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seanth
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Everything posted by seanth
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Crashing and freezing on OS X 10.10
seanth replied to seanth's topic in KSP1 Technical Support (PC, unmodded installs)
Ohhh.... I misunderstood. My Mac is solid as a rock; it's KSP that keep crashing. Ok. Understood. :-) -
(Outdated) [0.25] The Mac OS X Thread
seanth replied to Master Tao's topic in KSP1 Technical Support (PC, unmodded installs)
Hmm. Will give that a try. It's frustrating that KSP 0.25 worked fine on 10.9.5 but doesn't on 10.10. I suspect there is more going on than just a memory problem, because I found an odd bug in reading model textures that have "-" in the name. Specifically, "greenhouse-emissive.tga" works fine as a texture on 10.9.5, but on 10.10 it shows up in the log as a file that doesn't exist. Change the name to "greenhouse_emissive.tga" and change the model to that file name, and it works fine. EDIT: dropping the graphical settings has improved stability immensely. I was able to do so mode testing last night, which involved multiple database reloads and I had no problems. -
Crashing and freezing on OS X 10.10
seanth replied to seanth's topic in KSP1 Technical Support (PC, unmodded installs)
I am not sure downgrading the os back to what I know previously worked is so much a fix as ignoring the problems with KSP on 10.10 -
Since upgrading to OS X 10.10, KSP has been almost unplayable due to freezes and crashes. There doesn't seem to be any pattern to when they occur, and the log file has no indication that anything terrible has happened. iMac (27 inch) 3.2 GHz Intel Core i5 16 GB 1600MHz DDR3 memory NVIDIA GeForce GT 755M, 1024 MB graphics card KSP: 0.25.0.642
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A log file would make it easier to help you....
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I'll weigh in on this as well. Looking over the Module Manager (MM) thread, it looks like MM is not working with x64 versions of KSP. If MM doesn't work, it will be impossible to change difficulty levels in the game. Also, note that TAC-Life Support won't work with x64, version .25 Can you post your log file somewhere we can see? It better help us know what is going on. I suspect things are not working due to your using x64, but the log file would help confirm that. I planned on doing some testing tonight (32 bit, version .25) to make sure things are working and get ready to roll out some new parts and misc edits for the next update.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
seanth replied to TaranisElsu's topic in KSP1 Mod Releases
E-05 tells you how many 0s go in front, such that 1.1188078704E-05= 0.000011188078704 -
You mean those banner images? Because those do not at all show off what things look like. They are more like teasers.
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Is there an image gallery for all the things in the various packs? I've been shopping for specific types of buildings and find myself downloading packs, using the editor to look at them, and then removing them.
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Yup. Already did that (flat launch to spawn tank, move flat launch, spawn next tank, link them up, repeat). Just thought I'm ask before I did more craft spawning. (3 down, 9 more to go. I'm building a refinery )
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
seanth replied to TaranisElsu's topic in KSP1 Mod Releases
I'm fairly certain this is a KSP bug. If I recall, the bug had to do with parts that had two or more resources defined, but no modules? I'm not entirely sure I am remembering that correctly. I _do_ remember that one work around was to include a squad module like MODULE { name = ModuleSAS } -
Making a craft file show up as a static structure would be super cool, but I am slightly confused. Yeah, having modules on a static would be cool, but just being able to slap a port on there--like a Kerbal Attachment Systems port--and having the static hold resources is what I was thinking. What you are talking about didn't make it clear whether that would be possible.
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Can statics hold resources? I'd like to build a series of fuel tanks that actually hold resources, and would love them to be statics.
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It looks like the new 0.25 build isn't seeing a transform on that boat launch, now: LOG 12:45:19.177] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs' [WRN 12:45:19.183] File '/Users/seant/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/KerbalKonstructs/PluginData/KerbalKonstructs\KerbalKonstructs.cfg' does not exist [LOG 12:45:19.208] Creating launch site KSC2_launchpad_spawn [LOG 12:45:19.209] PSystemSetup: Cannot find facility named 'KSC2_launchpad_spawn' [LOG 12:45:19.209] Created launch site "KSC2_launchpad_spawn" with transform KSC2_launchpad_spawn/KSC2_launchpad_spawn [LOG 12:45:19.223] Launch pad transform "ksideboatlaunch1_spawn" missing for testsite [LOG 12:45:19.231] Creating launch site KSC Island Boat Launch [LOG 12:45:19.231] PSystemSetup: Cannot find facility named 'KSC Island Boat Launch' [LOG 12:45:19.231] Created launch site "KSC Island Boat Launch" with transform KSC Island Boat Launch/ksideboatlaunch2_spawn Even though I can see "ksideboatlaunch1_spawn" listed in the hex
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Statics are loading and being placed in world. I can select and launch from them, even though the log is unhappy. The first bit is another path name problem. The rest look like changes in KSP (PSystemSetup): [LOG 12:04:25.589] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs' [WRN 12:04:25.598] File '/Users/seant/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/GameData/KerbalKonstructs/PluginData/KerbalKonstructs\KerbalKonstructs.cfg' does not exist [LOG 12:04:25.622] Creating launch site KSC2_launchpad_spawn [LOG 12:04:25.622] PSystemSetup: Cannot find facility named 'KSC2_launchpad_spawn' [LOG 12:04:25.622] Created launch site "KSC2_launchpad_spawn" with transform KSC2_launchpad_spawn/KSC2_launchpad_spawn [LOG 12:04:25.631] Creating launch site test [LOG 12:04:25.631] PSystemSetup: Cannot find facility named 'test' [LOG 12:04:25.631] Created launch site "test" with transform test/KSC2_launchpad_spawn [LOG 12:04:25.648] Launch pad transform "ksideboatlaunch1_spawn" missing for testsite [LOG 12:04:25.655] Creating launch site KSC Island Boat Launch [LOG 12:04:25.655] PSystemSetup: Cannot find facility named 'KSC Island Boat Launch' [LOG 12:04:25.655] Created launch site "KSC Island Boat Launch" with transform KSC Island Boat Launch/ksideboatlaunch2_spawn It looks like icons and images for the launcher are not being loaded: https://www.dropbox.com/s/50ra62wrc16w028/Screenshot%202014-10-08%2012.11.13.png?dl=0 Excellent work in getting this patch out so quickly, btw.
