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RonaldRayGun

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  1. Thanks, read with interest and agree with your sentiments ... besides what bar-steward makes you drive all over minmus in a bleedin rover .. I mean what's the point except testing my tolerance to tedium?!
  2. Definitely finding some issues with triggering the next 'node' with several missions. With this mission I have a vessel landed on minmus which wont trigger the next node (finding the dig site) i'm 45m from the designated spot . The vessel is a lander with the rover part attached. There is also a vessel orbiting for the homeward leg. I can't for the life of me figure out why a test mission earlier using a different vessel worked fine but this one doesn't, the design is similar. So I just landed the orbiting vessel instead of the lander (and rover) and it triggered the next node .... a bit bizarre. It seems as if the game isn't keeping track of the correct vessel parts * All the Vessels were part of the same launch rocket, as is the normal way of doing things! *
  3. The problem with this challenge in my humble opinion is that it's very time consuming. It's a good idea but not everyone has the time.
  4. My entry, 2001 themes and the highest TWR. Not the fastest at 2060 m/s .. though :-( [noparse] [/noparse]
  5. My entry - simple space plane - whiplash booster [noparse] [/noparse]
  6. I'm just trying to get my head around the fulfilment of 'hardware' contracts and whether i get penalised for recycling the 'base' for other things immediately after the completion .... let me explain An example of this type of contract is: Build a base on planet /moon X that supports Y kerbals has a .... etc etc to be handed over to the <insert non memorable name> corporation on completion. Now in this example it's easy to use it to build a Kerbal transporter with a docking port that then just undocks from the 'base' takes off and is used for other game play. Effectively the contract has paid for the new hardware which i was going to build anyway plus you get the profit you would have got as well. A win - win?
  7. Thanks @Berlin that did the trick ... i had no idea i was running the 32 bit version!
  8. it's odd, i have some logs for the 64 bit (up to the 22nd of April) then it seems to have switched to 32bit. I only use KSP via steam
  9. KSP crashes when i use the mod, approximately every 15 mins. If i remove the mod(s) the game stops crashing...
  10. https://www.dropbox.com/s/qedyn4vnagtt11f/output_log.txt?dl=0 Is this what you need? I've installed the medium res version. Unity Player [version: Unity 5.2.4f1_98095704e6fe] mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0023:101195ba. Error occurred at 2016-07-10_121114. E:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP.exe, run by nick. 35% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [82 MB free]. Write to location 0081b000 caused an access violation. Context: EDI: 0x00400000 ESI: 0xd5eea700 EAX: 0x0000fca0 EBX: 0x00000001 ECX: 0x0081b000 EDX: 0x00000000 EIP: 0x101195ba EBP: 0x007ebdd0 SegCs: 0x00000023
  11. https://www.dropbox.com/s/qedyn4vnagtt11f/output_log.txt?dl=0 Is this what you need?
  12. @Berlin Many thanks for this mod, it looks great .. however (latest steam version) i'm getting non graceful crashes, usually within 15 mins. I'm not a programmer but happy for any instruction to find the issue. I'm using the medium res build. I did see that perhaps scatterer may not be stable in 1.13? Other mods installed: Engineer, Planet Shine, Rocket Real Plumes, Chatter Windows 10, 64 bit, 16Meg Ram, decent(ish) gaming rig.
  13. Not able to create a manoeuvre node happens to me all the time. My comment would be rather than adding anything to get around the problem the actual problem is fixed!
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