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Found 68 results

  1. Forgotten Space Program Latest Post: 2017-04-25 - As Is Only Fitting And Proper -- It's happened again. Those well meaning kerbals ran off and completely forgot about their space program. Maybe there was a global crisis. Maybe they ran out of funds. Maybe the Kraken ate the ship Jeb and the Bs were in. Or maybe it was just snack time and the cheese dip was really, really good. Unfortunately nobody remembers what went wrong because nobody remembers being there. Space? Whazzat? And so years pass. Eventually an eccentric millionaire stumbles on the ruins of the long-forgotten program. Trailers. Sheds. Run-down labs. A dirt runway. Factories scattered here and there in the nearby countryside. Exploding barrels of fleas. Sharp metal bits. Gumball machines. Nuclear waste. The usual rust of a long forgotten industry. A few quick phone calls and some thousand signatures later and The Boss became the owner of their very own space program. And that's when the fun started. -- Table of Contents Volume 1: Forgotten Volume 1 Sequence 1 2015-12-03 - Forgotten Space Program, The Hydrogen Flights (this post) 2015-12-04 - Hydrogen's Last Blast, Noble Helium, Orbital Helium 2015-12-06 - Sweet Lithium, Beryllium Spheres, Boron to be Wild 2015-12-10 - The Age of the Universe, Boron Into The Mün, Beryllium Relic 2015-12-11 - Carbon Testing, The Carbon 6, Carbon 1 2015-12-16 - Carbon Scoring, High Carbon 2015-12-17 - The Dangers of C-4, Carbon For Who?, Beryllium-Coated Lies 2015-12-20 - More Boron Contract Missions..., :C=C: 2015-12-22 - 95 Years, 139 Days, 27 Minutes Volume 1 Sequence 2 2015-12-24 - A Nitrogen One, Thing C 2015-12-26 - A Little More Nitrogen, And A Dash Of Oxygen 2015-12-29 - Fluorine 1 2016-01-01 - The Six Moons of Kerbin, Nitrogen T-4, Thing A 2016-01-02 - Fixing Kelgee, Walking on Thin Nitrogen, Nitrogen Take 6, More Fluorine For Better Teeth, Oxygen Perfected 2016-01-05 - Nitrogen T-7 Volume 1 Sequence 3 2016-01-11 - The Bright Bright Neon Lights, Neon Sizzle, Neon Clones, Under The Heavy Neon Glow 2016-01-12 - Delayed Return 2016-01-16 - Salty Minmus 2016-01-18 - Taking Pictures For Fun and Profit 2016-01-20 - Release!, Return to Flight 2016-01-23 - Asylum Run, ... By Lunatics, ... Running An Asylum 2016-01-25 - Ferry Ride 2016-01-28 - The Aluminium Gang, Aluminium X-0 1, Aluminium X-0A 2, Aluminium X-1 3 2016-01-31 - Strange Request 2016-02-02 - Sonic Sensei, The Mother Of All Space Telescopes, Nitrogen X 2016-02-04 - Aluminium Cans of Boom, Housekeeping 2016-02-06 - More Housekeeping Volume 1 Sequence 4 2016-02-13 - Mission Improbable, Reduce Reuse Recycle, Nitrogen TC-12, Silly Silicon 2016-02-14 - Balanced Imbalance, Some Assembly Required 2016-02-16 - More Silicon More Recycling, Some More Assembly Required 2016-02-21 - Queen of the Airwaves, Tour of the Junkyard, Trafficking Hot Goods 2016-02-23 - A Phosphorescent Return to the Mün 2016-02-26 - Second Verse Same As The First, A Little Bit Louder And A Little More Rehearsed 2016-02-27 - Twenty Thousand Leagues Under The Mün 2016-03-05 - Slow Moves, Nitrogen Transfers 2016-03-08 - Memories of Tomorrow Volume 1 Sequence 5 2016-03-11 - The Mystic Mün 2016-03-19 - Operation Ice Castle 2016-03-20 - Contracting Smallprobes 2016-03-23 - Reentrant Aluminium 2016-03-28 - The Mün of Our Youth 2016-04-11 - The Crater of the First Kerbals Volume 1 Sequence 6 2016-04-15 - Ghosts and Things 2016-04-18 - Memories of the Storm 2016-04-24 - Two Star Detour 2016-05-01 - Familiar Voices, Building Anticipation 2016-05-05 - Anticipation Building 2016-05-10 - Titanium Flight Test, Titanium Boxes, The Münquake is in Another Castle, Kerbal Kerbals 2016-05-14 - Stellar[is] Launches 2016-05-20 - Silicon Sulphur Snack Strategy 2016-05-28 - Finishing Touches 2016-05-30 - Little House on the Minty Prairie, And Another Thing... 2016-06-01 - Departures Volume 1 Sequence 7 2016-06-05 - GLORY TO KERBIN! 