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maddog59

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Everything posted by maddog59

  1. Interesting that so many people seem to be getting different results. KSP won't run for me if I have MJ2, KIS, or Surface Lights installed, but it does for you with just Surface Lights removed.
  2. I re-installed KSP as 1.12 and in Settings | Input set the second column of Translate controls to my numeric keypad. (7=up, 1=down, 4=left, etc.) When I tried to use them in my game it didn't recognize the input, only the default K/I/J/L/H/N controls. Pressing the NumLock key only switched between doing nothing to swinging the view around. I shut down and restarted the game with no effect, and of course I used the Apply and Accept buttons. The only way I could get the numeric keypad to control the RCS was by replacing the default controls (in the first column) with the numeric keys. Any entries in the second column are ignored. Is this a minor bug? Or have I forgotten some part of modifying the settings?
  3. I had the same problem, and found that not only KIS, but also Surface Lights and Warp Plugin mods caused the same problem. I'm curious ... what happens if you have a ship in action and the mod that supplies some of it's parts (such as Surface Lights and Warp Plugin) is no longer present? I see the warning message when loading that particular game, but I've not had the courage to proceed. Does the ship disappear? Explode? Have a whole where the part was?
  4. I run KSP via Steam, and today when I launched Steam I saw an auto update for KSP in progress. It's now at 1.12. After it completed I tried to launch KSP and it just sits at "Loading Part Upgrade" message, and the progress bar doesn't move, while the scenes and witty expressions change. All I can do is terminate the process via Task Manager. I've tried restarting my computer without success. Any suggestions on how to fix this? Either removing the update, or running KSP from another source? <next day> I uninstalled KSP entirely and reinstalled it, and it ran just fine. So I started/stopped it multiple times, each time adding a single mod. Here's what I came up with: The following three mods stop the load at the "Loading Part Upgrade" message I described originally: Surface Lights KIS Warp Plugin - even after downloading the latest version, I received multiple file errors while trying to install it. MechJeb2 didn't stop the load, but did generate the 'incompatible mod' warning. B9Switch didn't interfere with the game loading when I first added it, but after I added Station Parts Expansion Redux I received a fatal error message related to B9Switch while the game was loading, and the game stopped on it's own, rather than allowing to quit normally. I'd be curious if others are experiencing the same issues. I figure I just need to be patient for each of those mods to be updated before I can continue my career game.
  5. Ummmmm.... you have WAY over-estimated my technical knowledge and ability! LOL Turns out I was wrong ... I thought I had one drive that was partitioned, but according to defrag my C: drive is SSD and my D: drive is HDD. Can you tell me how I'd go about disabling the frame rate cap and V-syncing? Or, is that what the mod you suggested would do for me?
  6. I have a 1TB drive (don't laugh, it's best I could afford) that's partitioned into C: (237GB) and D: (931GB). I moved the KSP Steam Library from C: to D: because C: had gotten filled up, and now KSP takes forever (3 - 4 minutes) before it gets to the Start screen. Before it seems like it took only about 2 minutes, on average. Any suggestions on how to make it load any faster?
  7. You clearly have an over-developed estimation of my ability (or willingness) to do math! LOL Seriously though, I may give that a try if KER and MJ2 don't provide the info. Thanks!! Thanks; I found that solution inadvertently during one of the 'simulation' flights, but couldn't seem to get it to work in the VAB/SPH. It's weird that it only happens with nuclear engines.
  8. I think I'm good as far as getting the ship into orbit and using it... but I'd really like to figure out what is going on with the dV tool in the VAB . It doesn't seem to matter what I set the root to while in the VAB, the dV tool just won't show anything for any vehicle's nuclear stage, even the simplest.
  9. Update: I was able to solve the second problem: when the IXS Command Module is selected as the Root part, the dV and burn times are missing. When I set any other part to be the Root, then set the control point to be the IXS Command Module (either before or after launch), all is well. This has no effect on the problem in the VAB where no dV is shown for the nuclear stage in the dV Tool or the staging preview.
  10. I have a ship with five stock nuclear engines and plenty of liquid fuel. The VAB shows no dV available regardless of whether I set the dV Tool for vacuum or any planet or moon. I could live with that because I could cheat it into orbit to see what was available in the staging sequence. Then something changed, I don't know what, and now, even though there's plenty of LF, I get no dV value in the staging sequence, on the pad or in orbit, and no burn time indicated for any maneuver nodes regardless of how small. There's a pair of Sr. Docking Ports between the engine unit and the fuel tanks, but they're set with the cross feed enabled. I've confirmed that the engines are all set to use LF, and in fact if I light them up while in orbit they burn quite nicely. I've restarted the game a couple of times without any luck. 1) Is it a bug that is preventing me from seeing the dV for the stage in the VAB? Regular engines show the dV values, just not nuclear engines. 2) What can I do to get back my dV values and burn times?
