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Tekener

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    Rocketeer

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  1. @mindseyemodels you should always be aware that with every KSP update chances are high that a mod breaks and can't get back to work. There is no guarantee that you can continue playing after an update if you have a modded game. Due to this reason I always do a full backup of my KSP dir before it is getting updated so I can still play (which I currently do on 1.2.2) while I wait for the mods to work again with 1.3.0/1.3.1. And when some mods can't get back to work or the modder stops working on them you have to start again - so far already started 3 times from scratch in the past 2 years
  2. Thanks! Will try out. In the meantime a warning: Never ever EVA a crew member from the Eagle. You can get out, but never get back in... Poor Jeb...
  3. I already have it installed - the joints on the Eagle are just too weak to start from kerbin, which is a shame as the Eagle is especially designed to do that in the show When I try to put the eagle on it's legs on kerbin the cockpit just falls to the ground Üsigh* Does anyone know how to improve the joints strength of the parts beyond KJR?
  4. Thanks so much for that link. Installed and stareted the game, build an Eagle One ... but I don't get it really to fly Launching as the Eagle would launch will make it lose the Cockpit - it just falls off. Launching like a rocket is at least stable standing - until you start the engines and notice that the "up" and "forwad" ones are burning the same time Ok, disabled the engines by hand and only used the main back thrusters - but not enough power to lauch. And then the fuel was out and that's it then. Guess I'll have to edit the savegame by hand to give the Eagle much more fuel so it can actually be used to fly around. Or I made a mistake and missed a fuel tank somehow? Can anyone please let me know how to get the Eagle One up and flying without additional launch rocket and such, as the real Eagle Spaceship used to be designed to take off from Earth (Kerbin) and fly to the Moon (Mun) nonstop without additional stages. How can it be lanuched standing on the ground without having the parts fall off again?
  5. I doubt that - the delta V needed to get into a near Kerbol orbit is much much higher than flying to a near Mun orbit. It's impossible to do this with the tech available when you just reached Kerbin's orbit.
  6. Indeed, ouch, poor guy @Ateballgaming Just for the understanding: KSP 32 bit is save to go with 2 GB, sometimes even 3 GB but becoming unstable. KSP x64 is to use more than 4 GB. If you only have 4 GB with the system needing at least 0.5 to 1 GB for itself, there is no difference between running 32 bit or x64 on your side and that's why it keeps crashing since it is running out of memory
  7. It's three particle images in one, each one using a gray scale channel mapped to the three color channels red, green and blue.
  8. I have the same, but didn't found the cause yet. It sems to happen when you come back from "outer space" to the KSP. At least I'm pretty sure it is a Scatterer issue, as without it I never experience this polar melting. Rebuild oceans doesn't fix it, but switching to a vessel in outer space and bck to KSP mostly fix it.
  9. I'm having an issue with KJR 3.3.1 and KSP 1.2.2: Vessels seems to be quite unstable according their center of mass - it's like the center is shifting/wobbeling around, causing vessels to rotate without reasons/reactions wheels. Simple example: the stock tutorial "Go for Orbit" isn't working anymore, since the stock rocket on the launch pad is increasingly wobbeling around until it falls. When KJR isn't installed the rocket is stable like a rock and everything is fine.
  10. Yes, already replaced the dll and the shaders only. Another question: how do I activate the feature blackrack showed early November to have clouds shine/glow orange/red in the dusk/dawn? Did I missed some sort of settings or is this feature not active yet?
  11. It seems like the "Modified scatterer with ring shadows (recompiled to be sure)" release is not good, because it disables scatterer for the whole Kerbol system. The provided planetsList.cfg in this release is featuring such strange planets like "Earth", "Mars", or "Jupiter", which I never heard of here on Kerbin...
  12. Maybe I misunderstood you, yes, but for me "blury" is not what the atmosphere is doing. It does distort objects like the ones you get when looking at a hot street in the summer casuing the effect of a Fata Morgana. A blurry effect like used in the DoF is not what is happing. That's actually the only reason why Hubble was put into space: to get away with these distortions. However science advanced and nowadays earth based telescopes can not just reach the same clearness of Hubble's pictures, they do even exceed them by using adaptive optics which corrects the distortions of objects. That's also why no further optical space telescopes for visible light like Hubble will be realized: they are not needed anymore. Hubble was the first and will be the last one of this kind. The next telescope James Webb will be an extremly sensitive infrared telescope where they need to get away from earth's heat and the atmosphere as far as possible, as such wavelengths don't make it through (atmospheric window). And even then these wavelenths are not blured by the atmosphere, they are just absorbed.
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