2016-06-27 - Bugs 2016-07-10 - 99 Years, 343 Days, 2 Hours 2016-07-13 - Your Robots Are Ignoring You 2016-07-20 - Captain Kerman and... The Robot Invasion of Jool 2016-07-26 - Setting Up The Fireworks 2016-07-28 - One Hundred Years At The Edge Of Infinity, Thomlock's New Year's Rocket Eve, Infinity's Edge Volume 1 Sequence 8 2016-08-07 - Answers In Time..., More Pieces For The Jumble 2016-08-14 - ... Time In Riddles 2016-08-14 - No Kerbal's Sky 2016-08-22 - Wings of Fire 2016-08-25 - Sulphur Descending Volume 2: Continuum Volume 2 Sequence 1 2016-10-03 - Somewhere In The Dark..., Kerbin: North Mountain 2017-10-07 - Continuing From Where We Started, Continuum Volume 2 Sequence 2 2016-10-16 - Continuing From Where We Left Off 2016-10-20 - I Could Fly Here Forever 2016-10-30 - Fire In The Sky 2016-11-08 - The Jebediah Kerman, Remotely Controlled Kerbal 2016-11-26 - One Final Sunset, Leaving Laythe Volume 2 Sequence 3 2016-12-04 - The Bosses, Ghost Attack, Data Recovery Services 2016-12-11 - Chrome Plated, Missing Minmus Mishap 2017-01-22 - Adaptation, Burning Manganese, Cobalt Testing, Iron Birdie 2017-01-31 - Iron Supplements, Manganese Mün 2017-02-10 - Cobalt Blue, The Award, Into The Unknown Volume 2 Sequence 4 2017-02-25 - Infinite Departures 2017-04-16 - Finite Arrivals 2017-04-25 - As Is Only Fitting And Proper -- In something of a departure from my usual routine, this will be a mod-"heavy" playthrough focusing largely on the wonderful Engineering Tech Tree. Expect frequent and smaller posts, usually the same day of the mission or a very short time later. I will attempt to keep this save going for the indefinite future, but can make no promises that I won't forget what I've done and start over again. Again. And, seeing as none of the kerbals know what's out there, we may see some relics and wrecks from my previously forgotten space programs. Difficulty is my usual fare, a Career Mode game with the normal difficulty settings, no crew respawn, etc: Mods in Use (as/of KSP v1.2.2) Note: Many parts from mods not listed (or listed under previous versions) are still present on spacecraft, in flight, but are "retired" and have been edited (by me) so they no longer appear in the VAB. Aviation Lights Distant Object Enhancement DMagic Orbital Science Docking Port Alignment Indicator Engineering Tech Tree Engine Lighting EVE (Waz's Build) Flag Decals Hullcam VDS KAC KAS KER KIS kOS Mark One Laboratory Extensions Module Manager Persistent Rotation Planet Shine Raster Prop Monitor Real Plume (Stock) Reentry Particle Effect SCANsat Scatterer SpaceY Heavy Lifters SpaceY Expanded Surface Lights Trajectories Texture Replacer (RangeMachine's Build) Older Mods in Use (for previous KSP v1.1.3) Older Mods in Use (for previous KSP v1.0.5) Let's get this show on the road now, ok? -- The Hydrogen Flights The "exploding barrels of fleas" were apparently not made of fleas, but were instead created to dispose of them. (Which might explain the fire and smoke.) As far as the geniuses in the engineering department could determine, the intent was to aim the open end of the barrel at the fleas and "watch them burn." The Boss thought of a different use after three interns and one such barrel flew violently through the wall of the lab and into the waters of Booster Bay. The little green geeks quickly dug around to find the parts they needed: gizmos to measure air pressure, a gumball machine painted a dark grey with a "computer" stuffed inside, a flea barrel to strap it all atop, and a large silk blanket to carry the gizmos safely back to the ground. The "computer" was little more than a couple of vacuum tubes and an alarm clock, all held together with loosely assembled wires. The clock was to ignite the flea barrel, trigger the gizmos and detach the gumball machine; the vacuum tubes were there to make it look awesome. Lacking a clever naming scheme, The Boss painted "Hydrogen 1" on the side and the three formerly flying interns rolled it to a nearby mound of dirt. Only they must've messed up the clock while moving the H-1, as the flea barrel ignited late, flew off in a weird direction, and the gumball machine detached early. Regardless, the gizmos took proper readings and proved The Boss right: These barrels weren't built for killing fleas, but for helping them fly. Science points galore! Somewhat unexpectedly, a representative from the Kerbal First Record Keeping Society showed up to give The Boss a few shiny plaques: First Launch, new Speed Records