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Found 8 results

  1. Problems half solved, after reinstalling nearly all my mods through CKAN (including KSP-IE) i no longer have problems with IE, though the year2200 CKAN issue persists. KSP-IE: When launching the game with IE installed, when I enter the VAB/SPH, none of the controls work (cant exit, place, rotate, etc.), and placing something as a root part doesn't work either, and attempting to attach something to it doesn't work either, otherwise the game seems fine without IE. I've tried installing IE manually and through CKAN and neither work. KSP.log file (KSP-IE) Year2200: When launching the game with y2200 installed manually, unlike with IE where I am unable to edit, no parts show up. The bar with all the parts on the left side of the screen is empty and no subcategories in the advanced mode appear, when I try to load into a previous save with active vessels, it displays an error that the parts for those vessels are missing. When launching KSP with y2200 installed with CKAN, the same issue as with IE happens. KSP.log file (Year2200 through CKAN)
  2. I have a laptop with the processing power of half a brick. I have no GPU and KSP is using the graphics part of my Intel i5 CPU. I have Ubuntu 22.04 and I have what I think is the latest Mesa driver available on Ubuntu. I have 16GB of RAM and 8GB of swap. KSP version is 1.12.5. When I am building in the VAB or SPH, occasionally, every few minutes, my entire computer freezes for a minute or so. The music keeps playing, and the computer seems to be taking some input, though when I close the lid it doesn't go into lock mode. After waiting for the minute or so, one of the following happens: It unfreezes and everything goes back to normal, and I can continue playing the game. When this happens though, it starts freezing more often afterwards. KSP crashes. Discord crashes for some reason, and KSP continues playing. (rarely) It doesn't unfreeze for several more minutes, and it breaks a bunch of things in my computer that I have to fix by rebooting. I've been googling this for a few days now, and after checking my logs and comparing it to things, I am almost certain that the issue is with my Mesa graphics driver, and possibly something about something called DRI3. However, I also don't think downgrading Mesa is an available option for me, as I am not very knowledgeable about computers and a lot of important programs have dependencies on it. Also, I tried setting an environment variable on my steam launcher to disable DRI3 so that it would use DRI2 (which people say don't have that issue) and I checked that steam successfully sets the variable but I am not sure it's working and also the issue still happens with the variable set. I just tried recreating the issue. In the SPH, it froze and unfroze once, and then on the next freeze it crashed. I checked the Player.log file, and this is the last few lines: [...] seatExternalCmd added to ship - part count: 8 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) seatExternalCmd added to ship - part count: 7 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) seatExternalCmd added to ship - part count: 7 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Caught fatal signal - signo:6 code:-6 errno:0 addr:0x3e800031792 Obtained 12 stack frames. #0 0x007f91a6442520 in __sigaction #1 0x007f91a64969fc in pthread_kill #2 0x007f91a6442476 in raise #3 0x007f91a64287f3 in abort #4 0x007f91a329d86d in (Unknown) #5 0x007f91a44160cd in nouveau_drm_screen_create #6 0x007f91a384e9f6 in __driDriverGetExtensions_d3d12 #7 0x007f91a3849612 in __driDriverGetExtensions_d3d12 #8 0x007f91a32bfbc8 in __driDriverGetExtensions_d3d12 #9 0x007f91a330f7cb in __driDriverGetExtensions_d3d12 #10 0x007f91a6494ac3 in pthread_condattr_setpshared #11 0x007f91a6526a40 in __xmknodat I don't think the rest of the log is relevant, since it happens every single time I'm in the editor doing anything, but if you need it I will post the entire file once requested. I've been stumped with this for a long time, and KSP is not very fun when it crashes every time you want to try something new. If anyone could help me with this, I would appreciate it a lot. Thanks! Edit: I have been informed that "nouveau" (see the line in the log just before it crashes) is some kind of driver for Nvidia GPUs. I don't have an Nvidia GPU, and I don't know whether this was installed on Ubuntu by default or if I accidentally installed it trying to install something else (which I don't think is likely). This might be the cause of the issue, or it might be unrelated.
