Stir_Fry_Beans
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Everything posted by Stir_Fry_Beans
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Thanks for your reply sal_vager, I tried disabling the anti-aliasing and it still didn't work. The only change is now I can't make the glitchy view of KSC appear, instead I get the loading bar in the lower right and a black window. The only way to update the graphics drivers is to update to a new OS :/ I normally use a PC and using a Mac so far has been pretty crappy.
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I have watched the console before but it stops outputting after I reach the title menu. The only errors I have gotten were non fatal part reading errors, nothing too serious and it did not stop the game from loading. This is not my normal computer and I usually don't use Apple products! I am stuck with this machine for a little while and I am trying to make the best of it
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Hello all, I am using the latest KSP on an early 2011 MacBook Pro with a 2.3 GHz Intel Core i7 and 8 jiggabytes of RAM. It is running OS X 10.7.5 Lion. Like I said this is 1.0.4 KSP however I am getting the same issue with .90 Beta. When I try and run the launcher all I get is the launcher window completely blacked out and the mouse starts to pinwheel. I can launch the program directly and access settings and even start a game, but as soon as I select start game or resume game the loading screen makes about a half of a revolution and then freezes and the computer begins to pinwheel. By forcing the screen to refresh by dragging the window around I can get a glitchy view of KSC to load but I can't click on any of the buildings. The worst part of this is, the game stops outputting to the log after I select start game, so I can't see whats going on. Since the game doesn't actually crash (just refuses to load) there is no crash log that I can read or upload for you guys to look at. I have tried with fresh installs and like mentioned before KSP .90 Beta and the issue still persists. I also deleted the old plist files and the game save states. I have reason to believe that it is an out of RAM error that is being sneaky. By viewing the activity monitor I can see that KSP is using upwards of 1.5 GB or even above 2 GB in some cases when it freezes. The issue persists even when I turned down graphics settings and I even tried using Active Texture Management! No luck. Here is a link to imgur gallery of screenshots...sorry for PNG's and lack of banana for scale. Also not cat tacks. http://imgur.com/a/r0BdD Thank you in advance for all of your help you guys are awesome! Log link -----> https://www.dropbox.com/s/cn5wrdckjknqbqm/KSP.log?dl=0 Player Log Link ----> https://www.dropbox.com/s/n8gaztn2u1y4iff/Player.log?dl=0 Looks like there is an unhandled exception but I can't make heads or tails of it. It was a corrupt font file somewhere on the computer that was causing the game to crash. Got rid of some excess font libraries and performed fontrestore. Worked like a charm.
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My First Rocket Style SSTO
Stir_Fry_Beans replied to Stir_Fry_Beans's topic in KSP1 The Spacecraft Exchange
The launch clamps are for throttling up the jets before launch. -
My First Rocket Style SSTO
Stir_Fry_Beans replied to Stir_Fry_Beans's topic in KSP1 The Spacecraft Exchange
This is my first attempt! It definitely needs some..uhh...refinement! -
My First Rocket Style SSTO
Stir_Fry_Beans replied to Stir_Fry_Beans's topic in KSP1 The Spacecraft Exchange
These SSTOs tend to look like potatoes, but they are easier to build and control (sorta) than an actual plane SSTO. This really isn't my strong point in craft design but I wanted to make a SSTO and this was something basic. I will try and work on an airplane SSTO after my space station perhaps. -
My First Rocket Style SSTO
Stir_Fry_Beans replied to Stir_Fry_Beans's topic in KSP1 The Spacecraft Exchange
I just brought them over to Imgur. Should be working now. -
Here was my first attempt at a rocket (or vertical) style SSTO ship. I used mechjeb to pilot it and it has quite a few complexities to it but otherwise works well! I will definitely try to make a simpler and more stable version of it. With mechjeb you can use the ascent guidance if you change the turn path to around 20% and use the prevent jet flameout option. It can get into a 100 km orbit if used correctly. The craft is 65 parts but needs to be outifitted with lights and solar panels and such. It doesn't have a docking port (yet) and no rcs thrusters. Sorry for the cruddy picture quality. For whatever reason the screenshots are coming out below my native res. In the VAB Just before the launch. Up and Up. It uses four R.A.P.I.E.R engines and one Nerva engine. Orbiting Kerbin! Re-entry module separated from the rest of the ship. Success! The command groups are: 1 to toggle Nerva 2 to switch engine mode 3 to toggle R.A.P.I.E.R's Here is the download link with MechJeb on it https://www.dropbox.com/s/dp0vk7huh0d8k0u/Winnton%20MK1.craft And without https://www.dropbox.com/s/bmjlodeg81rop8x/Winnton%20MK1%20NOMJ.craft I will resume work on this craft after I get my space station going! Enjoy!
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This might also help
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Here is a screenshot of my ingame UI And my output log https://www.dropbox.com/s/bcxa4licvbssebj/output_log.txt
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Ahh one correction. I also have AIES installed under parts (where it should be hopefully).
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Here is a picture of my Gamedata which contains all of the mods I installed I believe. Excepting MechJeb
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I'm having a problem where the Rf UI locks up when I click on a tank. It won't let me drag the window or use the scroll bars.
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Stir_Fry_Beans replied to NathanKell's topic in KSP1 Mod Releases
Ah thanks I figured it was something like that. I just kept trying like it was a tweakable. -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
Stir_Fry_Beans replied to NathanKell's topic in KSP1 Mod Releases
I installed all of the essential and some of the suggested mods and now my fuel tanks don't contain any fuel... Can someone help me out? -
The New Stock Repository Version 0.21
Stir_Fry_Beans replied to Maxed-Rockets's topic in KSP1 The Spacecraft Exchange
I also ended up building a ship and sending it to laythe after watching that movie... -
Straight up shot to the Mun.
Stir_Fry_Beans replied to Epic DaVinci's topic in KSP1 Gameplay Questions and Tutorials
This is how I used to land things on the Mun before I figured out g-turns and mech jeb XD I would say when its right on the horizon like the first guy suggested. If your point occurs before the Mun then you can simply execute a longer burn and intercept it on your way back down to Kerbin. Like CaptainKorhonen said this is a lot of faster and requires a lot less maneuvers! Hope it helps! -
Your airplane might have to much lift? I would definitely listen to pa1983. I have that problem when I reach speeds of 600 m/s +. This happens because the lift overcomes the torque and controlling surfaces of your aircraft. Maybe you could try filling up your kethane tank a little bit on launch so that it weighs down the aircraft a bit? Thats my thought on it. Its going to be hard to match the lift before fueled up and after fueled up! Hope this helps a little bit!
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It takes 4500 m/s dv to get into a low Kerbin orbit (100 km or so) this is with a fuel optimal ascent like the one you have. I try and use larger engines to get into a orbit then I worry about the actual dv my rocket has. Payloader is handy for doing this! Its simple as picking your payload and picking the launch vehicle.