bertibott

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About bertibott

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  1. well my problem is that it only started showing this behaviour in this particular install... I have another install(1.2.1) lying around with realism overhaul a bunch of part mods and visual mods and that does not have the problem... I guess then this is just something I'll have to live with... or stop playing KSP... which really isn't an option...
  2. okay... here is the KSP.Log: https://www.dropbox.com/s/aaofq4bm61fd9kv/KSP.log?dl=0 what I did is quite simple... I launched the game loaded a campaign, loaded a vessel und switched back to the Space Center. Loading back to the Space Centre took a total of 13 minutes. The RAM usage was sitting at about 60% in total during all this. The only other programs I was actively running at the time were Firefox and Task manager.
  3. Hi, so I set up a new KSP install with a couple of mods (Galileo Planet Pack, MKS/UKS, KIS/KAS, MechJeb2, Flight Manager, ScanSat and a couple of part mods lie the NearFuture Mods) apart from Flight Manager I have used all of these mods before and never had a problem. So here is what happens: Everything is fine until I leave a ship. Hitting Launch from the VAB works fine... loading a ship from the tracking station is fine as well... but returning to the Space Center from a ship... or switching ships causes incredible HHD usage and takes up to 10 minutes. The funny thing is that when I open Task Manager to check it is not actually the KSP-process that is causing this... It is the "System" process. Why am I still certain KSP has something to do with this? Because my computer does not have this problem otherwise. It only occurs when running KSP and leaving a vessel. Since Flight Manager was the only mod I had not used before I removed it but that didn't change anything. Does anyone have an idea what might be causing this? Or a way I could approach this.. because I am at loss right now (I am also not the best with windows operating systems...)
  4. hi, first of all thank you for a beautiful mod. I love the R7!!! I have been using the mod for a while now (KSP version 1.2.2) and I realized that there is an issue with the Fregat module. It works as it should (thust and fuel is there RCS works as well). It just does not make any sounds nor are there any exhaust plumes for the main engine (the ones for the RCS are there). I am using a ton of mods, Among others RealPlume and Realism Overhaul. Does anyone have an idea where I might start looking for a fix for this?
  5. @Starwaster Thank you so much! That fixed it! Classic case of RTFM I guess...
  6. if i remember correctly you have to open the hatch from the inside... go to IVA and look down... there should be a handle or something that will move when you click on it... after that you should be able to exit the lander
  7. hello, I have a bit of a curious issue. I was trying get a RealismOverhaul-ish install... Downloaded all the mods.. (ALL of them!!) didn't work... The game didn't load load into the main menu. It didn't get stuck exactly. After it loaded all the modules and ModuleMangager had done it's thing it switched into the normal loading screen (black screen witch the rotating loading symboil in the bottom right)... and that's as far as it got. It didn't get stuck exactly.... the loading symbol keeps rotating and the game responds the Alt-Tab just as it should... only it never loads the main menu (at least after 20 minutes of waiting it didn't) So I started with a new install and have traced the issue to the RSS package (I think). My GameData folder contains nothing but the Squad folder, Kopernicus, RealSolar System and ModularFlightIntegrator and it still gets stuck.And now for the "funny" bit... if I remove ModularFlightIntegrator it loads as it should... and if I remove the other two it will also load... only together they don't want to let me play... any ideas? After pressing Alt+F4 KSP produces this log-File: https://www.dropbox.com/s/seokn9l9uv07xzf/KSP.log?dl=0 Any ideas where I am going wrong? EDIT: After reading the FAQ tried again with more patience.... after 80minutes nothing had happened here is the output_log: https://www.dropbox.com/s/p330z9v2jgvq5eo/output_log.txt?dl=0
  8. looks interesting! for those of us who are not able (or willing) to recompile RealHeat how much hassle would it be to make a working version that does not require it?
  9. hi, after using this mod for quite a while I just wanted to drop in say thank you! It is a great mod! One of the few that I consider essential!
  10. but what does one actually do against instability? my way of thinking is have leverage. have a stabalizer as far back as possible. So after going out for a beer in frustration I came up with this obscenity: https://www.dropbox.com/s/52mx7b9u88ji50z/Tyrol Mk I.craft?dl=0 It can fly... it can break the sound barrier... but that tail makes it more or less impossible to land... and take off isn't pretty either.
  11. is it at all possible to have a craft that is pitch stable AND has the CoM and CoL in the same (not talking about "desired" or "useful") position? I had a look at at the ASES SP2 Xkos... on of my own designs is somewhat similar but however much i twek it is either completly unstable or the CoL is way out there... guess i'll juts go back to rockets
  12. Okay... I will check if there are any other mods involved (and remove the parts if possible... the RCS thrusters are frome another mod.. but I am not sure wwhich one exeactly... not willing to look it up) The craft file is here: https://www.dropbox.com/s/bvx2skbvbvuuepn/KSS Agathon Mk II.craft?dl=0 I made some minor changes. Most importantly removing the payload, wich was some life support supplies for a space station (to reduce the amount of mods needed). The centre of mass may be a bit off now. The wings are this mod: The fuel tanks are this one: I also desigend a new vessel (strongly inspired by AeroGav's) I used a lot of elevons (I locked them so they wouldn't be used for steering) to balance out the centre of lift. Is there an difference in the "Lift per Drag"-Ratio? Or in other words is it better to use fewer, but bigger parts? On my first few tests I didn't notice any difference in performance for different incidences. It did make it into orbit but only had about 500m/s of fuel left so Minmus was out of the question (not sure if it could have reached my station which is at 600km).
  13. okay... this is extremely helpful! so thanks a lot everyone! Is there a sepcial reason why the Mk2 parts are so draggy? Or is it just their shape? Since one of the tasks I had in mind for the thing is to carry payloads I feel that Mk 1 isn't really an option. Should I consider going bigger rather than smaller and build my craft around the Mk 3 parts? Wouldn't adding incidence to the wings also cause drag? (I am pretty sure that it would in real life) So that I would only trade the drag from the fuselage against that of the wings.... I have changed the original design a little, added a Whiplash and removed some of the wings in the front to reduce drag (I think I remember reading about something called a "Mach Cone" does that get modelled?) https://www.dropbox.com/s/8qe201jg3e2l1dm/Agathon Mk II.jpg?dl=0
  14. just to be clear... not a native speaker here... "incidence" means the angle at wich the wings are slanted backwards?
  15. mhm.. okay.. so drag might be the issue... I took another screenshot of the thing in flight: https://www.dropbox.com/s/ebweaxlkr0z6yn6/Agathon Aeroforces.jpg?dl=0