Padishar Posted April 6, 2016 Share Posted April 6, 2016 (edited) 9 minutes ago, Cratzz said: The 1.1 release dosen´t work here on build 1174 of KSP. It shows up in SPH and VAB, but not at launch. Are you in career mode? Have you changed the setting to partless or added the part to the vessel (or have a level 3 tracking station)? I would suggest switching to partless mode anyway until the next version of KER is released as this will avoid an issue with the part models causing severe log spam due to non-convex colliders. Also, why are you running build 1174 of KSP when the latest version is 1183? You should obviously use the most recent version of KSP as Squad are fixing bugs all the time. Edit: Also, when reporting bugs you should include a full output_log.txt/player.log file and details of all the mods you have installed. There have been 2 versions of KER released for KSP 1.1, which are you using? Any other mods? Edited April 6, 2016 by Padishar Quote Link to comment Share on other sites More sharing options...
Cratzz Posted April 6, 2016 Share Posted April 6, 2016 (edited) Sorry, i meant build 1183. Career defaultsettings Stock with only Modulemanager 2.6.21 and Engineer v1.1.0.1. About the .log, i can´t do that if it´s not crashrelated? EDIT: What do you mean by partless? Sandbox you mean? Edited April 6, 2016 by Cratzz fgg Quote Link to comment Share on other sites More sharing options...
Padishar Posted April 6, 2016 Share Posted April 6, 2016 The output_log.txt/player.log file is written out for every run of the game and contains lots of useful information to anyone trying to investigate a problem. Does switching to partless mode fix it for you? Quote Link to comment Share on other sites More sharing options...
Cratzz Posted April 6, 2016 Share Posted April 6, 2016 If by partless you mean Sandbox? Yes i just found out it works then. Here is a log, is got other mods but i have tried with and without so no difference - https://dl.dropboxusercontent.com/u/5191989/KSP.log Thx for the help, i guess i'll stick to Sandbox until the full 1.1 is released Quote Link to comment Share on other sites More sharing options...
Kerbart Posted April 6, 2016 Share Posted April 6, 2016 8 minutes ago, Cratzz said: If by partless you mean Sandbox? Yes i just found out it works then. By partless he means that when you play in career, you will need a level 3 tracking station. Or you will need to add the KER parts (either the tape recorder or the print board) to your ship. It's been like that since... 0.90? Maybe even earlier? Quote Link to comment Share on other sites More sharing options...
Cratzz Posted April 6, 2016 Share Posted April 6, 2016 (edited) 6 minutes ago, Kerbart said: By partless he means that when you play in career, you will need a level 3 tracking station. Or you will need to add the KER parts (either the tape recorder or the print board) to your ship. It's been like that since... 0.90? Maybe even earlier? Ah, right! Thx, now im good Edited April 6, 2016 by Cratzz Quote Link to comment Share on other sites More sharing options...
Dombi Posted April 6, 2016 Share Posted April 6, 2016 On 05/04/2016 at 5:32 AM, Odinz said: Do you run the game on a laptop ? Yes! Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 7, 2016 Share Posted April 7, 2016 (edited) Kerbal Engineer seems to work perfect for me in 1.1! Thanks for the port, it's always awesome to have the Delta-V board and those little UI windows in KSP. Btw, did you consider adding a calculation for RCS thrust? There is now an option (in RCS actuaction toggles) to allow RCS thrusters to be controlled by throttle, effectively making them engines. Edited April 7, 2016 by Temeter Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 7, 2016 Share Posted April 7, 2016 Does anyone else have an issue with the Impact Biome not displaying correctly in 1.1? The impact biome tells me I'm to hit (land?) at a particular biome even when I'm hovering over a different one. Peace. Quote Link to comment Share on other sites More sharing options...
Padishar Posted April 7, 2016 Share Posted April 7, 2016 8 minutes ago, Temeter said: Btw, did you consider adding a calculation for RCS thrust? There is now an option (in RCS actuaction toggles) to allow RCS thrusters to be controlled by throttle, effectively making them engines. Yes, it has been considered in the past (most likely as an extra stage after all other stages have been activated) and the new throttle control makes it more likely to actually get done (possibly for more than just an extra final stage). 2 minutes ago, theJesuit said: Does anyone else have an issue with the Impact Biome not displaying correctly in 1.1? The impact biome tells me I'm to hit (land?) at a particular biome even when I'm hovering over a different one. Yes, this is a known issue. Quote Link to comment Share on other sites More sharing options...
