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NotJebediah

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Posts posted by NotJebediah

  1. 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.

  2. 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.

  3. 5 hours ago, Schmelge said:

    Well right now I'm flying to the ice shelves via my phone in the bathtub :Dolw48kP_d.jpg?maxwidth=640&shape=thumb&f

    That must be the most Kerbal way to play KSP :D

    2 hours ago, AntINFINAIt said:

    I am thinking about making SpaceOS for tru'  KSP lovers!

    OpenSource OperatingSystem

    It would be very useful wouldn't it be ?

    Wait... A Kerbal OS for PC?

  4. @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!

  5. 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...

  6. 28 minutes ago, Brikoleur said:

    I've made some seaplanes. The only trick that I can see is that the leading edge of the wing isn't submerged, and the tail sits deeper in the water than the nose.

    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...

  7. 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...

    pmkLTvN.jpg

  8. On 2018. 01. 22. at 6:51 PM, Puggonaut said:

    probably the single most frustrating experience in KSP for me , is docking a shuttle .

    Today though

    saw9y1.jpg

    I've managed to manually dock a shuttle to a station . Think i'll now retire to the bar an get drunk .

    @Pak Thanks to you and your mod , it really helped a lot with this .

    Only taken me over 2 years Darn it :confused:

    That looks epic... What is this mod again?

  9. 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

  10. 9 hours ago, Zeiss Ikon said:

    That was the link imgur auto-copies for me.  Let me try adding .jpg at the end.

    https://imgur.com/VGxxem6.jpg

    Nope, no embed. 

    https://imgur.com/VGxxem6

    This is what auto-converted to an embedded image up until a week or so ago.

    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

    7OWOaWh.png

  11. 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..." :huh:

  12. 5 minutes ago, RX2000 said:

    Yep. I'm just not very experienced yet at being able to eyeball when a good time for the Hohmann is from 250k away. I guess I can fire up MechJeb tho & have it show me more or less when the time would be.

    You don't need to eyeball it :D 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 :) 

  13. 1 hour ago, RX2000 said:

    Got a contract to build a 50 Kerbal capacity space hotel at 350k orbit above Kerbin, so I started working on that. I launched the first module which has space for 17 Kerbals. I plan to finish it over about 4 total launches. I dont have much experience with rendenvous & docking so far away from Kerbin, so it should be fun. I'm wondering though if I shouldnt have assembled it all in LKO & then pushed the whole thing out to 350k. Probably would have been easier.

    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...

  14. 12 hours ago, Ultimate Steve said:

    I tried to go to Eve with the grand tour ship but it didn't work out well the first time...

    After 45 seconds in game the Kraken tears the ship apart. This is probably because the ship is so long and flimsy. There will be a MK2 booster module for the refuelers that will be shorter and hopefully avoid this problem.

    However, with 3 modules and not 4, the ship flies well. I'm thinking what I'll do is detach one, use one up to get into an elliptical orbit, and then do an elliptical orbit rendezvous, using up about a third of the fuel in the refueler I left behind. Fingers crossed here.

    Good luck for that :wink:

  15. 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

    2SD4c6q.png

    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.

    puRPsWu.png

    aW95X10.png

    6tutQ4N.png

    FqvIBeB.png

    The deorbiting was unevetful, but thanks to sheer luck I managed to land near KSC.

    5fh4C3c.png

    q3kHvb9.png

    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.

    dsauZKC.png

  16. 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.

  17. 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.

    qmflUmC.png

    gPiPDB3.png

    LslTbWV.png

    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.

    OmwtFdS.png

    vKZoYmS.png

    7UnEWEB.png

    So, after a quick reassembly and junk deorbiting, I sat back to enjoy today's work in LKO.

    OfUqARr.png

    Oegt7Yo.png

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