of 25m/s and 80m/s, and First Landing. The prize money was spent on some bags of corn chips and the interns were sent back to work. There was still time enough in the day for another launch. Same gumball machine with a big barrel of science (which had been previously tested on the mound), all atop yet another flea barrel. The Boss named it the "Hydrogen 2" and everybody lined up to watch it fly. The H-2 flew higher and slightly faster than anything yet recorded (that one catapult accident doesn't count), resulting in yet more plaques from the record keepers: Altitude records of 500m and 2km. The money was just enough to buy some queso dip to go with the corn chips, and The Boss kicked in a few extra kerbucks for soda. And so on the first day they partied, and The Boss was happy, for The Boss saw it was good. Navigation: Next Post
  2. I attempted to use CKAN to install RO with other mods that i like such as RP-0 and Lack's Stock Extention, 89-95 Mods total. My issue is that whenever try and make a plane/use wings is that they dont function, I cant adjust pitch yaw and roll, i don't get a center of lift, all i get is a blue circle hovering below my plane. I really wanted to make a plane so i could complete the X-Plane mission, But there may be a few mods clashing with one-another, Please help! List of mods: { "name": "AIESAerospace-Unofficial" }, { "name": "ALCOR" }, { "name": "AtomicAge" }, { "name": "HazardTanksTextures" }, { "name": "ConnectedLivingSpace" }, { "name": "CryoEngines" }, { "name": "CryoEngines-LFO" }, { "name": "CryoEngines-SurfaceAttach" }, { "name": "DeadlyReentry" }, { "name": "DMagicOrbitalScience" }, { "name": "FASA" }, { "name": "FilterExtensions" }, { "name": "Firespitter" }, { "name": "ForgottenRealEngines" }, { "name": "FShangarExtender" }, { "name": "KAS" }, { "name": "KIS" }, { "name": "KSP-AVC" }, { "name": "KWRocketry" }, { "name": "MechJeb2" }, { "name": "NearFutureConstruction" }, { "name": "NearFutureProps" }, { "name": "NearFuturePropulsion" }, { "name": "NearFuturePropulsion-LowThrustEP" }, { "name": "NearFutureSolar" }, { "name": "NearFutureSolar-Core" }, { "name": "NearFutureSpacecraft" }, { "name": "PersistentRotation" }, { "name": "ProceduralFairings" }, { "name": "ProceduralFairings-ForEverything" }, { "name": "ProceduralParts" }, { "name": "RasterPropMonitor" }, { "name": "RasterPropMonitor-Core" }, { "name": "RCSBuildAid" }, { "name": "RealismOverhaul" }, { "name": "RP-0" }, { "name": "RemoteTech" }, { "name": "RLA-Stockalike" }, { "name": "RN-Skylab" }, { "name": "RocketdyneF-1" }, { "name": "RealSolarSystem" }, { "name": "SCANsat" }, { "name": "ScienceAlert" }, { "name": "SemiSaturatableRW" }, { "name": "SXT" }, { "name": "TACLS" }, { "name": "Taerobee" }, { "name": "Tantares" }, { "name": "TantaresLV" }, { "name": "TestFlight" }, { "name": "TextureReplacer" }, { "name": "UniversalStorage" }, { "name": "VenStockRevamp" }, { "name": "NearFutureElectrical" }, { "name": "RSSDateTimeFormatter" }, { "name": "ASETAgency" }, { "name": "ModuleManager" }, { "name": "CommunityTechTree" }, { "name": "CrossFeedEnabler" }, { "name": "B9PartSwitch" }, { "name": "CommunityResourcePack" }, { "name": "CryoTanks" }, { "name": "DeployableEngines" }, { "name": "FirespitterCore" }, { "name": "FirespitterResourcesConfig" }, { "name": "KWRocketry-CommunityFixes" }, { "name": "AdvancedJetEngine" }, { "name": "FerramAerospaceResearch" }, { "name": "ModularFlightIntegrator" }, { "name": "SolverEngines" }, { "name": "KerbalJointReinforcement" }, { "name": "RealChute" }, { "name": "RealFuels" }, { "name": "RealHeat" }, { "name": "RealPlume" }, { "name": "SmokeScreen" }, { "name": "Kopernicus" }, { "name": "BDAnimationModules" }, { "name": "NearFutureElectrical-Core" }, { "name": "RSSTextures2048" }, { "name": "KerbalConstructionTime" }, { "name": "ProceduralDynamics" }, { "name": "KerbalRenamer" }, { "name": "KSCSwitcher" }, { "name": "ContractConfigurator" }, { "name": "CustomBarnKit" }, { "name": "MagiCore" }, { "name": "KerbalConstructionTime-RP-0-Config" }, { "name": "ReCoupler" }, { "name": "VensStylePPTextures" } Sorry for the exessive { } and "name" Stuff, I just took my modlist from CKAN and Copy pasted it for convenience. Please help!
