NotJebediah

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Everything posted by NotJebediah

  1. Today I started a new science-mode save, done a few smaller flights, then headed to Minmus... And a bit to the Mun as well Got about 1500 units of science from the endevour https://imgur.com/a/hKgNL
  2. You're a damn genius! We use vnc at the workplace all the time, but I never thought about it...
  3. I side with @million_lights in this topic. Maybe it's something Unity-related. That would explain the same issues with the other games on Steam. It could also be a false positive virus definition. VirusTotal comes out clean, ergo Kaspersky, Norton, all the big anti-virus databases comes out clean. Only Microsoft had problem with it. Either everyone's wrong and Microsoft is right, or Microsoft is wrong and everyone else is right. I didn't read the full EULA yet, but think about it, what would TT/SQUAD gain from a trojan in their game? Collect telemetry at most, so they can optimize the game better? This is a trusted program we're talking about, not some shady software from a no-name site. At any case, I don't say that we should throw all caution out the window, but we shouldn't grab the torches and pitchforks just yet. One should think about the risk one's willing to take. I see your point of view @Wrench Head, and I would do the same if KSP came from a shady site.
  4. It seems like the guys over Github are experiencing the same with their stuff... @Wrench Head I don't think that Take Two would turn our PC-s into a botnet, or just spy on us. I trust the devs at Squad, this is just an another bug in the system. A false positive, as many said before me... At any case, you do you. If you want to revert to an older version, have fun with it, and thanks for sharing your opinion with us.
  5. That must be the most Kerbal way to play KSP Wait... A Kerbal OS for PC?
  6. @Squelch @million_lights Thanks for the quick response! Edit: Well... I updated the virus definitions, checked the version number, restarted th PC, deleted and re-installed KSP... Still got the issue I have version 1.263.585.0 on Defender and still finds something fishy with the file. I'll check it again on virustotal.com and if it gets back clean again, I'll ignore the issue. I can work around the quaranteen... Thank you all for the help!
  7. @million_lights I'm about to do the virus check on the site. Thanks for the link. Edit: SHA-256 1e9581f1fd73b33f8882dd0ac505736a7dfc0a96283a99755919e5f3004e0bfa According to the site above on the "Details" page, the file is not signed. Maybe that's what triggers the Defender? It came out all clear tho... I hope it'll help.
  8. Hi! Yesterday I bought the Making History EXPack, and KSP also updated itself for 1.4.1. I had fun with it for a while then today I got a warning from the Win. Defender. It found "Trojan:Win32/Critet.BS" in one of the files under KSP: "E:\Games\Steam\steamapps\downloading\220200\KSP_x64_Data\Managed\Assembly-CSharp.dll" Have any of you experienced something similar? I got the game from Steam, deleted all the mods prior the intall, but it seems like the "trojan" came with the game. I know what a trojan is supposed to do, but I don't really believe what the Defender says at this point...
  9. The tale of Fox Mk1 (aka the Butterbread SSTO) *Wanted to try out a new design. *Realised it might work but it's ugly as hell *Built anyway, tested in flight, suprisingly stable an powerful *More fiddling with CoM... *Reached orbit with enough fuel to get home *Currently working on Mk2, still in disbelief... https://imgur.com/DYmqnS0
  10. The tail did stick out, but the wings were at water-level. The nose-winglets were even submerged... Maybe it's the fact, that it can take-off at around 35 m/s... Hell if I know...
  11. Today I accidentally made a water-takeoff-capable airplane... All the previous, purpose-built attempts sticked to the water like it's glue, but the dual-Juno powered low-speed and altitude, "why the hell not" design took off from water... Multiple times...
  12. That looks epic... What is this mod again?
  13. Wow, It's good to be back... After a serious computer-crash I've finally re-installed KSP, and went to the Mun Apollo-style... ...and managed to destroy the engine on landing... So I sent a rescue-probe with two seats so Val and Bob can reach LMO to meet with Jeb and get home. "I can can do a proper landing..." thought to myself and sent Jeb back on a one-man mission Apollo-style again. This time sticked the landing, planted the flag and left without much trouble... Then I realised I'm off to the command-craft by 50° anti-normal and just ran out of fuel in LMO... "flip!... I still have monoprop tho..." After some serious orbit tweeking I got close enough to the command craft to reach it via EVA. Moral of the story: never expect a mission to run smoothly
  14. Next to the copy bar you can see an arrow down. "Get share links" is what you're looking for. It'll bring up the old links. I usually use the BB code
  15. Yeah, the guy mentioned in the video...
  16. I've been trying to get something into a Lagrange 1 point in Kerbin SOI... Did the math, launced the probe, tried to finetune the orbit. Fail... Double checked the math, further finetuning, fail... Gave up, looked up on Google, found a video on Youtube, under the first minute mark: "You can't set a Lagrange point in KSP..."
