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Zwolff

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    Rocket Surgeon
  1. No log is generated when double clicking the KSP.app. However, I just remembered that for a different KSP version I had a problem that it would not launch, but back then it didn't even launch a black screen as is does now. The fix for that problem was simply to copy KSP.app to a different location on disk, removing the KSP.app inside the KSP_osx folder, and just copy back the newly created one. I did that, and everything appears to be working correctly. Might be worth a try for OP @Fireheart318 as well. It probably isn't as interesting now, but I have a link to the log file that is created when everything works again, if something useful can be learned from it regarding why it happens. https://www.dropbox.com/s/eqonb20c6kcwl3t/KSP.log?dl=0
  2. I think I have the same problem, and the same question, so I thought I could provide some clarification. I Have a late 2012 mac mini running macOS 10.13.3 (High Sierra). There were no problems like this using KSP version 1.3.1 and earlier, but when I updated to KSP version 1.4 the game did not launch when using the KSP.app. Just showed a black screen, but no loading bar or kerbal backgrounds. I found somewhere that if one control clicks on KSP.app and then chose "Show package contents" from the menu, and navigate to /Applications/KSP_osx/KSP.app/Contents/MacOS, and launch the game using the executable found there, the game would launch. This however is a rather annoying thing to do each time one wants to launch the game. Also in my case the some settings inside the game does not stick and revert to default each time, forcing me to set the right resolution and other things each time I play. What makes things worse, is that the settings panel looks as it should when first launching the game even though the settings are not. It is only possible to set things right after first loading a save and then exiting back to main menu and then entering settings, which at that point will show their true, but wrong values that I then have to change back to the way I want them. No idea if the two are related, but both issues showed up in for the first time in 1.4, and stayed in 1.4.1.
  3. What would you say is the right RAPIER surface level TWR? My SSTOs tend to be around 0.60, but I haven't done any real experimenting. I just came up with something that works quite well, and try to get all my SSTOs around that number. How do you measure drag, and how it varies with changes in angle of attack?
  4. I know this is not what you asked for, but I tend to build my SSTOs only using wings that hold liquid fuel, and power them in space with NERVAs. The wings wont be just dead weight, as they tend to hold the majority of the fuel, especially if you refuel in space. But of course I also carry along the RAPIERs, control surfaces, and intakes.
  5. Really cool. I have done quite a few attempts to build a working electric plane, but never gotten anything of the ground. Really want to get an electric plane as a first stage for Eve return missions.
  6. I like the idéa of this one, and it is better looking than the Dominion, but when I was one metre from touchdown on a perfect approach at the end of the runway, the ship exploded. I think I will stick to the smaller carrier for now.
  7. If you ever update the Dominion, or when you do the bigger one, I have a suggestion. To make landing non VTOLs on it easier, it is good to align the carrier to a cardinal direction for a simpler approach. This was rather hard and slow to do on the Dominion, so I mounded a pair of the largest jet engines in the front activated by hotkeys as bow propellers to turn it on a dime, which I found really useful. I suppose it will also be able to do sharper turns at speed, but I have never tested that. I also don't know how big of a monster the next one will be, but somewhere of to the side to park aircraft while still leaving the runway clear would also be nice =).
  8. Thanks a lot! Just tried it out as it is, and appears just fine without any ore tank balancing. I'm surprised my old mac mini actually could handle the carrier at all without turning KSP to a slide show. After about 6 tries I managed to land my JAS 39-Gripen fighter replica on the carrier. It is very tricky given the bounce in the landing gears, which often made me bounce of the bow of the carrier without loosing much speed. Only problem is now I have to get it to the back of the runway somehow to take of again. I suppose the deck crew have to get out and push it by hand.
  9. This looks amazing. I have a few short take-off and landing fighter jets I would like to try some carrier landings with. Any chance you have a fully stock version stripped of BD-armory parts you could share?
  10. I just ran into the same issue. It would be helpful if the engineering report told me the wheels are blocked, so I don't need to launch and revert each time to find out.
  11. I have this passenger hydrofoil. It can carry 22 kerbals including crew, and tops out at around 80 m/s, making it usefull for transporting kerbals to and from the islands or rescue returning spacecraft overshooting the KSC.
  12. I managed to figure out that I had to time warp some to get different contracts. But the only thing I got, except for the usual stock contracts for stations around Laythe and so on, was one from SSI Aerospace. However, that one was for planting a flag on the Mun, and not a mission to give planes a purpose. Does it make a difference that I have played quite a bit on this save, and have everything on the tech tree?
  13. This looks really nice. Do you have to start a new career save for this to work, or is it possible to get the Join SSI mission to appear in an already started career save.
  14. First off of the KSC assembly lines in the new year is the heavy cargo aircraft Anastasia, designed primarily to carry hardware to and from the island airbase of the cost. The Anastasia is capable of carrying heavy cargo in its cargo hold, or if it is to large to fit inside, mounted on top of the aircraft. It comes with a rear access ramp for loading and unloading cargo and a forward boarding hatch for the pilot and engineering crew to board the aircraft. Anastasia can be flown remotely through a probe core, but a crew is preferred, especially an engineer to fix wheels that might break when loading or unloading cargo. I did some experiments using a simple fuel lorry to test cargo loading. It is possible to take of and fly around with the lorry as a separate craft inside the cargo hold with its parking breaks on. But eventually it slides backwards somewhat and shifts the centre of mass, which causes the aircraft to pitch up, stall, and explode from things coming apart in the cargo hold. I also tried to mount a claw in the front end of the cargo hold and attaching the lorry to that, but as soon as the crafts merges, the wheels stop colliding with the deck and it hangs out through the belly. Does anyone have a good stock solution to this, or do I need KAS or something similar like that to place struts in the field. In addition to cargo transport to and from the island airfield, Anastasia will also be of great use for further development of the Duran Duran shuttle program. If flown to high altitude, gliding and landing exercises can be performed without the need to waste an external tank and solid rocker boosters and to perform an abort during the ascent just to test flight characteristics of the orbiter during approach and landing. Get the craft file here. A few additional images can be found in the album below.
  15. I would suggest that the most important thing to improve would be the hatch EVA menus themselves. When clicking on any hatch, one should get a list of all kerbals in the spaceship, and not only in the part whose hatch is clicked, just like the crew selection screens in the HAB/SPH showing the same information. That way you could get any kerbal from any hatch, and make sure you get the three star engineer that you wanted to EVA, regardless of witch capsule the engineer was sitting in. This would solve most of my problems, but I would of course welcome a surface mounted zero kerbal capsule with just a hatch, if the above mechanic is implemented, so you could EVA any kerbal from it.
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