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Friedrich Nietzsche

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Everything posted by Friedrich Nietzsche

  1. Hi, just one RealSolarSystem.dll in the whole Gamedata-directory, version 0.8.6.0.
  2. KSP: 0.90 Windows 32 Bit Problem: Can't click several buildings, only VAB and Science Facility, but can't leave them because of UI-Glitches Mods installed: Many, please refer to following ckan screenshot: http://i.imgur.com/5I1m6oz.jpg Reproduction Steps: Migrating KSP to ckan. Set up a KSP-version with ckan, using almost the same mod-list, which I use with my manually created and working KSP install. After copying the saves from my old to my new ckan-managed ksp-install, starting the game, and loading the save, the bug occurs every time. I can't enter any bulding but the VAB and the Science Facility. If I click the exit-button in one of these building, the glitches show up and I can't do anything but closing the game. See http://i.imgur.com/LKh7fZo.png for the glitches (right top corner) Log: https://drive.google.com/file/d/0B_GyaquZSK3vUnpJblRES0NabFU/view?usp=sharing
  3. Hi, Nathan Kell told me to come here with my problem: I had the problem, that a LR-87 engine shut off several times at the almost exact same height at around 80 km, and that in a simulation (Kerbal Construction Time) I think, Test Flight (1.220) did it, but I'm not sure. Copied from the realism overhau thread (starting at linky)
  4. The problem occured several times while simulating the rocket with Kerbal Construction Time. Shortly before shutting down, the failure rate number displayed by testflight increased (to still a very low percentage value). Then the engine turned off. This was also the exact message in the F3-Log. After removing Test Flight temporarily I was able to launch the rocket several times without problem. So I guess, it has to be Test flight. It was the first time, that I had an engine failure, also it was very strange that it happended several times at the exact same time/location and in a simulation. So it took some time for me to get it. The strange thing is, that Test flight didnt report a failure in its window. Just an A-button appearded, I guess, it stands for "Activate", which doesn't work a second time with this engine. The burn time could indeed be an issue. According to kerbal engineer, the burn time is up to 5 minutes, depending on tank utilization, which is almost two times more than that, what the stage should have (according the link from above) Another issue, that I have with my rockets: What is a valid solution to reduce g-forces of 10 to 15 g near stage burnout? Do you put additional weight on the rocket, if the playload is to high? Or do you ignore such high g values, if flying unmanned? Edit: I've also discovered, that RCS seems not to be influenced by the distance to the KSC. I can control the vessel in real time. Even though activating RCS takes a few seconds.
  5. Oh, didn't see that posting. Thanks for the infos. I will rework my titan after launching the Venus mission. Time is running out
  6. Hi, the strange thing was, that I always had a connection, even after with the engines switching off, at least judging by the green marker. But after reading your comment I've slapped some more antennas on the rocket and now everything seems to work fine. Thanks! Ok, I'll take all back, it happened again. But I could identify Test Flight as "problem". Head -> Desk
  7. Hi, I have problem, which I can't solve: For my first mission to Venus I've built a Titan-III7D-like rocket (http://up-ship.com/blog/wp-content/uploads/2011/07/Titan-IIIL-1.gif), but with some smaller boosters. I'm also using the LR-87 Engine. But I have the problem, that the engine always burns out at around 80 km height. No matter which fuel (Kerosine/LOX or Aeronzine50/NTO) or witch TWR after Booster seperation, the main engine always stops working. What am I doing wrong? http://i.imgur.com/z7ocrIL.jpg
  8. Hi, dunno, if it has any importance, but I had the same issue with a sounding rocket contract which demanded a height of 955,180,000 m. I've tried it several times and I also don't know the exact heigth of Earth's sphere of influence, but this was definately above it http://i.imgur.com/kBYYaAp.png Also: I've searched the thread, but I couldn't find anything: Do you plan to include infernal robotics to the real progression tech tree?
