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Nsomnia

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Everything posted by Nsomnia

  1. Yay I called it yesterday knew it would be close.
  2. BLOCKING ISSUES issue #53: SABRE FX pass issue #70: CDP Docking node colliders So close to release!
  3. At least 3x easier to read from before. I can glnce intead of having to stare at the button to read it.
  4. [satire]Can you plz add a Harrison Ford button that plays "Enhance. Enhance again!" When you move to the second camera.[/satire] Is tht a second camera with separate parameters or the same camera different config.
  5. I posted questiion about this I have the same issue, let me know if you learn anything.
  6. that one 2.5m KW engines puts out 11000kn, that might work better haha.
  7. *giggle* To the person having issues with B9-a/SP+. They run fine for me in x86 even using parts together from both mods. with Another gig and a half of mods on top of those two.
  8. Hes not the be all end all of all problems, do a fresh install of KSP 0.24.2 and get the latest repo and then put all the folders except ships and b9depreciated in the gamedata folder. An output log would help too. and remmeber this isnt the final release, its beta at best.
  9. I have 1.3 as well on x86 ksp. Thought part angle display was onflicting so I removed it, but no go. it still sends me to the VAB when i start in the SPH
  10. I currently play x86 with ATM and 2 gigs of mods and no crashes ever what so ever. I wanted to try x64 because when I first tried it when 0.24 came out (wth no mods) it was crashing every 30-45 minutes. Here is my shortcut "C:\Games\Kerbal Space Program 0.24.2\KSP_x64.exe" -force-opengl -popupwindow This is the output log from x64 data after letting it sit for 5 minutes, it never gets above 700mb of ram usage, i even removed ATM to remove conflicts. I have an AMD A10 cpu and radeon 7600/6600 (same card differnt model numbers lol amd) with 8 gigs of ram. If I start ksp_x64 it starts fine(aka not forcing openGL) Initialize engine version: 4.5.2f1 (9abb1b59b47c) Forcing GfxDevice: 0 OpenGL: Version: OpenGL 4.4 [4.4.12967 Compatibility Profile Context 14.200.1004.0] Renderer: AMD Radeon HD 7500/7600 Series Vendor: ATI Technologies Inc. Driver: RDPDD 6.1.7601.17514 VRAM: 1487 MB (via DXGI) Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer GL: disabling render-to-cubemap due to Radeon driver bugs GL: disabling mipmapped render textures due to Radeon driver bugs GL: Detected 0 MB VRAM Begin MonoManager ReloadAssembly Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Mono.Cecil.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Mono.Cecil.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Mono.Cecil.Mdb.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Mono.Cecil.Mdb.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Mono.Cecil.Pdb.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\Mono.Cecil.Pdb.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\xmldiffpatch.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\xmldiffpatch.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\XmlDiffPatch.View.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\XmlDiffPatch.View.dll into Unity Child Domain Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\TDx.TDxInput.dll (this message is harmless) Loading C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\TDx.TDxInput.dll into Unity Child Domain - Completed reload, in 0.091 seconds <RI> Initializing input. <RI> Input initialized. desktop: 1600x900 60Hz; virtual: 1600x900 at 0,0 Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Games\Kerbal Space Program 0.24.2\KSP_x64_Data\Managed\System.Xml.dll (this message is harmless) Shader 'AtmosphereFromGround': fallback shader 'None' not found Launcher Settings File exists (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Launcher disabled? False (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Launcher after checking file: False (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Shader 'AtmosphereFromGround': fallback shader 'None' not found Shader 'AtmosphereFromGround': fallback shader 'None' not found
  11. So now ill need 8x more airbrakes when released?
  12. ITs a feature of editor extensions, but even if I start in the SPH when I revert to editor after flying around for a bit Im in the VAB instead of the SPH and its annoyig to build ships in the VAB. Off-topic dont worry.
  13. IS there even an ios version available I thought this was dead.
  14. Im talking about spaceplanes, rockets are fine. When I use spaceplane guideance a) it cant land and when I enable autoland it makes my ship oscillate all over the place when i try to make it hold my current heading +/- a few degreees and my altitude +/- a few hundred m it does the same thing. very annoying.
  15. I searched the thread to no avail, if i build or load a spaceplane in the SPH and fly it then revert to assembly, it puts me in the VAB this annoyed me so much I had to remove this mod. Is there a fix, or is this a feature, I understand how tab works just building spaceplanes in the VAB sucks.