  17. You don't need to eyeball it Just play with the manouvering node until you find the sweet spot. Pull ithe prograde to match the altitude, then just drag the node itself around to see if you get an encounter. If you don't get anything wait a few orbits, rinse and repeat. If the inclanation is right, you can get an encounter as close as 0.1k. Edit: Firing up MechJeb is also an option
  18. I prefer to do these kind of building in two seperate orbits. At 350k the station, and at about 90-100k the "parking orbit". I find it much faster to get an accure encounter with a simple Hohmann-transfer from parking to target, than to timewarp for ages to get both orbits perfectly on top of each other. Everyone has a favourite way tho...
  19. Today I started a new sandbox for the new mods I found yesterday. Desinged and flew a few LKO missions in (almost) full IVA. Oh boy, it's much different than flying stock... First test flight was simple: Get to orbit without "normal" camera, and map view. It was tricky at first, but once you get familiar with the different screens, you can get the hang of it. Nothing you can't do with the Pleides 1 The second mission was a joint flight. I wanted to test the compatibility between the M.O.L.E. docking ports and the stock docking ports. Also, it was a priority to do it in IVA. So I prepped the Elf 1 (Piloted by Jeb) and the Orca 1 (Piloted by Val and Bill), sent them up seperately and did tried the rendezvous in IVA. Of course, I overshot the incalation, so I had to use the map to plan the correction burns, but other than that, the launch, the approach and the docking went in IVA. The mission was a success, the docking ports are indeed compatible with each other. Without further to do in LKO I transferred Jeb to the Orca 1 and seperated the two crafts. I left the Elf 1 in orbit for further endevours. The deorbiting was unevetful, but thanks to sheer luck I managed to land near KSC. It was a fun mission, really different from the stock external camerawork. The docking itself was easier because the screen gives you much more information.
  20. Today I... I fell in love... M.O.L.E. + RPM... Full IVA missions, here I come!
  21. My only frustrating issue in KSP are random SAS glitches/ghost forces. I play on a technically vanilla KSP (The only mod is Basic DeltaV) and at random some force starts to "push" my craft in a weird angle. Like a Kraken attack, but it doesn't destroy anything. F5-F9, Timewarp, SAS on-off, uninstall-reinstall can't seem to help, I can't do anything against it. The craft reacts to my control, but it gains/keeps some level of angular momentum. When I keep an SAS marker the craft just tumbles around like a stoned whale. I tried designing without certain parts, full simmetry, on clipping, but I sitll can't figure it out.
  22. It's been a few days since I got to play KSP, and I didn't really felt like driving a rover over the flat lands of Minmus... The funny thing is, even when you don't play KSP, you play KSP. So I came up with an idea of a space-station/mothership (basicly a station with an engine block). I've already had a smaller space station in LKO, so I just had to augment it. First and foremost: The engine block. I had a Docking Port SR. at the "bottom" of the station for additional habitat or lab modules, so that's where I started. After some fiddling with the engine setup I decided to stick with the Nervs as main propulsion. The block itself can be further augmented thanks to the docking port at the back. After a rather interesting launch; where I managed to do a sommersault, recover it, and continue flying (sadly I don't have any evidence about it ); the engine docked with the station. The docking was easy, but then the cooling radiators near the solar arrays started to overheat. My guess is the cooling wasn't sufficient for the Nervs., so I needed more. Before long the clooling block was in the air (or rather space) on it's way to the station. I wanted it to be in-line between th core and the engine block. I also had to clean up some debris around so I brought a smaller probe with the cooling block to grab on and deorbit the junk. So, after a quick reassembly and junk deorbiting, I sat back to enjoy today's work in LKO.
  23. That's exactly why it's the hardcore way. But, if you do it without cheats, I'll send you a badge IRL: The Hyperspace Garbage Man
  24. You can also do the hardcore way: Use small probes to collect and deorbit the debris