  3. As you may guess from the post title, i have a problem with timewarp causing me to los performance. Whenever i engage timewarp, FPS drops down to 1ps, in the highest gear. I have about 5FPS on 1k timewarp. This coincidentally met with deepfreeze telling me i dont have enough electricity on my craft ot keep one kerbal frozen, despite having 20k EC and a reactor from USI. Does anyone have any idea, if that is the issue? Before i do anything drastic and purge my KSP directory. Modlist in file and screenshots below http://imgur.com/K95mJPn https://pastebin.com/usecMkWb
  4. Hello there, and thank you for showing interest in this new design. I would like to introduce to you the sixth generation DualHull Sea and Land (SeaL) Amphibious aircraft. A very easy to fly push-pull propeller aircraft with short takeoff and landing requirements, multiple payload options, respectable range, and the ability to be refueled without having to be returned to the hangar between flights. Flight statistics include: * Short TakeOff and Landing capabilities on both land and water, with a takeoff speed of around 45 to 50 meters per second. * A tested maximum Cruising Altitude of ~9000 meters. * A maximum cruising speed of ~100 meters per second with flaps up and 80% throttle Standard safety features include: * Nose-mounted camera for increased visibility. * Emergency Ballistic Reserve Aircraft Recovery Parachute, activated with Abort function, also shutting down the engines. The aircraft also has ladder access to the top of the engine nacelle to aid in repairs, and to be able to repack the Parachutes. General characteristics (Passenger Variant): Part count: 80 Crew: Pilot and Co-Pilot Capacity: 4 Passengers Length: 20.1m Wingspan: 25.2m Height: 6.9m Empty Weight: 10,907kg Gross Weight: 26,457kg Powerplant: 2x Scale 0.800m FS1EN Nose Mounted Engine in push-pull Performance: Maximum speed: 223 mph (100 m/s) Range: 2112 miles (3400 km) Service ceiling: 29,527 ft (9000 m) Maximum Rate of climb: 2,952.756 ft/min (15 m/s) Cruising Rate of climb: 590.55 ft/min (3 m/s) The SeaL currently comes in two variants: The original passenger model, which set the initial statistics for the plane and is also the heavier of the two, can comfortably seat up to four passengers in addition to the standard two-person flight crew. And the Science-Equipped model featuring a cargo bay directly behind the cockpit. A standardized scientific instrumentation suite is included in the design featuring: * Mystery Goo Containment Unit. * SC-9001 Science Jr. * Tetragon Projects Sensor package supplying Temperature, Gravity, Seismic and Pressure data. * Tetragon Projects Atmospheric Science Package. In addition to the standard science loadout, there is a variant that also includes the SCAN RADAR Altimetry Sensor, for taking planetary scans at cruising altitude. Required mods for Passenger and base Science Variant: * B9 Aerospace - Legacy Parts Pack * B9 Aerospace Parts Pack * Firespitter * Kerbal Attachment System * Tweekscale - Rescale Everything! Passenger Variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-P Science Variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-S-Base Scansat Science variant: https://kerbalx.com/Elanachan/MI-DualHull-SeaL-6-S-Scansat
  5. OK, so here is the breakdown: A new (heavily) modded Career Save with the goal of accomplishing a few of the Challenges that I am interested in. The primary Challenges at the moment are the Doing It Apollo Style - Redux, The Ultimate Jool 5 Challenge, and the Interstellar Rendez-vous idea. I am sure there will be some more that I come across as I play through this save, but those are the ones for now. This Career will use the SETI Unmanned Before Manned Contracts and Tech Tree. Other major mods include all of Near Future Technologies, KSPI-E, Kerbin Shuttle Orbiter System, TAC Life Support - because why not make an already difficult challenge even harder?, SCANsat, DMagic Orbital Science, Kerbal Construction Time (Dev Version), and a whole host of others - the number may change based upon how many times I break my computer For the Jool 5 challenge: -No barred mods will be used for the challenge ship's construction, orbital assembly/refuelling, or the vessel itself. I'll post as many screenshots/videos (if I can figure that out - tech neophyte here) as I can. That Challenge may even involve 2 missions, one for the Jebediah's Level (stock science experiments) and one for non-stock experiments - we'll see how ambitious I get. For the Insterstellar Rendez-vous Idea: -The following changes have been made to the Extrasolar solar system mod pack (Valentine red dwarf star): (changes courtesy of @AndrewDrawsPrettyPictures) This will move Valentine 4 lightyears or so away from Kerbol. For a general "thing": -Kerbin Environmental Institute will not be used until after I have done at least 1 or 2 launches.... (I find it kind of cheaty right at the start) Without further ado here are the important bits: KSP 1.2.2 build (not sure - will add later) Gamedata folder: Mod list: We'll have to see how this goes, I haven't run this many mods before! Updates and reports to come!