  16. Editor extensions makes me have to buuild my spaceplanes in the VAB no matter if i start in the SPH or not. I got rid of it for that reason alone. Too bad. It needs an update bad, the hotkeys and that issue killed it for me.
  17. Note that two of the large airbrakes wiill slow you down IMMENSELY they produce 152 drag each. Make sure they are equally spaced or else your spaceplane will roll,yaw,and pitch to one side. Two of the large airbrakes slows 3500kn of thrust down to probly 1/3 to 1/4 of that. GREAT for landing. Just post them to an action group and enable them about 750m from the runway at 750m high if your doing 3-400 m/s
  18. { name = FSmeshSwitch moduleID = 0 objectDisplayNames = Raised; Lowered; Straight A; Straight B; Flat objects = Tail_Raised;Tail_Lowered;Tail_Straight_A;Tail_Straight_B;Tail_Flat objectDisplayNames = Raised (Structural); Raised (LF); Raised (LFO); Lowered (Structural); Lowered (LF); Lowered (LFO); Straight A (Structural); Straight A (LF); Straight A (LFO); Straight B (Structural); Straight B (LF); Straight B (LFO); Flat (Structural); Flat (LF); Flat (LFO) objects = Tail_Raised; Tail_Raised; Tail_Raised; Tail_Lowered; Tail_Lowered; Tail_Lowered; Tail_Straight_A; Tail_Straight_A; Tail_Straight_A; Tail_Straight_B; Tail_Straight_B; Tail_Straight_B; Tail_Flat; Tail_Flat; Tail_Flat affectColliders = true useFuelSwitchModule = true fuelTankSetups = 0; 0; 0; 0; 1 fuelTankSetups = 0; 1; 2; 0; 1; 2; 0; 1; 2; 0; 1; 2; 3; 4; 5 } MODULE { name = FSfuelSwitch resourceNames = Structural;Structural resourceAmounts = 0; 0 resourceNames = Structural;LiquidFuel;LiquidFuel,Oxidizer;Structural;LiquidFuel;LiquidFuel,Oxidizer resourceAmounts = 0; 7120; 3204, 3916; 0; 8460; 3807, 4653 basePartMass = 3.618 tankMass = 0; 0.685 tankCost = 0; 1170 tankMass = 0; 0.678; 0.904; 0.685; 1.492; 1.761 tankCost = 0; 7750; 5325; 1170; 10385; 7500 displayCurrentTankCost = true hasGUI = False showInfo = false
  19. does this work with near? Mechjeb cannot control anything in atmosphere with NEAR istalled.
  20. Release 5 Checklist Leonardo Valeri Manera avatarLeonardo Valeri Manera created an issue 2014-06-22 issue #16: Implement FS Switchers: DONE needs playtesting. issue #28: S2 Crew Tank: DONE issue #30: Sound FX Check: DONE needs playtesting. issue #34: Engine FX Tweaks: DONE until next firespitter release (VTOL ModuleEnginesFX support). issue #40: Fix Mk2 node offsets and CoM. DONE issue #39: HPD1 model broken. DONE issue #41: Finalize HX RCS. DONE issue #43: KM_Gimbal bugs DONE issue #52: LICENSE files DONE issue #55: Stock craft conversion DONE BLOCKING ISSUES issue #53: SABRE FX pass issue #54: HPD1 balance issue #66: Spotlights unable to change colour
  21. Ive read there is alot of problems with wheels in Unity (hell Unity in general we are already pushing this game engine to the extreme). Ive never made a spaceplane more than 100t or so so I cant say for sure but with part angle display and setting gear to perfect 90 degreees and strutting if it bends ive had little issue. 250t is huge, are you using HL content? b9 may have better wheel dynamics in final release. all we can do is wait.
  22. Ive found unless you build a quad wheel setup a tricycle or taildragger setup needs to be left alone under throttle and use yaw controls to steer. Also make sure your control areas are marked only for what they are used for in the context menu ie. verticle tail for yaw horizontal control surfaces for roll and 1 set for pitch. and use q/e to steer with the wheel motor on while taxiing. I think this is a plane design issue and not b9 issue. Ive had some go great and some fly off the runway on takeoff. Also you dont need to travel very fast to takeoff, I try to set it up so on idle it has a slight pitch up angle of attack so it takes off on its own and i really shouldnt have to steer it once im on 90 degree heading - - - Updated - - - Try on a fresh install with only the folders from B9 in Gamedata except depreciated and ships
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