Temeter Posted April 7, 2016 Share Posted April 7, 2016 (edited) 1 minute ago, Padishar said: Yes, it has been considered in the past (most likely as an extra stage after all other stages have been activated) and the new throttle control makes it more likely to actually get done (possibly for more than just an extra final stage). Good to hear, that would be awesome! <3 Edited April 7, 2016 by Temeter Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 7, 2016 Share Posted April 7, 2016 Just now, Padishar said: Yes, it has been considered in the past (most likely as an extra stage after all other stages have been activated) and the new throttle control makes it more likely to actually get done (possibly for more than just an extra final stage). Yes, this is a known issue. Thank you. I thought it was just me. Quote Link to comment Share on other sites More sharing options...
Odinz Posted April 8, 2016 Share Posted April 8, 2016 On 4/6/2016 at 11:02 AM, Dombi said: Yes! u need to go in your graphic card control pannel and disable your integraded graphic card cause 64bit ksp use integrated by default Quote Link to comment Share on other sites More sharing options...
Dombi Posted April 8, 2016 Share Posted April 8, 2016 1 hour ago, Odinz said: u need to go in your graphic card control pannel and disable your integraded graphic card cause 64bit ksp use integrated by default I had already set ksp graphics to high performance and to give it top priority even before updating KER. AFAIK you can't really disable an integrated graphics card right? Quote Link to comment Share on other sites More sharing options...
Odinz Posted April 8, 2016 Share Posted April 8, 2016 1 hour ago, Dombi said: I had already set ksp graphics to high performance and to give it top priority even before updating KER. AFAIK you can't really disable an integrated graphics card right? u need to redo it for the 64k.exe .... and for the ''disable the int. graph. card'' english is not my first language so in don't know how to explain the proccess in detail Quote Link to comment Share on other sites More sharing options...
Kuengineer Posted April 8, 2016 Share Posted April 8, 2016 (edited) I think there may be a bug with the kerbal engineering system chip. I have tried this on multiple craft and this is the only piece that they have in common. Issue: Sever physics lag and sometime crashes when a Kerbal Engineering System chip is installed and slightly clipped and trying to run science. See below for the log, I copied and pasted the error from the log since forums wont let me paste entire log, the last error pasted takes up about 500 lines, just says it over and over. I had a science station orbiting Kerbin, was using kerbal engineer and eve as mods. I keep getting severe physics lag when performing science experiments. This time it crashed. I had the same happen on a station on minmus. I unistalled all mods and relaunched stations in same config except no mods and all was good. I then installed kerbal engineer and no other mods relaunched the ships with the chips and ran into the physics lag issue. Then I relaunched without the chip and an onboard engineer, no issue. Kerbal Space Program - 1.1.0.1196 (WindowsPlayer)-pre OS: Windows 10 (10.0.0) 64bit CPU: Intel(R) Xeon(R) CPU E5-1660 0 @ 3.30GHz (12) RAM: 16310 GPU: NVIDIA Quadro K2000 (1989MB) SM: 30 (Direct3D 9.0c [nvd3dumx.dll 10.18.13.6191]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Fri, Apr 08, 2016 14:12:52 [LOG 14:14:58.503] Saving Achievements Tree... [LOG 14:14:58.504] [MessageSystem] Save Messages [LOG 14:14:58.620] Game State Saved as persistent [LOG 14:14:59.055] Unpacking Kerbin Space Station [LOG 14:14:59.061] Unpacking Kerbin Space Station Debris [ERR 14:14:59.084] Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "cupola (Kerbin Space Station)/EngineerChip/model/node_collider", Mesh asset path "" Mesh name "Cube_001-mesh" [ERR 14:14:59.086] Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "Large.Crewed.Lab/EngineerChip/model/node_collider", Mesh asset path "" Mesh name "Cube_001-mesh" [ERR 14:14:59.106] Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision [ERR 14:14:59.107] Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision Here is the ERR report for the minmus station science collection, the last line repeats around 200 lines. LOG 15:51:49.555] [MessageSystem] Save Messages [LOG 15:51:49.655] Game State Saved as persistent [LOG 15:51:49.920] Unpacking Kerbin Space Station [ERR 15:51:49.936] Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported in Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "cupola (Kerbin Space Station)/EngineerChip/model/node_collider", Mesh asset path "" Mesh name "Cube_001-mesh" [ERR 15:51:49.951] Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision Edited April 8, 2016 by Kuengineer added more info Quote Link to comment Share on other sites More sharing options...
