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Everything posted by illectro
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
You know, it might be simply that the last 6 hours or so of play after I upgraded to 0.23 were almost exclusively in space so no aerodynamics were invoked and the particular problem wasn't tickled. As for the lifting body changes being responsible for my recent brush with death - It flew well under 0.10 but upgrading to 0.11 made it spin out, I thought that 0.10 -> 0.11 reduced the lifting body effect. Regardless, it's all fun nevertheless.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
Let me poke these things, and see whether it's still an issue, I'm glad for the pointers even if it's not your mod responsible. (On there other hand, the number of flat spins I'm getting into are almost certainly related to FAR updates).- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
If this is helpful, feel free to offer your expert opinion. I would not be surprised if other mods are implicated. http://www./view/lasnb68kkunazns/output_log.txt- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
OK in that case it's a completely different bug, I'd been using 0.12.3 and upgraded yesterday, now after flying then attempting to start a new flight the game crashes. I get a pile of null ref exceptions, no stack traces or anything, I'm going to do some poking just to make sure that the change in FAR is relevant.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
I think I'm running into the same bug, it forces me to restart the game, which takes a long time with all those mods.- 14,073 replies
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Actually, that's not automatically the case, firstly, if you want to do long exposure experiments then you need to put yourself in orbit instead of simply flying past a target, time warping doesn't help for this case. Furthermore, long exposure experiments that take power may not be available depending on your power system. One possibility is to add time sensitive biomes for certain experiments - e.g. you need to take temperature readings in the middle of the day and the middle of the night, necessitating a probe that can power itself and the experiment through the night.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
illectro replied to sirkut's topic in KSP1 Mod Releases
Pardon me for not checking all 170 pages of this thread.... (search system is terrible) but I've been using IR in my Interstellar series and every time I dock and undock a spacecraft with IR parts the control mapping freezes. Is there something I need to do to avoid this (say, carefully naming parts)? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
Yeah, it's a shame that 0.12 killed these, I did get one lifting body to work but it was under ridiculous circumstances, no pulling out of a dive this time.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
illectro replied to ferram4's topic in KSP1 Mod Releases
I realise that this was with older versions of FAR - but I tried flying lifting body aircraft- 14,073 replies
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You know I've been trying to figure out how to use the ISRU Refinery in my video series and it is such an unwieldy part, I mean the model looks nice, fantastic job there, but its impossible to incorporate into any realisitic looking space vehicle especially when one of the attach points doesn't choose to work half the time. The mod would really benefit from a refinery part that was designed for incorporation into spacecraft.
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Ed Lu has flown every US & Russian Spacecraft in the last 2 decades - The Shuttle, Soyuz, Mir & The ISS, he's also performed EVA's in US and Soviet suits. The only thing he hasn't flown on is the Chinese hardware, but I suspect that since he knows chinese he could probably handle it just fine Of course none of these spacecraft were flown by keyboards, which explains his problems with KSP.
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Need some help with a school project I'm working on
illectro replied to BloodWing's topic in KSP1 Discussion
Sorry I've been busy, can't say why, but it's pretty obvious if you follow tech news. Will try and help you out. -
Now-defunct-thread-that-should-not-appear-in-google-search.
illectro replied to Cilph's topic in KSP1 Mod Releases
That was my perception, but a probe I have in range of my munar comms network via omnidirectional antenna is not communicating. -
I didn't catch that one, but I muched around for a few minutes having fun.
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I was excited, but the game crashes when I try to launch from one of the Kerbin City locations.
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Well I guess what I'm wondering is whether the mod will just fail silently and not load the textures, or, whether it'll cause the KSP process to OOM.
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I also tried a stock install on my OSX host, no joy. Maybe the download link I have is bogus.
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That's exactly what I see, this is a mod heavy install on windows, perhaps kethane is messing it up? Probably for the best, I'd have bad things to say about the physics, then again I have bad things to say about the existing planets
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So, is it normal for all the objects to look like their counterparts from the map screen? I'd like to use this, even though some of the physical characteristics make no sense, the biggest constraint will be stability.
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What is the game that you are the exited the most?
illectro replied to gmpd2000's topic in The Lounge
Star Citizen X: Rebirth Elite: Dangerous The Long Dark -
X-Rebirth - the devs gave me some video and asked me to make a trailer: Star Citizen - it's almost up to 20million now, and Alpha/Beta slots are running out, I'm skeptical of their ability to deliver everything that people want, but I'm happy with the progress I seem
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[0.21] Hooligan Labs - Airship, Submarines and More
illectro replied to Hooligan Labs's topic in KSP1 Mod Releases
OK performance it back to regular 'laggy' as opposed to 'slideshow' - thanks! -
[0.21] Hooligan Labs - Airship, Submarines and More
illectro replied to Hooligan Labs's topic in KSP1 Mod Releases
Lots of these messages in the logs [LOG 07:42:43.805] Part -334640 is removing stock partBuoyancy from solarPanels5 -323278 [LOG 07:42:43.806] Part -334640 is removing stock partBuoyancy from solarPanels5 -323304 [LOG 07:42:43.807] Part -334640 is removing stock partBuoyancy from solarPanels5 -323330 [LOG 07:42:43.808] Part -334640 is removing stock partBuoyancy from solarPanels5 -323356 [LOG 07:42:43.810] Part -334640 is removing stock partBuoyancy from solarPanels5 -323382 [LOG 07:42:43.811] Part -334640 is removing stock partBuoyancy from solarPanels5 -323408 [LOG 07:42:43.817] Part -334640 is removing stock partBuoyancy from solarPanels5 -323434 [LOG 07:42:43.818] Part -334640 is removing stock partBuoyancy from solarPanels5 -323460 [LOG 07:42:43.820] Part -334640 is removing stock partBuoyancy from solarPanels5 -323486 [LOG 07:42:43.821] Part -334640 is removing stock partBuoyancy from solarPanels5 -323512 [LOG 07:42:43.822] Part -334640 is removing stock partBuoyancy from solarPanels5 -323538 [LOG 07:42:43.824] Part -334640 is removing stock partBuoyancy from solarPanels5 -323564 -
[0.21] Hooligan Labs - Airship, Submarines and More
illectro replied to Hooligan Labs's topic in KSP1 Mod Releases
So I've been using these in my Eve or Bust series and I don't know if you're aware but the performance can be truly awful. I docked my submarine to my 1000 part mothership and the fps went from 8 to <1fps. This was a ship orbiting in deep space and it seems that the submarine parts are running some sort of calculation on ever part, even though the vehicle is in deep space. I've simply disable the submarines DLL it works fine, I can re-enable it once I've detached the sub.