go back to launching rockets, and when the alarm triggers I'm focused on a different ship. I jump to the ship, restore the target (a planet) and possibly a maneuver node, and everything breaks. The altitude display cycles from 000000 to 999999 (all digits change at the same time) and some other bits of UI show up, but the rest of the screen is all black. If I leave the ship and go back to the spaceport, it doesn't render (black screen) but I can click the exit button. If I do that, the starting screen looks fine but if I load my game again everything's still black. If I restart KSP, everything's hunky dory, except my ship (the one with the alarm set) has vanished. There's no trace of it and my kerbonauts are MIA in the astronaut complex. I'm running in career mode, 0.22.0 on Windows 7. The only other plugin I'm using is Flight Engineer.
  19. I have a feature request: have the vessel display show max acceleration in m/s^2 for the current stage. I feel silly doing division on my calculator while sitting at a computer.
  20. I have lots of things in very similar orbits and I'm having trouble setting one as my target. Whenever I click on the one I want, it suggests I set something else as my target. Is there a workaround for this?
  21. Huzzah, thanks. I actually tried to build a giant rover with a tower for getting into one rocket. It did not end well. I tried to change ladder angles briefly last night, but my 3AM brain didn't think to use the tiny ones. Thanks for the suggestion for crew manifest. I'm going mod-free as long as I can, but that one seems pretty harmless. (Harm here is defined as making it easier for me to get Jebediah to his next crazy destination.)
  22. I built a space bus with a hitchhiker, and I'm having trouble getting kerbals inside. I built a bunch of ladders going up the side of my rocket, but they can't seem to climb from being on the ladder to the flat surface at the top of the ladder. I assume people have solved this problem, but how? Do I have to design my rocket so that there can be a single continuous ladder all the way from the very bottom up to the hatch?
  23. Hey thanks! I never realized you could slide the maneuver nodes.
  24. Never mind. I spent hours trying to figure this out, decided to ask, then realized that there's a maximum distance it will show. I just had to bring the altitudes closer together.
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