  9. Yeah, I admit, that my reality has to be quite distorted here. The patch also came in a (for me) bad time, I was in middle of setting up a com-network around earth. This now gets much more difficult You mean this patch? http://forum.kerbalspaceprogram.com/threads/103196-0-90-Realistic-Progression-Zero-%28RP-0%29-Lightweight-RealismOverhaul-career-v0-27-19-March-2015?p=1789078&viewfull=1#post1789078 I was thinking more of something like the antennaes of remote tech, where I can deactivate them ingame, so they don't use EC anymore. Since the satellites float through space without any need to move them most of the time, it would be useful to deactivate the avionics system to save system power. Something like a sleep mode, like real probes have it. While a small, power saving probe core works as permanent signal processor to the command center, the avionics only get activated when demanded. Or would that be entirely unrealistic?
  10. Yeah, I've used the octo2 (first) which can control 0.2 tons with 3.0 EC/min. After upgrading RP-0, the octo2 was way too small, so I've added a Able/Delta Avionics Package, which still is quite small, but uses 60 EC/min to control 8 tons of mass. What made me suspicious, is that the even larger ones for 12 tons (Agena Avionics & Agena D) again have just a power consumption of 15. But these are way to oversized (dimensions and power) for my satellite. While the smaller ones are far to weak to control a satellite with about 2 tons of mass, like mine. Also 60 EC is quite a lot, at least for my taste. It's much more than any sattelite built by me so far consumes, even though I've mounted 20 Commutron D and a dish-antenna on them. I've had to unlock some none-RP-0 solar panels, so that six of them are just capable (1.2 times the output of the consumption) to feed the Delta Avionics Packes and the rest of the mounted stuff. If the sattelite has a bad angle to the sun, it's still not enough. The even larger ones for rockets (Guidance Unit (early)) again use only 3, or 60 and 120 EC/min. But for those I dont really care much, since they are used in the ascent stages, which usually aren't carried around for hours or longer. For me it looks like an imbalance at the moment. But if you tell me, that they are balanced, or that this avionic packages even have some real counterparts with the same specifications, I'm gonna live and play with it. But at least an option to deactivate the avionic units would be nice. The larger one could be used for steering and would be switched of, when the satellite reaches it's final orbit. While a smaller one keeps on working, doing the signal processing job for little EC/min. BTW: We can continue this discussion in the RP-0 thread if you like. Since this hasn't to do much with realism overhaul.
  11. Thanks for your help, this solved the problem. Are these avionic controls already balanced? I took the smallest one for my com network satellite without noticing, that it sucks such a large amount of energy. The smallest one consumes 60 EC/min, while the bigger small ones "only" take 15 charges per minute. Nevertheless this is still quite alot of energy that it takes, just to keep a small 2 ton satellite floating steerable in space.
  12. Hi I've updated Realism Overhaul from 8.11 to 8.2 and also updated Kerbal Engineer. Now I cant control my rockets anymore. What still works is steering them with the flight computer. But from the moment of lauching, the control by Keyboard is impossible. Any ideas to fix this? Thanks!
  13. First of all: Awesome mod, that gives you a faint clue of what rocket engineers are achieving. I'm playing with RSS as part of Realism Overhaul. Yesterday I had my first Moon landing, and what I've saw, was this: http://i.imgur.com/MpbesCx.png Is there a way to make the moon (and/or other celestial bodies) surface more appealing? I admit, that I am a bit of a graphics ...... I would install RSS VE, but since I'm playing on Windows, I don't have infinite amounts of RAM
  14. Hi, today I've tried to fulfill the geosynchrounous-satellite-contract, which I did - in my eyes - successfully. But the game doesn't recognize it. Can you tell me what I've did wrong? Or is there a known bug regarding this contract? http://i.imgur.com/1j6PffE.jpg
  15. Hi, thanks for your help, but still no clue, what I'm doing wrong. I've sticked together (from top to bottom) a command pod, fuel tank, some Radiators, a fission reactor, a electric generator, the fusion reactor for the charged particles and last the magnetic nozzle. See screenshot http://i.imgur.com/Ujg9OwS.jpg Can you give me a detailed description of a working craft or provide me a craft file please? Thanks.