  6. My Kopernicus Planet is not wanting to load: I found some trouble points in log: [LOG 18:48:04.280] Load(Texture): Galaxy/Planets/Sarna/Color [ERR 18:48:04.283] DDS: File is not a DDS format file! [WRN 18:48:04.283] Texture load error in 'C:\Kerbal Space Program\GameData\Galaxy\Planets\Sarna\Color.dds' NOTE: My color map is in .dds format [LOG 18:48:32.773] [Kopernicus] Bad DDS header. [LOG 18:48:32.774] [Kopernicus] failed to load C:/Kerbal Space Program/KSP_x64_Data/../GameData//Galaxy/Planets/Sarna/Color.dds These are all the errors kopernicus wentrough in startup log. Here is planetary Config @Kopernicus:AFTER[Kopernicus] { Body { name = Sarna Orbit { referenceBody = Sun inclination = 5.6 eccentricity = 3 semiMajorAxis = 113549713200 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 color = 0.5,0.1,1,1 } Properties { description = Sarna is the second gas giant of the kerbol system. It has host of about 10 moons and is ''alot better than Jool'', according to Jeb. radius = 7560000 geeASL = 1.4 rotationPeriod = 36000 rotates = true tidallyLocked = false initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 100000 300000 600000 800000 ScienceValues { landedDataValue = 8 splashedDataValue = 1 flyingLowDataValue = 5 flyingHighDataValue = 5 inSpaceLowDataValue = 7 inSpaceHighDataValue = 5 recoveryValue = 5 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 140000 } } ScaledVersion { type = Atmospheric fadeStart = 0 fadeEnd = 0 Material { // Common scaled space settings texture = /Galaxy/Planets/Sarna/Color.dds shininess = 0.1 specColor = 0.0,0.0,0.0,1.0 // Atmosphere settings rimPower = 2.06 rimBlend = 0.3 // Atmosphere color ramp texture Gradient { 0.0 = 0.094,0.220,0.643,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0596,1 } } } Atmosphere { // effectively the ambient lighting color for all objects on the ground of this body (provides a slight tint) ambientColor = 0.006,0.187,0.8,1 // // shader.invWaveLength = Color( 1 / r^4, 1 / g^4, 1 / b^4, 0.5); // lightColor = 0.709,0.788,0.543,0 // General atmosphere settings enabled = true oxygen = false altitude = 25000.0 // Atmosphere Pressure // pressure (in atm) = multipler * e ^ -(altitude / (scaleHeight * 1000)) pressureCurve { key = 0 1722.525 -3.68761403636364E-02 -3.68761403636364E-02 key = 13750 1215.4779 -2.89618181818182E-02 -2.89618181818182E-02 key = 27500 926.0747733 -1.70812909090909E-02 -1.70812909090909E-02 key = 41250 745.7422867 -1.22066367272727E-02 -1.22066367272727E-02 key = 55000 590.39232 -1.03885874909091E-02 -1.03885874909091E-02 key = 68750 460.0561533 -8.63595672727273E-03 -8.63595672727273E-03 key = 82500 352.9034533 -7.05044647272727E-03 -7.05044647272727E-03 key = 96250 266.1688867 -5.6660456E-03 -5.6660456E-03 key = 110000 197.0872333 -4.48274916363636E-03 -4.48274916363636E-03 key = 123750 142.8932733 -3.50056581818182E-03 -3.50056581818182E-03 key = 137500 100.8216733 -2.71949803636364E-03 -2.71949803636364E-03 key = 151250 68.1071 -2.13953963636364E-03 -2.13953963636364E-03 key = 165000 41.98433333 -1.65774109090909E-03 -1.65774109090909E-03 key = 178750 22.51922 -1.00126501090909E-03 -1.00126501090909E-03 key = 192500 14.44954667 -4.06759432727273E-04 -4.06759432727273E-04 key = 206250 11.33333333 -2.27824727272727E-04 -2.27824727272727E-04 key = 220000 8.184366667 -2.25669374545455E-04 -2.25669374545455E-04 key = 233750 5.127426667 -2.06283192727273E-04 -2.06283192727273E-04 key = 247500 2.51158 -1.61502101818182E-04 -1.61502101818182E-04 key = 261250 0.68612 -9.13301818181818E-05 -9.13301818181818E-05 key = 275000 0 -4.98996363636364E-05 -4.98996363636364E-05 } // temperature Curve temperatureCurve { key = 0 141.67 -0.002333333455 -0.002333333455 key = 33000 104.4583677 -0.0003304941091 -0.0003294753455 key = 57750 104.4583677 0.0003294753455 0.0003294753455 key = 85250 131.0381051 0.0001800779636 0.0001800779636 key = 154000 131.0381051 -0.0002483375636 -0.0002483375636 key = 220000 90.44359713 -0.0003304941091 -0.0003304941091 key = 247500 90.44359713 0.0001722816364 0.0001722816364 key = 275000 111.2241191 0.0002525833091 0.0002525833091 key = 343750 0 -0.0001634942182 -0.0001634942182 } } } } Does anyone know how to fix this.....
