Kerbal Space Program v9 - "Escape Rocket" Hat DLC, only £0.99!
1,000 replies, posted
[QUOTE=blazingfly;40302910]Nope, and using the red lazer, even if I disabled EVERYTHING lit up or even the entire lazer system, it's still trying to control the craft and locks me out.[/QUOTE]
Clicking the red bar and collapsing the sytem should disable it.
[QUOTE=Rapist;40303020][t]http://cloud-2.steampowered.com/ugc/866090369436759472/DF36C71753A7E1AA3B65593EB1D025B04BC48E25/[/t][/QUOTE]
[i]Come hither, come hither little ship, you must dock with me.[/i]
[QUOTE=Greenandred;40294862]I looked up asparagus staging and it was amazing how much it helped; thanks!
What it [i]didn't[/i] help was me forgetting how little thrust atomic engines give out and hurtling into the Munar surface at 100ms^-1. Now I know to begin my deceleration burn eaaarly tomorrow (or swap the atomic ones for regular liquid fuel).[/QUOTE]
i find it easier to have those 4 of those small radial ones in addition to the atomic for the last landing leg
[editline]16th April 2013[/editline]
[QUOTE=Oicani Gonzales;40299343]i'm sorry but lazorsystem is a billion times better than mechjeb at least when it comes to plane automation[/QUOTE]
whats the point of plane automation, planes are easy as hell to fly
you can trim your plane to do all of those things!
I think the game should do a check to figure out if any vehicles are within 2KM and let you switch to them regardless of any conditions.
It's so dumb not being able to change craft while in atmosphere..
[QUOTE=blazingfly;40303591]I think the game should do a check to figure out if any vehicles are within 2KM and let you switch to them regardless of any conditions.
It's so dumb not being able to change craft while in atmosphere..[/QUOTE]
so what happens to your plane you are flying when you switch away????
Just got my first craft to Duna! It's a rover. Also, anyone who says asparagus staging isn't awesome is a liar.
I just gave MechJeb my first go. I tried to circularize my orbit, I set it to do it at the next Apoapsis but it did nothing and I ended up landing in Kerbin's ocean.
Help?
after all this time playing I still can't figure out how fuel ducts work
[QUOTE=Ciycero;40306115]after all this time playing I still can't figure out how fuel ducts work[/QUOTE]
Not really much to them. They'll carry fuel from the first place you click, to the second.
Places you send fuel to will be preserved longer, so they're handy for dropping off the dead weight from empty fuel tanks by funneling them.
Don't work for me
landed my HOME admin module on duna
[t]http://puu.sh/2Br92[/t]
[t]http://puu.sh/2Br8R[/t]
[t]http://puu.sh/2Br96[/t]
[t]http://puu.sh/2Br9s[/t]
[t]http://puu.sh/2Br9y[/t]
[t]http://puu.sh/2Br9B[/t]
[t]http://puu.sh/2Br9O[/t]
[QUOTE=MasterFen007;40305850]I just gave MechJeb my first go. I tried to circularize my orbit, I set it to do it at the next Apoapsis but it did nothing and I ended up landing in Kerbin's ocean.
Help?[/QUOTE]
orbital operations are for when you're already in orbit because (I think) they search for the most efficient place to commence the maneuver
otherwise you want to use the ascent autopilot
So I'm in orbit around the sun, I quicksave, I gotta change something so I restart and load my quicksave and [I]it fucking loads me to the launchpad again..[/I]
quick saves are reset on leaving the flight scene I thought
I don't know if anyone else noticed this, but if you search for the KSP forums at the moment, they're apparently "Uncer Maintenance".
I really want them back, I have no idea what I'm doing here trying to make parts...
[QUOTE=Killerelf12;40308451]I don't know if anyone else noticed this, but if you search for the KSP forums at the moment, they're apparently "Uncer Maintenance".
I really want them back, I have no idea what I'm doing here trying to make parts...[/QUOTE]
I can help. What do you need help with?
[QUOTE=Nutt007;40308512]I can help. What do you need help with?[/QUOTE]
Trying to make a command capsule, and honestly I've only done modeling (and simple Mental Ray renders) lately, the last time I've textured something was probably a few years back, so there's that. The other bit is I don't know what exactly to model/ how to set everything up for the interiors and such.
So, in my attempts to make a fighter jet, I ended up making a VTOL craft that can also land via parachute. Simple designs are the best.
They should have let me design the f35.
New computer today! KSP plays sooo much more smoother, it's like butter.
First pic of ksp on my new computer
[t]http://cloud-2.steampowered.com/ugc/559845594791700992/657EEC4BF2D52744D8E6839347E13FDD9401FE0F/[/t]
Oooh I just reminded myself of an old project I was working on.
The goal was to take off like an airplane, Get near the area on Kerbin I wanted to see more of. Detach the wings, Land via parachute then drive towards it. It was difficult with the defualt plane wheels, But with these rover wheels It will be easier now.