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Windows vs *nix bug? The path is using \ instead of / [LOG 00:15:33.970] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs' [WRN 00:15:33.979] File '\Users\seant\Library\Application Support\Steam\SteamApps\common\Kerbal Space Program\GameData\KerbalKonstructs\PluginData\KerbalKonstructs/KerbalKonstructs.cfg' does not exist [EXC 00:15:33.993] IsolatedStorageException: Could not find a part of the path "/Users/seant/Library/Application Support/Steam/SteamApps/common/Kerbal Space Program/\Users\seant\Library\Application Support\Steam\SteamApps\common\Kerbal Space Program\GameData\KerbalKonstructs\PluginData\KerbalKonstructs/KerbalKonstructs.cfg". System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) System.IO.File.Open (System.String path, FileMode mode) ConfigNode.Save (System.String fileFullName, System.String header) KerbalKonstructs.KerbalKonstructs.saveConfig () KerbalKonstructs.KerbalKonstructs.Awake () UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32)
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The models looks great, but I am having problems with aspects of how they are set up: Boat launch 2 is too narrow for most of my designs...which is a personal problem. Boat launch 1 is wide enough for my needs, but I can't seem to spawn to it. When I try, it looks like Danny destroyed the world. // Generated by KerbTown - Hubs' Electrical STATIC { name = ksideboatlaunch1 mesh = ksideboatlaunch1.mu module = Part category = none author = AlphaAsh static = true scale = 0.1 rescaleFactor = 1 cost = 0 subcategory = 0 title = Boat Launch manufacturer = KashCorp description = A place to launch boats. attachRules = 1,1,1,1,0 mass = 1 dragModelType = default maximum_drag = 1 minimum_drag = 1 angularDrag = 1 crashTolerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = 1 DefaultLaunchPadTransform = ksideboatlaunch1_spawn Instances { CelestialBody = Kerbin RadialPosition = 163316.5,-3361.295,-582655.1 RotationAngle = 282.1473 RadiusOffset = 20.64183 Orientation = 0,1,0 VisibilityRange = 25000 Group = Ungrouped LaunchSiteName = testsite LaunchPadTransform = ksideboatlaunch1_spawn LaunchSiteDescription = test placement LaunchSiteLogo = kscislandboatlaunchlogo LaunchSiteType = SPH } } Halp? Boat launch 1 and 2 are both too steep. It's actually easier to get boats into the water by driving them to the west of KSC and launching them from that shallow slope then to use the boat launches. The long sea wall has a nice gentle angle, but didn't see a spawn point on it, and the streetlights look like they would be in the way if I put 4 or 5 of them side-by-side to make it wide enough to use.
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Thx for hopping on this so quickly. I sort of love my boat launches and boat docks.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
seanth replied to TaranisElsu's topic in KSP1 Mod Releases
Oh, I saw it in the spreadsheet. I just never saw any indication of compressed gasses in the cfgs. That's all. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
seanth replied to TaranisElsu's topic in KSP1 Mod Releases
I forgot you changed the mass of a kerbal. 0.003 L/sec O2 assumes ~35kg kerbal. A question of clarification that never occurred to me until I read the above: what is this about compressed gasses? I never saw any resource definitions other than density for O2 and CO2 at ~STP. I never noticed since I only ever use TAC-LS for the kerbal metabolism. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
seanth replied to TaranisElsu's topic in KSP1 Mod Releases
My quick estimate says 1 kerbal will consume about 0.003L of O2 per second. The (for me) amazing thing is that translates into the same L/sec CO2 production. These are just back-of-the napkin estimates. I've never actually sat down and measured in-game consumption of the kerbals, though. -
Just saw this post. Thx for the new boatlaunch! Going to check it out today
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