4x4cheesecake

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  1. I'm not sure, I guess this is default for all games within this particular KSP install. At least, I can't remember doing this for all of my games. You'll find out
  2. 4x4cheesecake

    Kerbal Space Program Crashes (Access Violation)

    Welcome to the forum First of all: please don't copy&paste the log into your post, it is easier to handle if you upload the file to any filehoster (i.e.dropbox) and post a download link (you can still edit your name before you upload the log ) Now, to your problem: Are you sure about this? Your log tells about different specs: So, 2 things are possible: 1) You have 8gb of ram or 2) The informations in the log are wrong If case 2 is true, you basically ran out of memory...you can try to reduce the graphics settings of KSP to lower your memory usage. If case 1 is true, I have actually no idea
  3. Yes, you can do this. While at the KSC scene, you got an EVE toolbar button, which will open the EVE Config Editor. Use the arrow buttons at the top to navigate to the 'CityLightsManager'. 'Kerbin' should be pre-selected, if not, switch through the list of celestial bodys until Kerbin appears. It will show you the CityLights config, which can be removed by clicking 'remove' (who'd have thought? ). Click 'Save' and restart your game. City lights and city texture are gone, but everything else stays the same
  4. @michal.don I guess, I've finished my new design and I actually want to use the higher payload capacity during the Mun STS-1 mission. So I'm going to design a new research facility as well, but I wonder if it is allowed to fly into a low mun orbit, assemble the research facility in space, grab the whole thing with a claw and land the orbiter with the grabbed research facility on the mun or is it required to land first and assemble the parts on the ground?
  5. 4x4cheesecake

    FAR

    I have actually no idea but someone else posted a recompile for 1.4.3 in the FAR thread. You should read through the post carefully, looks like there is some shader related stuff you have to do on your own (just copy & paste some files from the original release): https://forum.kerbalspaceprogram.com/index.php?/topic/19321-131-ferram-aerospace-research-v01591-liepmann-4218/&page=557&tab=comments#comment-3399274
  6. 4x4cheesecake

    Kerbal Academy's Developement Thread

    Got not enough time to do the tests with an modded and stock install, so I did it just with an 1.4.3 stock install. Are tests with an modded install actually interesting for you? Added some screens this time just to be sure there are no misunderstandings. Intermediate Level Atmos. Piloting Course: Same issue with wrong Kerbals getting a checkmark (screen) Apparently, waypoints disappear a few seconds after flying through, but the next one will not be selected automatically. Why is it different to the contracts I did yesterday? 'Maintain stable flight' doesn't show the required parameters of speed, altitude and climb rate as soon they are reached. This doesn't happen to the other 'maintain altitude/speed' parts of the contract and it would be nice to keep the values as a reminder. Contract cannot be finshed in the intended way, the final step 'have xxx Kerman on board when you land' doesn't get an update, even though the correct Kerbal is on board. Recovering the vessel and spawn it again, with the correct Kerbal on board will finish the contract anyway. Advanced Level Orbital Maneuvering Course: Wrong Kerbals getting checkmark Got the contract for a Level 5 Kerbal, I guess he doesn't need the xp (actually, finishing the contract with a level 5 Kerbal doesn't provide any xp at all, not an issue, just want to mention it^^) Confusing description in the Mun part: 'Enter orbit with inclination of 8' but checks for 'Inclination below 9.0°'. I guess, it should be an orbit with an inclination between these values? Same for the other inclination requirements. Btw.: Inclination changes like this are pretty tough in stock since there is no inclination read out and no An/Dn without any target. (screen) When returning to Kerbin: Step 'Enter circular orbit at 80km' but checks for altitude between 798,000m and 802,000m. Contract cannot be finished (same issue like before, can work around again). NRE as soon as the contract is finished. (line 25389 - 25462) (screen) Intermediate Level Orbital Maneuvering Course: Wrong Kerbals getting checkmark 'Enter circular orbit at 80km' but checks for altitude between 798,000m and 802,000m. Actually can be finished but creates a NRE (line 27323 - 27396) No XP granted (done with a level 4 kerbal and a level 5 Kerbal as 'mentor', I guess this contract is supposed to be done with a level 3 Kerbal?) Log: https://www.dropbox.com/s/mjf91tfm6j2xzfn/Test3.txt?dl=0 edit: Just noticed your github issue template. Would it be more useful to raise a github issue for each bug I can find?
  7. 4x4cheesecake

    Single launch Commnet

    @MR L A Correct me if I'm wrong but identical relays, orbiting at an identical orbital altitude will result in an identical orbital periode, right? So where is the difference between 'try to match orbital periode' and 'try to match Ap & Pe'? The result (matching orbital periode) should be the same. Of course, you don't need to match Ap & Pe to get an identical orbital periode, but if you want the relays in the same orbit (like the OP), I don't see any difference. edit: Oh, I guess it's just a lack in my english skills to be more precise in my explanation...let me try again: If you match the Ap of relay 1 with the Ap of relay 2 and the same for their Pe, you should end with the same orbital periode.
  8. 4x4cheesecake

    Single launch Commnet

    Uh, you are right. Well...if the relays don't need to be perfectly spaced, it is still possible to use the resonant orbit: -> resonant orbit -> circularization burn -> release relay -> burn retrograde back into resonant orbit -> repeat It will not be very acurate, but actually you will never be acurate with any kind of low thrust propulsion (I'm using RCS thruster with a thrust limit of 0.5%) Unfortunately, yes, they will drift away. Have to disagree on the mechjeb part though, you can achive very precise orbits with less then 1m difference between Pe and Ap without this mod (but I'm sure you know this ). Might be easier though...
  9. 4x4cheesecake

