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Raptor42

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Everything posted by Raptor42

  1. Where is the Kraken? By the way very nice build with a lot of details.
  2. You're right, I would probably use LV-T30 for the boosters in normal game, but from "roleplaying as a real space company that actually makes rockets" point of view having the same design on both the main core and boosters makes more sense, because of simplifying development and manufacturing costs etc. This is the way I'm trying to play my career, just like real space companies, launch everything with as few rocket designs as possible. The number of designs is limited by space on my notice-board (for now), which can fit six 30×40cm papers, so this is my limit right now. One funny thing at the end: I don't know if any of my rockets are able to get off Kerbin, because I use Beyond Home planet pack and in it the home planet has smaller gravity than Kerbin (my "Io" design might have a real problem with this)
  3. Only time that I was in KSP today was when I was taking screenshots for this blueprint of my launch vehicle that I use in my career game. Its name is "Europa". For some reason I decided to name my rockets with names of Jovian moons, my next rocket that I'm working on now is named "Io". I have to say... making blueprints is time-consuming, each is about 3 hours of work in Photoshop (Yes, I'm very very slow). Also the .psd file i made the .png from had something like 250MB. I'm planning on printing them as decoration for my room. The mods used in this vehicle are ReStock, ReStock+ and Cryogenic Engines with LF/O plugin. I hope to release those rockets to KerbalX SoonTM.
  4. I would strongly recommend to keep modded versions somewhere else than your steam save is, so that in case of these big problems have at least one folder of the freshest vanilla KSP as possible. If you have problems with mods try manually uninstalling them one by one until the game starts working properly again (yes this can be very long process).
  5. Oh, I will definetly try this method, my game started crashing in situations like you are saying, even though I have more than enough RAM to run the game on the max settings, 16GB of RAM to be exact. I will let you know if this helps! *edit* What you recommended didn't solve my problem, but at least moved it somewhere else. Crash log no longer says KSP_x64.exe caused an Access Violation (0xc0000005) in module KSP_x64.exe at 0033:e88bc559. but it now says mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0033:88c334d0. Now I need to solve how to fix that mono.dll crashing, also with the old xinput1_3.dll replaced with the one from system32 folder my RAM usage went up noticeably (from 5GB to 7,5GB), is that something unusual?
  6. I just wanted to check the requirements for this kind of mission ant the transit time wasn't as long as I expected. On the first try my KSP crashed when MechJeb was calculating ejection burn from Rhode to Kerbol. Then on the second try I assembled small Karborundum powered scout rocket and with 4.4km/s ejection burn from Rhode I begun my 14.5 year journey. Then I paused for a while and installed Better Time Warp (because 14 years of warping is a hell lot). Then after slight correction burn (I don't remember how much dV I used, when you have 300 000m/s it is not an issue) I got random Janus encounter and planned maneuver at 7 million kilometer periapsis that would send me straight to Dynasty, it used around 2.7km/s. After that a little correction burn and year later circularization burn around Dynasty followed (around 1km/s) That is one half part of the mission completed Time taken from Rhode launch to Dynasty orbit: 16 years, 391 days, 5 hours, 57 minutes Estimated USI-LS needed (for 200 kerbals): 512 tons of fertilizer Now onto the second part... First of all I started with ejection burn 770m/s ejection burn from Dynasty to 20GM x 18GM Kerbol orbit. After that I had to wait something like 4 years for ejection burn from Kerbol to Rhode that took a little less than 3km/s of dV. During the burn I got to see laser party caused by series of Fate/Destiny encounters. Now my autopilot had 23 years of rest before even coming close to inner Tempus system. Right after entering SOI of Rhode my velocity was more than 6km/s so aerobraking was not an option, yes... I tried it exploded few seconds after entry at 34 kilometers of altitude (vertical speed was something like 3.5km/s). This meant that I had to settle with small 5km/s circularization burn to get me to 100km circular orbit around Rhode. Now I just had to land this thing, ideally as close to space centre as possible. Then I crashed... and so did KSP, and it somehow took Chrome down with it, thanks Kraken I didn't lose progress on this post. Then attempt #2 was also a failure, but the 3rd attempt was finally success! Final statistics: Total Delta-V used (Rhode Launch - Dynasty orbit - Rhode landing): 24,874m/s Time taken: 44 years, 405 days, 0 hours, 16 minutes Estimated USI-LS needed (for the round trip): 1024 tons of fertilizer (using 208 seats all with 80% recyclers) @Friznit Thank you for the idea for this mission! Maybe I'll try it with all 200 kerbals at some point, but only crew cabins and recyclers are something like 90 parts, and also my current design would cost something around 80 million funds to build in career.
  7. I do not need custom made, or any at all, biome map for Gateway, what I meant by fixing was the Delete button, it is just werid that it has the same biomes as Laythe. Also biome names on other planets are just WIP i guess (Tribute's a, b, c, d, very nice)
  8. Hey there, I sent my ScanSat scanner to Lua and when I looked through xScience experiments I found out that Gateway uses the same biome map as Laythe in original KSP, if this isn't intentional I'd like to see it fixed in the next update *edit* Also how the "Science bonuses wil be awarded for .... data from .... " works?
  9. I visited Lua today and I had a problem: when I walked with kerbals on the surface, they seemed to be a little glitchy, my screen was shaking quite a bit when walking, like if they were constantly hitting something, maybe there is some problem with terrain collisions? Also when my kerbals walk on Rhode, or Hydrus they don't experience the same issue.
  10. Still I will try it, what would KSP be without completly useless things.
  11. So, I played this planet pack a little while, and visited Hydrus and its floating islands, sadly I didn't manage to land on one. (images in spoiler) Next missions on my list are 1) reopen spaceport on Lua in my career save, 2) try flying jet powered aircraft on Gateway, (still not sure if oxygen in its atmospehre is intentional or not) Also my game crashed a few times while playing this pack, however it was probably caused by collisions between other mods or my processor is too old. I noticed green outlines on lvl 1 launchpad around launchpad and bunker next to it.
  12. Are you going to release dV map any time soon? also: wait, you can actually land ON the floating islands???
  13. Oh yeah, not counting the license //whoever copies this is an ungrateful f- [Me]
  14. Yes exactly, those things are great, now I'm afraid to copy anything from your cfg files (if everything inside them is true [nudge]). And I hope there will be more easter eggs just like in GPO config files
  15. Why did you name config for Kerbol sunnyboi.cfg, also you can do math indeed . And I didn't even start a game with this pack. Well done.
  16. Sometimes the Satan Kraken helps you in the most unexpected manner
  17. I stay with my old save because, you know, mod compatibility
  18. Yes, those two are little too close to each other
  19. Let's act like I never ever used Alt+F4 for creating new quicksave
  20. So, is this where Veronica V2 flown? Or is it completly unrelated?
  21. I play 1.4 now but I still have 1.3.1 on my second harddrive, it was good time. The one great thing about 1.3 is compatibility of almost every mod you can imagine. I should really check it out someday
  22. You might be right, stock KSP doesn't go over 4GB to often, so 8GB for most of the mods is about right, however I use a lot, and I mean A LOT of mods and also one planet pack, which may be the reason why I need more than 16GB of RAM to run it. *My KSP install has over 60 mods using a total of 9,15GB of storage space, I just checked
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