I am gonna start on it again.
[QUOTE=C7;40302829]Just taking a look at your parts pack, it has more textures and memory being used then the entire base part collection for KSP. To put it in comparison we've got about 150 parts using as much memory as around 40 of yours. I'm not sure how many other models have that sort of density in terms of detail and maps, so it's hard to compare. Either way, the crashes are generally due to memory issues. If you're on a 32 bit OS, I can easily see the mod pack pushing you over the limit. Even a 64bit OS with address extension will croak out at around 3.2~ gigs of ram being used. So it's all a matter of how much memory you've got available versus how much a mod requires.
About Planetside 2, it's using a completely custom engine called Forgelight, that was designed from the ground up to make games like Planetside 2 and the new Everquest. Most of your computer's horsepower is going towards making the graphics look as awesome as possible.
In our case, you're mostly CPU limited, due to our massive physics and simulation overhead. When the CPU is flagging it can't deliver the draw calls to the gpu in a timely manner and you'll get slowdown of the graphics systems as well.[/QUOTE]
I7-3770k 8core 3.50 GHz, 16gb ram, 64bit windows 7, MSI Frozr 670(Overclocked gtx 670). I really doubt my cpu or ram is bottlenecking :v:. The only time it crashes is on launching a rocket, after autosaving so I'm guessing it's when it loads the world, no matter if there's any kosmos items used. And I mentioned planetside 2 because the forgelight engine is so unoptimized it's not even funny.
I made a UAV.
[img]http://i.imgur.com/ClPEwDD.png[/img]
[img]http://i.imgur.com/OhuzYOE.png[/img]
It goes up to its ceiling alt, then the engine cuts, falls back, then climbs again when the engine turns on. I don't have to do anything to it. So far its almost made it across the ocean on about 1/3 of its tank.
Isn't there a moveable/zoomable spy camera mod? Think I saw Scott Manley using it once.
I've got a bug where I can't end my flights. It usually happens after I spend too long in orbit/timewarp. Anyone else experiencing these problems?
[QUOTE=Edthefirst;40311281]I've got a bug where I can't end my flights. It usually happens after I spend too long in orbit/timewarp. Anyone else experiencing these problems?[/QUOTE]
That normally happens when a plugin breaks. Do you have any plugins installed?
Awkward... Go to Jool to visit Laythe and Vall, have a pretty good aerobrake, and then realize I'm in a retrograde orbit relative to the moons. Attempting an aerobrake/slingshot around Laythe to flip me around, good thing I had 3km/s of dV in the tanks, unfortunately this means no return (though I doubt I'd have made it back anyway).
[QUOTE=Nutt007;40311342]That normally happens when a plugin breaks. Do you have any plugins installed?[/QUOTE]
Mechjeb and the docking cameras. Anything I can do to prevent this from happening or how to fix it?
[QUOTE=OvB;40311136]I made a UAV.
It goes up to its ceiling alt, then the engine cuts, falls back, then climbs again when the engine turns on. I don't have to do anything to it. So far its almost made it across the ocean on about 1/3 of its tank.
Isn't there a moveable/zoomable spy camera mod? Think I saw Scott Manley using it once.[/QUOTE]
lazor either has a camera built in or there is a lazor-compatible camera on kerbal spaceport.
[editline]17th April 2013[/editline]
i'm leaning towards the latter though
[QUOTE=Crimor;40310356]I7-3770k 8core 3.50 GHz, 16gb ram, 64bit windows 7, MSI Frozr 670(Overclocked gtx 670). I really doubt my cpu or ram is bottlenecking :v:. The only time it crashes is on launching a rocket, after autosaving so I'm guessing it's when it loads the world, no matter if there's any kosmos items used. And I mentioned planetside 2 because the forgelight engine is so unoptimized it's not even funny.[/QUOTE]
To be clear, it's not your hardware that's bottlenecking. But Unity will definitely bottleneck your ram at 3.4gb~ max, since it's a 32bit application (even less if you're in a 32-bit OS). It's also not going to execute perfectly threaded, which means most of your 8 cores are going to be at low utilization. As counter intuitive as it may seem, KSP really is cpu limited in those cases, because the main threads will be taking too long to execute.
Forgelight, is actually more optimized on the physics side. They're running a much newer version of the PhysX sdk (3.2). Unity is unfortunately on PhysX (2.x), which has a lot of performance issues. They totally rewrote PhysX for version 3, and it's a massive improvement in every way. Frankly PhysX 2 is a mess. KSP is also a game that leans very heavily on the PhysX system. Which is really just one thread of its own.
All of that said, we're working really hard on optimization and memory usage for the future. I've been spending a lot of time profiling and trying to find out what's causing the slowdowns, memory crashes and other issues that people experience.
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