    Single launch Commnet

    There is nice web app to calculate resonant orbits: https://meyerweb.com/eric/ksp/resonant-orbits/ Set it to Duna, the number of relays you want to release, the orbital altitude you want for your relays and the app will tell you, which Pe and Ap you will need to place your relays evenly spaced. Put your ship in the orbit calculated by this app and release a relay every time you pass the Ap (Dive orbit setting enabled) or Pe (Dive orbit setting disabled). Basically, relase one each time you reach the desired orbital altitude.Then switch to your relay and perform a circularisation burn. Done
  10. Real Plume: Did you install 'Real Plume' or 'Real Plume - Stock'? As far as I know, you need 'Real Plume - Stock' to actually change the particle effects on the engines (it is bundled with 'Real Plume', 'SmokeScreen' and ModuleManager, which are required to run 'Real Plume - Stock'). I cannot find any version restrictions, so I've linked the latest release. Procedural Parts: As mentioned before, you got the correct version. Best idea I can think of is to delete the 'PartsDatabase.cfg', located in your KSP install directory (same directory contains the KSP.exe). The file will be recreated by KSP as soon as you start the game again. MechJeb: I don't know much about MechJeb, so just quoting the 'Common problems' part from the MechJeb thread:
  11. 4x4cheesecake

    Kerbal Academy's Developement Thread

    I've tested the Entry Level Atmos. Piloting Course and the Bootcamp contract in two different environments: slightly modded and stock + contract pack only. The first test run on the slightly modded KSP, I wrote down everything I've noticed so far and compared the result to the stock environment. If an issue disappeared in the stock version, it'll got a strikethrough. If the same issue appears in both environments, I'll be written in green. First test environment: KSP 1.4.3 + MH, several visual mods installed (EVE, DOE, PlanetShine, SVE, SVT, scatterer), also kopernicus (just for jool rings), KER, MM and some editor mods. Bootcamp: NRE after accepting the contract (line 28539 - 28579) (maybe kopernicus related) Vessel (LTA Mk1) seems to be burried and plopps out of the ground as soon as you get closer then 200m Vessel (LTA Mk1) got 4 white squares on the sides, I guess these are supposed to be flags? Staging is not possible (LTA Mk1), had to activate the engines via part action menu (staging is NOT locked, it just happens nothing when pressing the spacebar) All the waypoints were in an almost straight line (started close to the island airfield, ended close to the KSC) (seems to be a strange coincidence) Cannot finish the contract (all parameters got a check mark but nothing happens, like the Int. Level Atmos.Piloting Course before) Cancled the bootcamp contract but the new Kerbal is still available in my roster Entry Level Atmos. Piloting Course: Entry Level Atmos. Piloting Course: Kerbals are not recognized correctly (Phozer Kerman got checkmarked even though he's not on board) Got the first waypoint already during the bootcamp mission, don't have to fly through again. A bunch of NREs as soon as the contract is finished (to be more precise: as soon as my plane touches the ground) (line 42765 - 42832) Generally: While 2 contracts are active (boot camp + Entry Level Atmos.) it is not possible to locate the correct first waypoint since both waypoints got the same name. Suggestions: If possible, spawn vessels with active break actiongroup (for obvious reasons ) If possible, remove a waypoint as soon as you fly through. I was wondering why I don't get an contract update and after 5min, I realized that I'm trying to fly through the previous waypoint Log: https://www.dropbox.com/s/dym07gkfd2ks036/Test1.txt?dl=0 -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Second test environment: KSP 1.4.3 + MH, just installed the contract pack, no other mods. Bootcamp: NRE after accepting the contract (line 28539 - 28579) (maybe kopernicus related) Vessel (LTA Mk1) seems to be burried and plopps out of the ground as soon as you get closer then 200m Vessel (LTA Mk1) got 4 white squares on the sides, I guess these are supposed to be flags? Staging is not possible (LTA Mk1), had to activate the engines via part action menu (staging is NOT locked, it just happens nothing when pressing the spacebar) All the waypoints were in an almost straight line (started close to the island airfield, ended close to the KSC) (seems to be a strange coincidence) Cannot finish the contract (all parameters got a check mark but nothing happens, like the Int. Level Atmos.Piloting Course before) Cancled the bootcamp contract but the new Kerbal is still available in my roster Entry Level Atmos. Piloting Course: Entry Level Atmos. Piloting Course: Kerbals are not recognized correctly (Phozer Kerman got checkmarked even though he's not on board) Got the first waypoint already during the bootcamp mission, don't have to fly through again. A bunch of NREs as soon as the contract is finished (to be more precise: as soon as my plane touches the ground) (line 20609 - 20676) Log: https://www.dropbox.com/s/bn7tpx8nzo0kt9w/Test2.txt?dl=0 That's all for today, I'm going to do some tests with the other contracts tomorrow
  12. 4x4cheesecake

    Kerbal Academy's Developement Thread

    Nice, that's what I'm waiting for I'll take a look at it.
  13. 4x4cheesecake

    Terminate all debris

    There is actually a mod to do this Don't get me wrong...it would be nice to have such a feature in stock but you might want a solution right now
  14. 4x4cheesecake

    [1.4.1+] Click Through Blocker

    Correct, the '000_ClickThroughBlocker' folder must be in your 'GameData' folder, but what do you mean with 'you can't get it to work'? This mod will not do anything by itself but there are several other mods which requires ClickThroughBlocker to work properly.
  15. @Zah I used this mod some time ago and it is very useful if you want some acurate angles but sometimes you don't want to pick up an already placed part just to rotate it again. It's not even a big deal for me but if I find a bug which can be reproduced, I'll report it Anyway, thank you for pointing out this great mod, it might be helpful in the future