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Krist

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Everything posted by Krist

  1. After a while away from KSP I have not started playing again. I just discovered this add on. I have a few questions though. There are some very nice command modules included. However I am a bit challenged building spacecraft out of them. I would like to know from the more experience players here how to: = Have both parachutes, a coupler, and a fairing up front. - What makes a good service module. Any good examples floating around?
  2. You can make very nice landers with this. The cargo bay just begs to be used for a rover. But which rover will fit? The packrat is to big...
  3. Thanks that was it. Now I need to figure out how to build something that actually flies...
  4. I really like these parts. So I downloaded 18.1.2 So I'd like to build me some spaceplanes... I started to build a spaceplane based on the "J"fuselage. Added segments, wings engines etc... Then I wanted to add landing gear. And here I had a problem. When I select a landing gear, toggle "symmetry" this switches to radial, in stead of lateral symmetry. This makes placing landing gear impossible. Is this a bug or am I missing something?
  5. That's my problem. I overheat to quickly. Speeds of 2000 m/s at 30000 mean boom... So I should try to level over higher?
  6. I've been playing around with these planes, and I really like them. I noticed they fly reasonable well without FAR. With FAR however I can't get stable flight. Is that just because FAR support isn't there yet? And what is a good efficient flight profile to get to orbit? After take off, how much do you pitch up, etc... I seem to have problem having enough Dv left to circularize my orbit, so I am probably wasting fuel during launch.
  7. Looking at ksp.log I see that the objets appear to be loaded. In the map screen I also get the RT buttons to switch the display of communication links on or off. I see that probes have a SPU, and the build in omni etc... So the dll appears to be loaded and applied. The module manager configures appear to have effect. But where are the antennas? I did not have this problem in the past...
  8. For the moment it appears I've solved it. Basically I just did the following. Starting with a Vanilla KSP I added: - My favourite mods, like RT and Mechjeb... - Then ATM. - Then CMES I restarted the game after every phase. After having added CMES the game crashed on the first start, but now runs more or less stable. It is a bit strange that I needed to start it a second time first to get ATM doing it's stuff...
  9. I have an problem... I installed RT2 per the instructions. I now have a remotetech subdir. In it there are all the parts... However in VAB I do not see the parts under the science tab. And this in a sandbox game. Why would that be?
  10. Hi, I have KSP via Steam. The current version (0.25) is unplayable on my system. Is there a way to downgrade? I know 0.24 worked.
  11. My system has 16Gb in total. I doubt that I ran out of physical memory... Anyway, with or without ATM, the spinning beachball of death appears usually after a few moments, so the game is unplayable.
  12. Hopefully. But I have lots of other problems. I guess I'll have to accept that for now KSP is not playable on a Mac, and that I'll have to wait till it finally runs as a 64bit application.
  13. It's getting weirder. I did a few tests with a Vanilla install: - Starting vanilla install up to menu scene: 1.5 Gb - Adding ATM and starting up to menu scene: 2.3 Gb... So ATM added about .8 Gb to the memory footprint of a vanilla KSP... - Vanilla Install + CMES 1,9 Gb crashes when entering VAB. - Vanilla Instal + CMES + ATM. goes to 2.4 Gb, but crashes before loadinf finished... - Vanilla + ATM + Mechjeb, RT, Chatterer, KJR, modulemanager, FAR and KronalUtils 1,4 Gb (so no extra object packs...). Playable... So now I will just add content pack by pack and see where I end up...
  14. Looks like I'm not out of the woods yet. Still get crashes (When changing scenes for example), and gain I notice that the logs end with an "can't allocate region" error... So memory still. And this is without a lot added. What I also noticed is that under ATM the cache directory does contain a whole dir structure, but no files. Does ATM really do something? How do I verify this?
  15. Thank you. So the ActiveTextureManagement output was a red herring... I ended up getting back to a "playable" state thanks to the "Chaka Monkey" pack. So now I only have on parts pack, and a load of modules, and together with ATM my game loads and plays. The CMES really is a lifesaver. I had been thinking of assembling such a pack myself, as having lots of parts packs, of which I only need a few, and then fighting with memory problems isn't really what I want... Edit: No CMES is not really a lifesaver... See further posts...
