• Kerbal Space Program v9 - "Escape Rocket" Hat DLC, only £0.99!
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C7, since the forums are down I can't find this info, do I need to add a certain gameObject to a control surface in unity to make it move? my mod control surfaces aren't moving
[QUOTE=draugur;40284074]C7, can you comment on possible optimization in the near future? Also does Unity support multi-threaded applications and 64-bit and if so, do you guys plan to utilize such things? I can easily say that we would all greatly benefit from such things.[/QUOTE] A good amount of the features going in to 0.20 are optimizations, and systems necessary to optimize further into the future. We're also looking into upgrading ksp to Unity 4.1 engine. As for 64 bit windows builds, it doesn't work. It runs fine till it randomly crashes to desktop and eats your persistence files for breakfast. It's not one of those fun, or easy to track down crashes. I've gotten the contacts of the Unity engineering team while at GDC, so hopefully they'll be able to help me troubleshoot it when I have time. Until then, 64 bit is going to have to be put aside. The other point to consider there, is that the people who have the worst memory crashes and issues are running 32 bit systems in the first place. Optimization and memory efficiency is more important to us then a 64 bit build. Which, is really just masking the underlying issues of memory usage by giving us more to work with. "C7, since the forums are down I can't find this info, do I need to add a certain gameObject to a control surface in unity to make it move? my mod control surfaces aren't moving" The pivot of your control surface has to be named correctly for it to work. The gameObject you want to rotate, must be named obj_ctrlSrf . It will rotate along the X or "Red" Unity axis.
[QUOTE=C7;40284195]A good amount of the features going in to 0.20 are optimizations, and systems necessary to optimize further into the future. We're also looking into upgrading ksp to Unity 4.1 engine. As for 64 bit windows builds, it doesn't work. It runs fine till it randomly crashes to desktop and eats your persistence files for breakfast. It's not one of those fun, or easy to track down crashes. I've gotten the contacts of the Unity engineering team while at GDC, so hopefully they'll be able to help me troubleshoot it when I have time. Until then, 64 bit is going to have to be put aside. The other point to consider there, is that the people who have the worst memory crashes and issues are running 32 bit systems in the first place. Optimization and memory efficiency is more important to us then a 64 bit build. Which, is really just masking the underlying issues of memory usage by giving us more to work with. "C7, since the forums are down I can't find this info, do I need to add a certain gameObject to a control surface in unity to make it move? my mod control surfaces aren't moving" The pivot of your control surface has to be named correctly for it to work. The gameObject you want to rotate, must be named obj_ctrlSrf . It will rotate along the X or "Red" Unity axis.[/QUOTE] ur the best xox
I still wish I could find out what makes the game crash when I add kosmos, anyone willing to take a look at the crash log and help me find out? [url]https://dl.dropboxusercontent.com/u/3655158/2013-04-13_203954.rar[/url] All I get from this is some memory leak, it happens sometimes(around 30-40% of the times) when I click the launch button, no matter if the ship has kosmos parts on it or not.
[QUOTE=Crimor;40284305]I still wish I could find out what makes the game crash when I add kosmos, anyone willing to take a look at the crash log and help me find out? [url]https://dl.dropboxusercontent.com/u/3655158/2013-04-13_203954.rar[/url] All I get from this is some memory leak, it happens sometimes(around 30-40% of the times) when I click the launch button, no matter if the ship has kosmos parts on it or not.[/QUOTE] how much ram do you have?
[QUOTE=LordCrypto;40284313]how much ram do you have?[/QUOTE] 16gb, aka more than the current version of ksp can even use.
Am I missing something? I am having the hardest fucking time rendezvousing with MechJeb.
[QUOTE=C7;40284195]A good amount of the features going in to 0.20 are optimizations, and systems necessary to optimize further into the future. We're also looking into upgrading ksp to Unity 4.1 engine. As for 64 bit windows builds, it doesn't work. It runs fine till it randomly crashes to desktop and eats your persistence files for breakfast. It's not one of those fun, or easy to track down crashes. I've gotten the contacts of the Unity engineering team while at GDC, so hopefully they'll be able to help me troubleshoot it when I have time. Until then, 64 bit is going to have to be put aside. The other point to consider there, is that the people who have the worst memory crashes and issues are running 32 bit systems in the first place. Optimization and memory efficiency is more important to us then a 64 bit build. Which, is really just masking the underlying issues of memory usage by giving us more to work with. "C7, since the forums are down I can't find this info, do I need to add a certain gameObject to a control surface in unity to make it move? my mod control surfaces aren't moving" The pivot of your control surface has to be named correctly for it to work. The gameObject you want to rotate, must be named obj_ctrlSrf . It will rotate along the X or "Red" Unity axis.[/QUOTE] You're my favorite. Never change please.
[QUOTE=LobsterPastry;40284338]Am I missing something? I am having the hardest fucking time rendezvousing with MechJeb.[/QUOTE] are we talking about docking or planetary intercepts? 2.0 is assbackwards with intercepts, use it for the window, but thats it
[QUOTE=LobsterPastry;40284338]Am I missing something? I am having the hardest fucking time rendezvousing with MechJeb.[/QUOTE] I tried using Mechjeb for rendezvousing once. Once. I had better results when just guessing and eye-balling it. Mechjeb is seriously broken.
