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CitizenVeen

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  1. Any help with this? Is it because of memory outage? (I have no idea how to read the crash logs). I am crashing pretty much everytime I go back to the station from a rocket in space, or from the VAB. It's really annoying :(. Any tips at all anyone? Would be a great help! thanks!
  2. Nope neither. It was a bug, I did solve it though. As you can see the rocket had a bit of a weird shape, after changing to much bigger fairings (a less optimal rocket though, because of the added mass), the bug was gone. I guess FAR got confused by it. It did land on the moon in the end
  3. Hi Everyone, I am getting frequent crashes, they mostly acure when entering the VAB, the tracking station, going back to KSC, loading a ship etc. (So when you load something up). I play modded with all the core Realism Overhaul mods, pretty much nothing besides that. I use Open gl mode, I read that you can also force DX11. Can you also force both? Or is that of no use. Any tips on how to counter these crashes? Seeing the long loading time of the modded game crashes quickly make the game unplayable :(. Comp: Ram: 8G Intel i7 5500U NVIDIA Gforce 940M Windows 8 64bit HDD Here is the latest crash info: https://www.dropbox.com/sh/vthvo6uubto7ucs/AACe4qRXmNdNrmIIwwScysQxa?dl=0 List of mods: Thanks alot!
  4. So I am encountering a really strange situation. I have a rocket which starts out 1.6 TWR, ramping up to 3.00 while the SRB burn. After it drops them it has 1.7twr with 2 engines. Climbing till 5 when they burn out. Then second stage, transorbit burns etc. Its about the first stage. Seems a perfectly smooth TWR curve. When I launch the rocket everything seems to be going fine untill it reaches 270 m/s (about ~30s into the launch). Then its speed stalls, and actually starts to drop steadely. Even if i keep pointing the rocket straight up during the entire flight. There is no loss in thrust on any of the engines (neither the solids nor liquids). MechJeb and Engineer tell me my ship is above 2 TWR. If the weight of the ship is dropping (the fuell is burning) but the thrust stays the same, and I am reaching a higher altitude, it seems phisycly impossible to me that the ship would actually loose speed So I guess its a bug, but I no idea whats going on. Maybe FAR is suddenly calculating and insanely high drag on the ship? Something like that? here is a picture, as you can see the TWR is 2.3 when I took it, the surface (as well as vertical speed of the ship) is dropping at this point. Anyone any idea whats going on? Or what addon is causing this?
  5. I'm getting a bug where rcs randomly stops working. I am positive that I placed The rcs thrusters right, and they have acces To The right type of fuell. Just sometimed the rcs thursters on the craft suddenly don't fire when I get to Orbit. Sometimes some do and others don't. Sometimes they do fire, and drain fuell too, but randomly stop working suddenly (while only a small portion of The fuell they require is drained). I have been unable to Discover any circumstances in which this bug occurs, it seems To be completely random.
  6. yep, if Multiple antenna multiplier is set to 1. With 2 of the smallest omni antenna's I can reach the entire Earth-Moon system. But I play realism overhaul, not stock, so I don't really know what the ranges are in the Kerbin-Mun system :).
  7. @Dant3s if you have MultipleAntennaMultiplier set to 1.0 in settings, multiple omni antenna's will count as 1 bigger antenna. For example, if you need 1Gm range, but your biggets omni antenna only has 500Mm (0.5Gm), you can take 2 antenna, and it will function as one, getting you the 1Gm range you need.
  8. @Dant3s I don't think such an option is available in remote tech. You can only target specific objects, like the earth, satalites etc. And the antenna will connect to everything that is both in range and within its beam and its line of sight. It's not possible to set up something that switches between various targets, depending on whats in line of sight. However, I suggest putting an omni antenna on your station. It will connect to everything thats in range and LoS automaticly, and for kerbin orbits, the omni antenna's have enough range to connect to satalites. Right clicking an antenna shows you the range. You can check how much range you by being in control of your space station and setting one of your sats as target. It will be able to tell you the distance towards your target, and hence you can figure out what omni antenna you will need. Also, check here: https://remotetechnologiesgroup.github.io/RemoteTech/guide/settings/ for more info on antenna ranges, depending on your settings. Good luck!
  9. Is there a way to switch on and off the delay function (for example, when I want to perform a landing on a distant planet) while in the game? Rather then going to the config file, changing the numbers and restarting the game? thanks!
  10. @XpertKerbalKSPI made a step by step imgur guide for getting to LEO in Realism Overhaul (was making it anyways for someone else): http://imgur.com/a/JNHCi Please let me know if it helps, or if anything is unclear.
  11. You want To do a gravity turn. Once you reach speed of 50 m/s pitch over a few degrees East. Then keep following your prograde marker. You will raise your AP while gaining horizontal speed. When you are at 45 degrees, tour AP should be arround 80-90 km. When you reach your AP it should be arround 200km (your prograde is horizontal then). Try To not let your vertical speed drop To low (not more then 150 m/s downwards). My first stage usually starts at 1.3 SLT, with a max TWR of ~5. My second stage usually starts at just below 1. Thats more then enough. Youll need atleast 9.4 km deltaV. If you have like 10 km Dv you can safely put tour AP at 300km zo you have alot of time after reaching tour AP to reach Orbit. Good luck!
  12. @berkekrkn, did you work ik out? The engines I used most are the RL10, and J2 engines, and bigger more powerfull one for lower stages, the F1's or so. Often multiple if 1 doesnt get me enough TWR on that stage. Deriving from the fact that you keep asking for either throttable or multiple ignitions engines, it appears to me that the problem does not lie with choosing wrong engines or rocket design, but with the way you ascend into orbit. If you want multiple ignitions, it seems to me that you first raise your AP to out of the atmosphere, then switch of your engines, wait untill AP, and then circulize. Thats (not the most effective) but a possible way to gain orbit in stock, in RO its really a very bad way though. What you want to do is pitch a few degrees east pretty much straight from the launchpad (I usually do this when I reach a speed op 40 m/s). Then keep following your prograde marker. You will slowly increase your AP while you gain alot of horizontal speed. I often make orbit after reaching my AP (which is usually 200km or so). If youre still having problems I can make you a imgur tutorial?
  13. Changed the title and editted the post, how do I flag it as answered?
  14. Is that realistic? Wouldn't any debris burn up at even much lower velocities? Still looking how to set the distance multiplier
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