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Olsson

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Posts posted by Olsson

  1. I'm trying to launch my first vessel using this, Realism Overhaul and RemoteTech.

    But on the launchpad my location is the normal KSC location, but there is no ground station with antenna connection in range.

    This means that I can't transmit science to progress in my career at all!

    Any suggestions on how to fix this?

  2. The minimum number would be 2

    1 dish pointed at the Active vessel and

    either 1 dish pointed to kerbin with enough range and cone angle to contact the other comsats and kerbin surface

    Or 1 omni antenna with enough range to contact the other comsats and kerbin surface

    Of course early in the career you may need to add antennas to make up for their shorter range

    This won't work if a sattelite with two dishes is behind the mun and the landed probe is below, also behind the mun (in perspective to kerbin).

    Because the connection will not go through the mun to Kerbin.

  3. I feel stupid and I read the manual. I got my network around kerbin working well now going for the mun.

    How many dishes/antennas do you need in a 3 sattelite network? I'm guessing three? Two for the other sattelites and one directed at mission control which goes for all the sattelites.

    Or do I need 4? Another one aimed at active vessel? Or 5?

  4. Hello,

    I'm running 64 bit KSP on Windows and I know that 64 bit KSP is not known to be very stable.

    However playing it for a long while it's been more stable than 32 bit aside from the buildings displaying a different upgraded state at times.

    Recently I've been having a problem with 64-bit though and it's making my game unplayable. What happends is that when I change the scene three times (Launch, Space Center, Tracking station or Launch, Revert to VA, launch) my game will freeze.

    Here is a picture of what this freeze looks like: http://i.imgur.com/6sO48uH.png

    So I installed ExceptionDetector to see what exceptions might be causing this. When I change the scene it tells me that Contract Configurator and Clouds are causing an exception.

    This is my output_log: https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0

    I removed ContractConfigurator and tried without it and my KSP works fine.

    However with ContractConfigurator the things that I described occur OFTEN.

    I'd be grateful for any help, but I don't expect any since I know mod support for 64 Bit is often excluded.

  5. Those are harmless debug messages I forgot to remove from DOE. The last thing in the log is a status message from PlanetShine. You have a large number of exceptions in that log, but none of them I saw are from DOE. If you're running a 64 bit version of KSP in Windows, I strongly suggest using 32 bit. 64 bit Windows KSP is unsupported.

    Are exceptions bad in general? Are they something I should aim to fix?

    Yeah I know, this was a longshot and I'm not really expecting anything to come out of this because I'm running 64-bit.

    Did you mean KSP 64-bit?

    Try it on KSP 32-bit and see if your games freezes when changing scenes

    Yes KSP 64-bit. I don't think 32-bit can handle my amount of mods and will run out of RAM.

    Olsson: If you really need 64-bit KSP, then I strongly recommend using Linux: it is much more stable, and (more importantly) modders will not yell at you.

    I've thought about it. But 1. I don't want to install and adjust to new OS just to be able to play KSP. 2. GEMFX Injector is not compatible with Linux (or so I've heard).

  6. I usually get help here so I thought i'd try.

    In my Windows 64-bit install using a number of mods my game freezes regularly when I go inbetween scenes.

    For example, I will launch a vessel, revert to VA and relaunch it but instead of getting control the game freezes with a weird screen shown here: http://i.imgur.com/6sO48uH.png

    Checking the output_log this is what fills the bottom of it:

    Distant Object Enhancement v1.5.7 -- BodyFlare (null bodyflare?) Destroy

    Here's my output_log: https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0

  7. https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0

    First of all I'm using 64-bit Windows so this might in itself be the problem.

    Whenever I go inbetween scenes such as recovering vessels, tracking station to ship, back to space center, etc. My game freezes up completely.

    This will happen very often for me recently and I don't know what is causing it.

    At the end of my output_log I saw this message related to Distant object enhancement:

    Distant Object Enhancement v1.5.7 -- BodyFlare (null bodyflare?) Destroy

  8. Try this module manager config (I didn't test it, but it should be at least close):

    @CONTRACT_TYPE:HAS[#group[SpaceTuxGroup]],*
    {
    // Decrease science rewards
    @rewardScience *= 0.50
    }

    Wow, fast response, thank you! I can only do simple .cfg edits I'm not really that proficient with them.

    I'm testing this now, created a .cfg in the gamedata folder.

    EDIT: Works perfectly!

  9. I'm using the Unmanned Pack and I like it so far.

    The only problem I have with it is that the science rewards are too high for me. I'm playing with SETI and on Hard mode, SETI contracts gives you 4 science for landing on the mun. This gives you 38.

    I guess I could go into all of the .cfgs and edit the science rewards on every single contract but that might take a while.

    Is there a way to quickly reduce the amount of science you get from completing these contracts with a .cfg patch or something?

    I downloaded ContractRewardModifier but even in there I have to edit every single contract and not the entire contract pack.

  10. Is there anything suspicious in the log? Any exception that has something to do with ScenarioRunner is usually the cause. Post your output_log and I'll have a look

    https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0

    There's my log. That said I do have quite a few mods and after replacing a Kopernicus.dll with a new hotfix the issue started.

    I replaced the old dll with the hotfix because I had issues with solar panels not generating electric charge even when in sun exposure. It fixed my problem, at the trade off that sciencealert stopped working.

  11. So for some reason the ScienceAlert button in the toolbar dissapeared for me. I first noticed it when I moved a kopernicus.dll hotfix into the gamedata folder, which has nothing to do with ScienceAlert.

    I went into the settings.cfg and changed to BlizzysToolbar instead, but it didn't show up there either. Has anyone else experienced this?

    I checked the output log and it said this:

    NullReferenceException: Object reference not set to an instance of an object

    at ScienceAlert.ScienceAlert.OnDestroy () [0x00000] in <filename unknown>:0

  12. I bet it doesn't happen with larger parts; both larger fairing base and larger payload.

    I'm calling it a stock problem. It's known to happen with very low mass parts. Low mass = low thermal mass = rapid temperature changes when heated. Default conduction factor of 20 is also a necessary component here. Change any one of these (more mass or lower conduction factor) and this won't happen.

    BTW, for giggles, press alt-F12 and under Cheats, check Ignore Max Temperature. Press F11 to enable Temperature Overlay. Watch how quickly it goes to white hot.

    I changed this in the interstage fairing cfg (adapter2.cfg):

    skinInternalConductionMult = 0.25

    To a lower value, I started with something like 0.02, no change. Then I went absurdly low 0.0000001 with no change either. I increased it to 1, no change either.

  13. I have an interstage fairing upside down as a "Curiosity" style aeroshell for a probe that is going through eve's atmosphere. This probe is attached onto my satellite now in Eve orbit. However, when I try to timewarp around Eve this interstage fairing overheats and just explodes, making my probe lose its parachute that is attached ontop. This is a gamebreaking bug for me at the moment. If I disable max temperature, what happends is that the interstage fairing does not explode but instead go red and seconds after the entire craft along with all the parts on it follows and overheats into the red too. I'm running FAR, no deadly re-entry and 64-bit KSP.

    I see other people are having the same issue as me. Has anyone found a solution?

  14. More details? Are you holding X and getting the attach option? Have you read the users manual thoroughly?

    There was so much information in the user manual I might've forgotten something.

    No I'm not holding X. I open my inventory and double click on what I want to attach, then I just left click where I want to attach it and then it falls off.

    Am I supposed to be holding X and then what?

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