I got the micro shuttle into the game: [IMG]https://dl.dropboxusercontent.com/u/56154768/KSP.19/screenshot640.png[/IMG] Let's just say that I've seen bricks fly better than this shuttle. Also, what is the name for the control surface part module?
[QUOTE=Nutt007;40284362]I got the micro shuttle into the game: Let's just say that I've seen bricks fly better than this shuttle. Also, what is the name for the control surface part module?[/QUOTE] module = ControlSurface
ControlSurface? [editline]edit[/editline] hooray late and shitty pageking
[QUOTE=LobsterPastry;40284338]Am I missing something? I am having the hardest fucking time rendezvousing with MechJeb.[/QUOTE] Which version? the last couple of 2.0 versions have been kinda twitchy.
Just landed on Moho for the first time... With 9m/s left in my lander's tank. Guess I shouldn't have landed in the crater, but I survived!
[QUOTE=skeligandrew;40281916][t]http://puu.sh/2AbOw/f6f502bfe3[/t] My shuttle on the bottom, I need to scale it down a bit[/QUOTE] Never seen the middle shuttle before, what's that from?
[QUOTE=TheTalon;40284729]Never seen the middle shuttle before, what's that from?[/QUOTE] Buran shuttle from Bobcats soviet pack is the middle one,
[QUOTE=draugur;40284349]I tried using Mechjeb for rendezvousing once. Once. I had better results when just guessing and eye-balling it. Mechjeb is seriously broken.[/QUOTE] ya really, i timed a launch to where my fuel shuttle was like 10km ahead of the ship it was going to, and mechjeb plots a course that intercepts in....15 days, 56 minutes..... guess it serves me right
[QUOTE=Sableye;40284851]ya really, i timed a launch to where my fuel shuttle was like 10km ahead of the ship it was going to, and mechjeb plots a course that intercepts in....15 days, 56 minutes..... guess it serves me right[/QUOTE] Yeah Mechjeb finds the most ultra efficient launch window possible. For low kerbin orbit intercepting it really isn't that great. Just make your Pe the same as your target's Pe and raise your AP quite a bit so it takes less orbits. Still have mechjeb do it though, it will get you ridiculously close if you're lazy.
ya well then i got close to my thing and realised that mechjeb's smart ASS is completely garbage right now, and fires all the rcs thrusters at once regardless of its orientation, which is bad because i used to rely on it to keep my orientation the same while i moved in with manual controls [editline]14th April 2013[/editline] luckily i kept the old mechjeb installed so i probably will just relaunch my transport with old mechjeb on it
A montage of the three separate launches to add the three new tanks to the fuel depot assembly. The final stage booster of each tank was used as the delivery vehicle. It’s completely unmanned and self-sufficient so that it can de-orbit itself once finished. Once the tank delivery was complete, any leftover fuel was put into the orange tank and the booster then de-orbits using it’s RCS. In the last picture you can see the problem with lack of lighting on the center of the station that I mentioned earlier. It's why I built that little spotlight probe and why the solar panels I'm adding will have lights attached to them. [t]http://25.media.tumblr.com/6df5e4b9c89dd99316dedfdff2ba127c/tumblr_mla04epN411r9waklo1_1280.png[/t] [t]http://25.media.tumblr.com/d0d4fa0debebca5c51ee6826551fa1c4/tumblr_mla04epN411r9waklo2_1280.png[/t] [t]http://24.media.tumblr.com/d25937e49ea7d1982207cdef219eed46/tumblr_mla04epN411r9waklo4_1280.png[/t] [t]http://25.media.tumblr.com/eaca9ebf773a6111471abb16f34b09c9/tumblr_mla04epN411r9waklo3_1280.png[/t] [t]http://24.media.tumblr.com/d55fe36b7c699fff6625943cf2d49694/tumblr_mla04epN411r9waklo6_1280.png[/t] [t]http://25.media.tumblr.com/1f07457da3d22f547c0cef825c1ccf01/tumblr_mla04epN411r9waklo5_1280.png[/t]
also i just tried quantum struts for the first time omg why have i not used these sooner
[QUOTE=aftokinito;40242789][B]WARNING. PICS:[/B] [T]http://imageshack.us/a/img15/4411/screenshot0c.png[/T] IMAGES IMAGES IMAGES[/QUOTE] I must have these mods, I recognize one of them but the thats it
[QUOTE=C7;40284023]Just imagine trying to download every single mod on there, and you get the idea.[/QUOTE] that's why you should remove all the .crafts while you are doing it :D
I can't imagine craft files (even the insane number of them) take up anywhere near as much space as anything that isn't just text.
Spaceport is back up.
[QUOTE=1337sause;40285856]Spaceport is back up.[/QUOTE] and this is why workshop should be considered when the game gets out of early access. no more depending on others to find mods and having dropbox getting mad because someone posted the link on reddit.
[QUOTE=viperfan7;40285668]I must have these mods, I recognize on of them but the thats it[/QUOTE] Yes thank you I wanted to see the same bank of images twice in a row Edit: Ok, so it's not the same bank but the point still stands
[QUOTE=yawmwen;40283626]try building a craft with more than 100 parts and see how it works for you bro. try and make a space station with more than 100 parts and see how it works.[/QUOTE] I've tried it with crazy-ass 100-part freighter planes and it works pretty damn well. I'd wager you're just on old hardware.
also spaceport is horribly broken as a website categories do not matter (unless everyone puts each thing they upload into each to be a huge fucking twat) and makes finding shit hard. workshop would be a step up
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