  7. I'm running a fairly modded version of KSP 1.1. All mods are the respective latest KSP 1.1 compatible versions. What works ok: - VAB/SPH (I can load, modify, create new ships, see all modded components that were added, all mod functionality is nominal...) - Tracking Station (I can see all ships ok, new planets from ESO are good, I can go to and fly all ships, new KSP functionality is nominal...) - I can access all buildings at the KSC without any issues - I can load any saved files ok This is the problem I am encountering. Once I load a ship to go to the launch pad, the initial loading screen is as its always been. But once the ship gets loaded onto the launch pad at KSC, the screen goes dark and I only have very limited functionality. The game then proceeds to hard crash to desktop if I try to do anything from returning to launch, to VAB or to KSC. Screenshot of the issue: http://imgur.com/Z0usdh2 http://imgur.com/vW7ygH1 Here is the complete list of mods I was running (minus TAC Life Support for 1.1, Axial Aerospace and FASA. Those were NOT there when the issue occurred): http://imgur.com/b6RC884 http://imgur.com/w558a3S The game is launching from its 64 bit version, so I know that is not the issue. I'm using Windows 10 64bit OS. The really weird thing that I did notice when trying to debunk this is that the ship seems to get instawarped into a solar orbit into deep space or something weird like that. I was able to (somehow) recover one ship and I got science for having retrieved a ship from solar orbit, or something like that... Here's the screenshot for it (this happens when I reload the game and try to launch another ship, at which point I have to clear the launch pad, and it gives me this): http://imgur.com/CyWSTe3 Really unsure what is causing this but, as you can imagine, this is a pretty bad issue. I cant launch anything at the moment. I can only play with what has already been launched. Thanks for any help! I really need it! CM
  8. When I try to launch my game, it crashes as soon as it finishes loading. I suspect that it is because of lack of memory, but I would like some more input. Mods: KSP: 1.2.2 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bit Filter Extensions - 2.8.1.2 Toolbar - 1.7.13 B9 Part Switch - 1.7.1 Basic Orbit - 1.0.5 Community Resource Pack - 0.6.6 CommunityTechTree - 3.0.3 CryoEngines - 0.4.6 DistantObjectEnhancement - 1.8.1 Extraplanetary Launchpads - 5.7.1 Interstellar Fuel Switch - 2.4.6 Kerbal Attachment System - 0.6.2 KerbalAtomics - 0.3.5 Kerbal Joint Reinforcement - 3.3.1 Kerbol StarSystem - 0.4.1 Kerbal Inventory System - 1.4.3 KSP-AVC Plugin - 1.1.6.2 ModularFlightIntegrator - 1.2.4 NearFutureConstruction - 0.7.6 NearFutureElectrical - 0.8.7 NearFuturePropulsion - 0.8.7 NearFutureSolar - 0.7.2 NearFutureSpacecraft - 0.6.3 TweakScale - 2.3.4 Universal Storage - 1.2.2 KSP Interstellar Extended - 1.12.19 Error Log: https://db.tt/ueqmyfBeAp Output Log: https://db.tt/080KMTMJff
  9. Installed Extraplanetary Launchpads yesterday, along with KIS and KAS. I landed my first base yesterday with the new parts designed to build a self-expanding base. I was somewhat unfortunate with the landing location, as the ground isn't flat. The entire area around the base is a gigantic hill near one of the largest craters on the Mun. I designed the initial parts of the base to only use survey stakes for flexible construction sites. However, whenever I create a new site and a new ship, it bounces up and flies away. Any distance from 1m to 20m. How can I stabilize the ship when it is constructed and avoid it flying away?
  10. i did a thing and it's a cool thing. http://imgur.com/a/j6JEg Side note, how do i embed albums? If the demand is large enough i'll throw up a download, but it requires mods and i'm not %100 sure what all ones i used so i'd just be putting my gamedata folder out there for ya'll to use.