  3. Hello, I'm texturing some big custom assets and I want them to look similar to the stock space center buildings. Do you know where I can find their interior and exterior textures? Or are they hardcoded? Any help would be appreciated. Thanks!
  4. Hi! This is my first post so forgive me if I'm uploading wrong. I just recently got the game and am doing great figuring everything out, except for what the title states. I am on a laptop so I cannot activate the mousewheel the way the manual suggests, and I can't find any recent discussions, guides, or key bindings that help- I'm on v1.12.5.3190(OSX). It's been fine for a while but I'm building a satellite for Mun and it's impossible to perfect the small details as well as getting a cohesive view of the vessel without being able to adjust my camera zoom. Please let me know up-to-date control schemes for this or possible solutions. I'll try to answer any questions needed. (Also is there an all-encompassing document of helpful equations, rates, constants, etc? I'm exhausted of just eyeballing half of my steps) Thanks! <<<3
  5. I have a craft gizmo'd 2.5k from the SPH. This craft is blocking SPH spawning. I also have a craft gizmo'd about 250m down the crawlerway, which spawn happily next to a vessel *on* the crawlerway. The VAB however thinks this is on the pad, now, and is blocking launch. This is all working as KSP intended, but as a degenerate who spends too much time playing too realistically I've blockaded myself from spawn, lol. I have had no issues in the past spawning multiple infrastructure into the scene near the VAB/SPH, but for some reason stationary base type objects block spawn? Or something... So my question: does anyone have more detailed info on just what is required to happen to make the VAB/SPH understand that it is in fact clear to spawn? Obviously if a craft is directly on the pad, makes sense. I have gizmo'd into other spawned vessels, which tells me it isn't checking the way I think it is. Please advise. edit: I tried going into the save file and setting those crafts to landed instead of prelaunch-- no change.
  6. Started a game with Champlain mod. (picks random names for your vessels) Its pretty cool. But now I have 20 rockets with random names in my saved vessel library, with no clue what they were for. (I did use the prefixes the mod has using only KSC for manned missions and ISC for unmanned, so I do have some clue) [but # of parts in X stages and $ just does not tell enough] But I was hoping there was some way to expand the little icons the vessel load screen displays to show a better idea of what the vessel looks like without having to load each one to see what it is. That little icon on a 1920x1024 resolution display is just to small to be of much use. I would rather not have to load each vessel to check if its the old vessel I want to reuse. Having a mod that would allow me to select a vessel in the load screen and then have a button (in addition to Merge, Delete, Cancel & Load buttons) that says "view" and selecting it would pop open a window with an expanded view of the icon. Otherwise I would have to switch back to the practice of naming rockets after their function and design.
  7. Hi everyone, as stated, when loading any newly created or old craft in either VAB or SPH, they: are having their parts all over the place but they are still counted as connected, leading to them well exceeding the limits of the facility, have an absurdly high mass and cost, always load facing upwards, slow the game to a halt after a couple of seconds. http://i.imgur.com/2cOg2kI.png I'm running about 200 mods on a freshly set-up debian 8. This only happens on my career file. Deleting the craft files did not solve the problem. I know I have read about a bug like this somewhere before but I cannot remember where that was. Google didn't turn up anything, either. Any thoughts?
  8. Can developers add a filter checkbox in VAB/SPH load window where is vessels/planes/space craft. To hide *** Contains locked or invalid parts *** (VAB/SHP) in caree mode. Because it is especially in the beginning completely pointless, since these vessels can not even be used. And the discovery of their own vessels to accelerate. I do not want to remove them because they open up the technology tree is long enough. The filter would be a good addition to the game. Load menu show *** Contains locked or invalide parts *** check image in my www-site. http://linux.ylasiirtola.net/muut/KSP-hangar.png
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