  16. Hi, can someone pls provide me with a working setup for the magnetic nozzles? I've been trying to get them to work for days now and i have no clue how to do this. Thanks!
  17. This Texture Pack from page 340/341 is still work in progress or already dead? I'm rly looking forward to get these
  18. Hi, thanks for your help, but i'm not sure, if this has to do something with the game running out of memory, because I've used a similar modlist with 23.5. I've started the game now with the 32 bit exe and it seems to work fine. Thanks
  19. Hi, after a quite long absence since the release of 0.24, that ....ed up my whole game, I decided to set the game up again new. I've deleted the whole KSP-Directory downloaded the newest version of all addons and checked them for their compatibility to 0.24.x. Now I have the problem, that the game keeps crashing at the initial loading screen, always while loading files belonging to the infernal machines mod. The file itself though may be a different. I uploaded a screenshot of my addons, the last error reports, dxdiag and the output_log.txt I hope, that you can help me. FYI: I will be gone for a few days, so sorry, if I can't answer immediately. Thanks! KSP: 0.24.2 Windows 64bit Problem: Game crashes on initial loading sceen while loading files from Infernal Robotics map Mods installed: Latest (compatible) version foreach of these mods: Ferram Aerospace Research Chatterer Custom Biomes Deadly Reentry Distant Object Active Texture Management B9 Aerospace Editor Extensions Engineer Redux MechJebAndEngineerForAll Enhanced NavBall Kerbal Joint Reinforcement KW Rocketry Visual Enhancements Infernal Robotics Tweakscale Docking Port Alignment Indicator Interstellar 0.12 lite Precise Node RealChute ScanSat Select Root TAC Life Support TAC Fuel Balancer TextureReplacer + Better Atmospheres Alternate Ressource Panel Kerbal Alarm Clock TweakableEverything Reproduction steps: Restart the game and watch it crash shortly after Log: Errorlogs/Dxdiag/output_log https://drive.google.com/folderview?id=0B_GyaquZSK3vUHF4VFd4cjZYcDQ&usp=sharing
  20. Hi, my game crashes at startup while loading some (mostly random) files of this mod and I can't find any solution in the forums or in the net. I've attached a list of the used mods an the crash logs. I'd be very grateful for some help. Thx! Mods: http://s7.directupload.net/images/140901/2o4xi3ac.png Logs: https://drive.google.com/file/d/0B_GyaquZSK3vSHdjLWw0X052b2s/edit?usp=sharing
  21. Hi, thx. I'm doing excately that, but it doesn't have any effect. What I did not, is using the rss textures. Do I also have to use the rss textures, even though I want a resized kerbol system?
  22. Hi, I can't figure out, what I need to do to get a 10x kerbol system. Do I only have to download the RSS plugin, copy it to gamedata, then download the config and put it into the rrs folder in gamedate? I'd appreciate some help, thx
  23. You could use symlinks. Place a folder with the savegames on your network drive/Google Drive folder/Dropbox folder and name it somthing like "KSP saves". Copy your savegames from the ksp game directory to this folder and delete the saves folder in the game's directory. Now open an command prompt with administrator privileges and type: mklink "C:\path\to\kerbal\space\program\saves" "C:\place\where\you\plan\to\store\the\saves\KSP saves" The first path leads to ksp game directory and must end with "saves", since the game expects to find a so named folder. The second path leads to the folder you created before. So in my case the proper command would be: mklink "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves" "C:\Users\FriedrichNietzsche\Google Drive\KSP saves" If you use the same procedure on all your machines you can use perfectly synced savegames. But you have to give your computer time to upload them before you switch it off. The game can't tell symlinks and folders/files apart, there is no difference for the game. If you want to revert everything, just delete the saves-shortcut in the ksp game folder and create a saves folder, where you copy back your savegames.
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