  11. Chapter 1: Up the Rabbit Hole The VAB’s Cargo Bay 3 is a secluded concrete box behind a massive sliding door, but on that day, it nevertheless resonated with the ruckus as Jeb flipped over one of the empty fuel valve crates bearing his name, and perched on it. Bill shook his head, and joined him; Bob kept mulling about, while Val simply plopped onto the cold concrete floor, protected by the aramid fabric of her orange suit, gutted and stripped of badges. Around them stood the crowning achievement of KASA; but KASA itself was no more. The Kerbal Space Center was being stripped of anything that could be carried away by a swarm of workers that had descended upon it a week ago. The VAB, the Mission Control, the comms array, the administration and R&D facilities… like a swarm of locusts, they consumed everything. “So, I guess this is it,” said Bob, just to break the silence. “He… won the bet,” sighed Valentina, “and now we’re getting downsized.” “And Kerminsky didn’t hold his word either”, muttered Jeb, drawing surprised looks from everyone involved, “Yeah, I ‘have sources’”. Outside the door, amidst the extensive scaffolding, towered a half-assembled Sarnus V. They probably weren’t going to drag the five Mainsails and their fuel tanks anywhere, and would just leave them standing. A month back, another one of those monsters carried a tiny can containing Jeb and, unfortunately, Bob, all the way to Munar orbit, and the small ship on top landed onto its desolate surface. They planted a flag, they took measurements, they took samples, and then they blasted off and returned relatively safely. President Fitz Kerman was absolutely delighted – for about a week. Then, all this happened… “Hey, guys!” barked out Gus Kerman, in his usual safety helmet – which was coming in handy, because they could hear bolts and tools getting dropped left and right. “I’ve got a spare Rabbit out back, care to ‘accidentally’ launch it?” “Well…” drawled Val, “it’s not like we have anything better to do." ---------- The primary launch pad had been fully reconditioned. The modular gantry had been dismantled and the blast trench was covered by heavy grates that easily supported their truck. Gus casually drove straight over the crawlerway connecting the pad and the VAB, a big no-no back in the day. The Rabbit was a slender sounding rocket, three times as tall as Jeb, but only as wide as a helmet. A small slanted launch stand, the truck’s crane and a briefcase with remote firing controls; all of it about ten minutes’ work. However, Bob had to be sedated with Val’s elbow to the stomach. “Fire in the hole!” Jeb barked, appropriately. There was a brief hiss, then a burp, and the rocket blasted off. The screams of horror coming from the VAB were quite satisfying. The Rabbit spared itself the trouble of having any stabilization. The thick trail of its solid-fuel motor began to form a distinct spiral as the angled fins sent it into a wild spin, which actually helped keep it from veering off-course too much. They didn’t need any particular accuracy: after the motor burnt out, the empty casing tumbled into the bay to the north of KSC, with a parachute trailing behind it to reduce the impact speed to a reasonable 6 m/s. “Who do you think is going to buy all this stuff?” Val idly wondered. “I did,” Jeb answered nonchalantly, “All of it. And I also own Rockomax, so all that money the Pres has 'wasted' is now lining my pockets. And I have big plans.” Modlist (current as of June 2): This is going to be a poorly-roleplayed Sandbox game suffering from delusions of grandeur and realism.
  12. I took a break from ksp for a while and just now getting back I tried to open the game but it crashes before startup so I don't know what is happenning. I have the logs but don't know what they mean. Please help. (updated with logs)
  13. I'm tried to load a save file, but nothing happened, so I deleted my file and tried to make a new one (mistake). I have an output log here: https://www.dropbox.com/s/re34rj9nzm89g8e/output_log.txt?dl=0
  14. Whenever I completely destroy my current vessel the camera shakes wildly. It stops when I zoom out and view the area from above. I've been able to reproduce this with mods as well as a fresh 1.2.2 install. Can I have some help? TiA
  15. I just downloaded a bunch of mods and started a new Science World, and I launched a small laboratory into orbit. The launch was successful, and I detached my final upper stage. I did some experiments, and transmitted the science back to the KSC. I was going to then go back to the space center to unlock some more parts. However, I was stopped by a alert that said, If I was to go back to the KSC my game would not be saved past the point where I launched the laboratory. I could have done a quick-save, but loading would just take me back up to "in-flight" mode, with no way of going back to the space center without losing my science, orbit, and my save. I've done heavily-modded science worlds before, and I could always go back to the tracking station/ Space Center, when my Vessel was in orbit. Does anybody know if I can go back to the KSC without reverting to a "pre-launch save"? (Sorry, I still haven't been playing that much Modded KSP yet.)
  16. From the Offices of Owl Aircraft Race Team We present... ODR-05 (Mk.2) The ODR-05 rally vehicle is to participate in the first ever Dakar Rally; A long distance survival event meant to test strength, speed, courage, and design. The car, with incredible grip and speed, was created with two goals in mind: Go fast, and Be safe. The car has a top speed of 40 m/s, including the DRS system and maximum power. The safety of the car was tested time and time again, with not even the most dangerous rolls and crashes able to upset the drivers. With a new deal coming from DK Salvage company, the ODR class has been outfitted with structural tubing to assist in the strength of the vehicles. Below are the pictures taken of the car during testing. Here is the car post-safety test. The car will be driven by Valentina Kerman, and her co-diver and navigator is Bill. We wish the team the best of luck in the Dakar Rally, and the KSC2-Desert Temple Rally.
  17. I've been working on this huge mobile rover base with the Kethane, Karbonite, and Extraplanetary Launchpads mods and when I spawned it onto the runway, the entire left side was missing, save for a drill which was missing on the other side. I tried to fix it in the SPH to no avail, instead, it wouldn't even let me re-place the parts. I've tried re-installing the game and I'm having the same issues. This didn't happen with the H.U.L.K.K. I, only the H.U.L.K.K. II
  18. This is my new fighter jet! I'll let you guys decide the name! Happy building, burning, crashing, Kerballing, and overall madness!