  16. I'm trying to run 0.25 on my Mac (1 month old macbook pro with Yosemite). And I'm running in to problems. Vanilla KSP runs fine. KSP + a set of mods that used to run when still on 0.24 crashes. I know that memory is an issue, os one of the mods I have is ATM. However, it appears that ATM isn't doing anything on my system. When I start KSP with the 20 odd mods I like this is what I see in Player.log: Starting KSP with lots of modules, and without ATM. Player.log: Initialize engine version: 4.5.3p2 (2cb78f2c67dc) GfxDevice: creating device client; threaded=1 OpenGL: Version: OpenGL 2.1 [2.1 NVIDIA-10.0.43 310.41.05f01] Renderer: NVIDIA GeForce GT 750M OpenGL Engine Vendor: NVIDIA Corporation VRAM: 2048 MB Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float KSP(28581,0xa0a7b1d4) malloc: *** mach_vm_map(size=4329472) failed (error code=3) *** error: can't allocate region *** set a breakpoint in malloc_error_break to debug DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory! Trying to allocate: 4194304B with 16 alignment. MemoryLabel: NewDelete Allocation happend at: Line:0 in Overloaded New[] Memory overview ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= I've cut out most of the stuff, only keeping those parts that I though informative. What I conclude is that: a) I'm running in OpenGL mode I'm running out of memory. Now running with ATM does not change this. When I run a vanilla KSP + ATM. I get the following towards the end of KSP.log: [LOG 17:22:56.852] ActiveTextureManagement: Memory Saved : 0B [LOG 17:22:56.852] ActiveTextureManagement: Memory Saved : 0kB [LOG 17:22:56.852] ActiveTextureManagement: Memory Saved : 0MB Does this really mean ATM isn't doing anything? How do I get my KSP playable again?
  17. A quick question. How is range calculated? I read references to different "models". Is there some settings I can tweak? In the past (I've been aways for a while) the default model seemed to be that the range of the antenna with the shortest reach determines at what distance a connection is possible. This is not very realistic, and I wonder if a more realistic model is now available?
  18. I've come to that conclusion as well. I hadn't played KSP for a while. So when I decided to return to it last week I just updated it to the last version, and then installed again the set if modules I used to play with. Ran in to trouble. Removed modules one by one to see which one caused the issues, and it appeared at first glance that this module (which was not in the original set I always played with) was the culprit. Hence may question here in case I'd overlooked something obviouse. However, adding the Taurus first, and then the other mods again (and paying attention to having the latest version if firespitter) I no run in to the game haning during texture loading. So yes, I need to look at that. My computer btw, isn't exactly a weak one. (4 corese, 8 GB of ram...)
  19. Looks like a great mod. But it won't work on my system :-) What happens when I add this to my gamedata and fire up my game i get an intro screen where everything just strobes in different colors. As something is making the graphics engine go crazy. What could that be?
  20. I'm trying to build this myself, but am running in to trouble. I first attached the tank (upside down), then attached the decoupling ring, then inserted the engine. But now the bottom tank won't attache. How did you do this? In what order did you attach the components?
  21. I like the looks of this pod, but unfortunately can't seem to use it. When I want to go EVA I get the message that there is no hatch to exit through... What have I missed? Or is this a bug?
  22. Hello, Maybe I'm missing something obvious. But... How do I fly a plane. Let me explain: I have FAR installed, and i'v build a nice plane, that will be balanced, and that will take off without falling apart. But I have so far never been able to get back to the runway. My planes just won't manoeuvre. Stock planes as well. I can't seem to make turns. At least not in a controlled matter. I'm used to planes to start turning when you bank them. However, here when you bank a plane, it will just keep straight, starting to lose height beause of the reduced lift. In order to realy turn I need to bank to 90 degrees and pull up. That's not really realistic, and hard to align your plane with something. Basically I have no control whatsoever over the bearing of my plane. Getting to altitude is fine. And this both with planes I design, as with stock planes, or the planes that came with the B9 pack. And I've also tried without FAR. Same problem. So basically, flying is a big fail for me at the moment. A pity, as I really would like to do more with spaceplanes. Ot am I overlooking something blindingly obvious?
  23. With RO you mean "Realism Overhaul?". No, I don't have that. I just have FAR, and R as "realism enhancing" mods...
  24. Pity. I especially liked the animation, where the shields pivot away, and the legs come out. Why couldn't they have been left in as an option? Adding something doesn't require taking something out :-) Stock KSP + FAR + RT + quite a bit of parts.
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