Padishar Posted April 8, 2016 Share Posted April 8, 2016 2 hours ago, Kuengineer said: I think there may be a bug with the kerbal engineering system chip. I have tried this on multiple craft and this is the only piece that they have in common. This is a known issue that has already been fixed for the next release. In the meantime you can avoid using the parts by switching to Partless mode using the Settings button in the KER VAB/SPH window (or by using an engineer or a level 3 tracking station). Quote Link to comment Share on other sites More sharing options...
Poofer Posted April 9, 2016 Share Posted April 9, 2016 (edited) No idea if this is due to ksp or due to engineer. but i've discovered that if you try to put the chip on a curved object, like a tank or science jr for example, the debug menu warns of triggers on concave meshes not being supported. If you launch said vesssel, the debug will spam ignore collision failed. Both colliders need to be activated when calling ignorecollision. I only realized this after testing each mod i had because i was getting severe performance drops whenever the science jr was activated. i just read previous posts, derp. Edited April 9, 2016 by Poofer Quote Link to comment Share on other sites More sharing options...
Archgeek Posted April 12, 2016 Share Posted April 12, 2016 @Padishar As requested in the Maximum Delta-V Rocket thread, though I thought I'd simplify things if I could: It rather looks to affect any craft using a fuel type that draws evenly from the craft under normal circumstances but will respect staging. I probably should've checked if aircraft droptanks are affected, too. 1.05 screenshots are using 1.0.19.4, 1.1 is using 1.1.0.1. Here're the craft files in question: KER Derping.zip Quote Link to comment Share on other sites More sharing options...
Padishar Posted April 12, 2016 Share Posted April 12, 2016 7 hours ago, Archgeek said: It rather looks to affect any craft using a fuel type that draws evenly from the craft under normal circumstances but will respect staging. I probably should've checked if aircraft droptanks are affected, too. Thanks for this. It looks like an issue in the code that determines which parts of the vessel that will be decoupled in the next stage are preventing staging (either engines that are burning or fuel tanks that are being drained). This isn't surprising as the mechanism has a number of issues and is on my list for sorting out. Since it seems to affect all STAGE_PRIORITY_FLOW using engines I will try to take a look at it quite urgently... Quote Link to comment Share on other sites More sharing options...
TinfoilChef Posted April 12, 2016 Share Posted April 12, 2016 A few versions back I remember a setting that would allow KER function without having the part on a ship. Is this still possible in the 1.1 version? if so, how? Quote Link to comment Share on other sites More sharing options...
Graphi Posted April 12, 2016 Share Posted April 12, 2016 3 minutes ago, TinfoilChef said: A few versions back I remember a setting that would allow KER function without having the part on a ship. Is this still possible in the 1.1 version? if so, how? Yes it is. Check KER settings in SPH/VAB. Quote Link to comment Share on other sites More sharing options...
TinfoilChef Posted April 13, 2016 Share Posted April 13, 2016 1 hour ago, Graphi said: Yes it is. Check KER settings in SPH/VAB. Thanks for that. should have looked there first but i'm having an "off' day. Quote Link to comment Share on other sites More sharing options...
W1ntermute Posted April 13, 2016 Share Posted April 13, 2016 (edited) - Edited April 13, 2016 by W1ntermute Quote Link to comment Share on other sites More sharing options...
symmeclept Posted April 16, 2016 Share Posted April 16, 2016 (edited) I think they changed something with the AppLauncher in the latest prerelease build(1209). I get NRE spam in VAV/SPH. --- Edit: Known issue. Guess I'm using Mechjeb until they get it fixed. Edited April 16, 2016 by symmeclept Update Quote Link to comment Share on other sites More sharing options...
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