  19. I got really attached to Effusus and it's characters. In fact, I've grown so attached to Enfurt, he might make an appearance! Unfortunately, the kraken, on the other hand, wasn't to keen on the idea. Hopefully, this story gets to be told without upset. This will be a "Career Lite" game with little care or consideration for realistic progression, and I hope y'all enjoy!
  20. KSP version 1.2.1.1604 on Windows 10 x64 Command line option (launching through CKAN): KSP_x64.exe -single-instance A detailed explanation Game crashes, most often when switching vehicles when a large number of vessels are loaded. Not consistent, sometimes it happens within 2 minutes and sometimes I can play for an hour straight. The crash has also happened when interacting with KAS or KIS (example: attaching a vessel with a winch, or placing an item with an engineer). The main connection between the crashes seems to be related to vessel interaction. A screenshot https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-19_15-46-45.jpg Sometimes it's a CTD without an error. Most often though, it's just a "The game has crashed!" error. Save files, ouput_log.txt or player.log Save file: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/radley.zip Crash log files: 1. https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-19_151312.zip 2. https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-19_154002.zip Most notable log entry: RtlLookupFunctionEntry returned NULL function. Aborting stack walk.<Missing stacktrace information> Even more crash logs (I updated a few mods after these happened): https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/other-crashes.zip System specifications EVGA GTX 1080 (8gb) Intel i5-2500k (3.8ghz) 16gb Corsair Vengeance memory 1tb Mushkin SSD (other harddrives: 2x256gb Crucial SSD, 2x128gb Crucial SSD) More specifications: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/DxDiag.txt Mods I have arranged a details document of all of my installed mods. I went through each one today and updated them. Unless there is a community patch that was not mentioned on the first or last few pages for one of these, they should be up to date. A few do not officially support KSP 1.2.1, and are probably the cause. https://docs.google.com/spreadsheets/d/1K3qWPOEiYz_zqoNZ_l-QiBsdAL4gVlYVPKPEkYT6cAQ/edit#gid=0 NOTE: I know that with the number of mods I am using, and by using out-of-date mods, I am asking for crashes. Telling me not to use them would not be helpful. Thanks.
  21. GHi all! his is a tale to provide a little bit of context to the Kerbin that my kerbals (at least some of them ) inhabit. Without further ado:
  22. I'm currently experiencing alot of crashes when flying planes. The error log always says "Write to location xxxxxxxx caused an access violation." the location varys but always is the same as the adress of "RAX" under Context. Some of my "crash.dmp"s and "error.log"s: https://mega.nz/#!FxtBGSRY!c4298LUcgGBHXS-aUia9RkJufxV7ijm3_cU2wVpSlqk Virus Scan for the .zip: https://www.virustotal.com/de/file/442af8355a716ae47370f1d3c6dd5d050e1abef20426c37ecd9229f0d951735c/analysis/1479230776/ My installed Mods(I know its alot): http://pastebin.com/YZttRTXL
  23. Dear squaddies ive got stock and modded installs of 1.2 etc but i think ive maybe found a stock bug, but can only prove it by adding mods, so advice needed is 'where do i go from here' ? weve put up a thread in modded support, which hasnt been looked at or i should say commented on by squad (will provide link when i edit) edit - link : it seems, certainly not proven (still testing etc) that when a parts category gets too full, a strange UI bug rears its head. it doesnt happen in just stock and it doesnt happen when ive tried running ksp with each mod i use 'on its own', obviously all my mods are for 1.2 etc and i only use reputable developers mods (cut down on the random factor) logs dont show anything major. i can have 57-60 parts in category, any more and UI bug appears and it seems the more you have the worse it gets. so, without installing mods, how can i show that stock MAY have a bug with amount of parts installed ? Can i get an answer from squad before a mod moves this please cheers OH and ill keep bumping this up the thread til its solved or w.i.p.
  24. There was legend of a planet in a distant galaxy far far away where little green men crawled out of the water and well decided land just wasn't enough. There was the sky. And beyond that? Well nobody really knew what came after the sky. These creatures were called Kerbals and other species on other planets would probably liken them to little green rednecks. This is Lukes Awesome Space Agency or LASA for comedic effect. Who is luke? He is the one they call the architect, the grand designer, the ultimate noob...... BIIILLLL GET AWAY FROM MY COMPUTER!!!!! There are a few rules to go by. 1) Unless there is a remote command all crewed missions will require a Pilot or at least a one star Kolonist. 2) Have fun with it. 3) Add more rules as you remember/think of them. It begins
  25. hey I am Orionthusiast (an Orion enthusiat). And I am going to do a lot of missions using the Orion capsule from EFT-1 Dawn to EM-2 Freedom. I want to see y'all's replicas. So lets do this I don't care if it a crew retrival rocket I want to see it!