  11. I've noticed that the system seems to slow down particularly when I'm approaching some of my stations in orbit with lots of parts and ships and such connected. I'm running KSP on an HP Pavilion 17 gaming laptop with 16GB of RAM, i7 cpu @ 2.6GHz, and NVIDIA GeForce GTX 1660 GPU (I'm not very technical, I just see this from the Task Manager's Performance window) - Windows 10, obviously. All is well, generally speaking, but the RAM is maxing out at between 93% and 97% while I'm playing. Everything else seems to be running at reasonable levels, so I've been thinking about increasing the RAM to 32 or 64 GB. Will that make much of a difference in the smoothness of the game play when I'm dealing with my larger structures?
  12. Mt. Logan II, at 145k Kerbin orbit. This has become my primary transfer point for off-world travel: Lots of habitation space; plenty of docking ports of various sizes, several thousand unit capacity for LF/Ox for refueling the various skiffs, orbital utility vehicle and construction tug, and Min/Mun Landers. And a MPL for generating lots of science points from all of those trips. And with enough patience it can be broken apart, moved to another orbit, and reassembled ... not that I'd ever do that, of course...
  13. Welcome to the forums! I hadn't heard that about Kerbalese, but it's as good a theory as any. The link to the picture worked fine, some people like to embed the picture directly using the 'Direct Link' selection offered by Imgur.
  14. I agree; in the words of that late great philosopher/bounty hunter Jubal Early: "Does that seem right to you?"
  15. For me, 'relatively level' would be somewhere in the neighborhood of 3 - 5 degree slope or less. And I've done the same as you mentioned with most of my vehicles as well (thank you, Thuds! ). Until recently when I discovered the Station Parts Expansion mod which includes some self-leveling parts I was spending a lot of time adding pads and pistons to my bases so I could level them after the fact. But I'd also like to put down some 'Buck Rogers' style ships that stand on their tails and reach majestically into the sky, yearning to be free of the surly bonds of gravity.
  16. Right, I should've mentioned that I've got that in my HUD, and I generally use it as I desperately searching for a place to land. But I wasn't sure about the second part of the reading. Thanks for that! I'll take a look at the TCA package. Much obliged! I've heard about SCANsat but didn't realize it could be used like that. I'll take a look. Thank you!
  17. Minmus and Kerbin are pretty easy, but when I go to the Mun I keep finding myself landing on slopes and/or burning fuel trying to maneuver to a relatively level spot. Is there some technique(s) to determine the slope of an area? I have KER installed, and a resource survey probe in orbit, and have set waypoints for regions that I want to mine, and I'm hoping there's a method I can use to do something similar with terrain.
  18. Dang, I wish I'd thought of this before I spent hours creating a mining rover with an articulated arm with multiple hinges and pistons with a Klaw on the end, then binding each piston and hinge to various keys to manipulate it. I was SO proud of it ... only to have it perform a most interesting disassembly the first time I released it from a vehicle I'd refueled!
  19. I think I understand and will give it a try, but a couple of questions to clarify, if I may: The core and each booster consists of 4 tanks; are you saying that each tank should each have their own priority? Or can all of the tanks in a unit (core or booster) be at the same priority? For example, the four core tanks, from the bottom up, should be something like 0, 1, 2, 3, with the 4 booster tanks for one pair set to 10, 11, 12, 13, and the last pair (first to be jettisoned) would be 20, 21, 22, 23? Or, could the core tanks all be set to 0; the first booster pair set to 10, and the second booster pair be set to 20? As for the decoupling, that was what was puzzling me: I'm using MJ2, and normally when the tanks run dry the boosters are jettisoned. But this time, the booster tanks were dry, but the engines were still firing, and MJ2 didn't jettison them. I had to manually stage each set once I saw that the tanks were dry for a given pair of boosters.
  20. No external fuel ducts; and the boosters are all LFO, just like the central stage: I hope these show you what you need:
  21. So for some reason today it's showing dV values once the vehicle is on the pad and in orbit, but not when in the VAB. At least KSP, KER, and MJ2 are all in agreement:
  22. I don't know how one would apply a MM patch, but I suspect it's way beyond me ... I'm a tool-user kinda guy ... just want to use the tools other brilliant people make. I tried turning off all of the 'auto-deploy' switches I could find in MJ2 but it had no effect: when the fairing deployed 3 of the 4 TCS' on the ship were destroyed. And I can't seem to find anything to control any KSPIE settings. This is really putting a crimp in my ability to run missions, if I can't get an ISRU unit somewhere with intact TCS components. <next day> I opened an issue on Github and as usual I now have egg on my face. I received a response to look for an 'Auto deploy' switch for the TCS. In my case the switch is labeled "Automated" and it was hidden in the action window by being inside the "Radiator" drop down section, and I somehow missed it. I tried it and it works as expected. I suggested to them that, since it's similar to a solar panel, that it the default value be 'off' rather than 'on.' My thanks to both you and @jimmymcgoochiefor taking the time to work with me.
  23. So gave that a try, since I just can't get the external fuel ducts to attach at all, much less properly. I set the priorities for the two sets of boosters at 50 and 40, with the decouplers staged in the correct order, and the central stage as priority 20. I checked the fuel flow diagram and everything looked right. 2 sets of 2 boosters plus the central stage - 5 engines. When I launched, the first set of booster tanks drained completely, but kept running even though they were dry, and MJ2 didn't decouple them. Then the second set went dry, and didn't decouple, and all five engines kept firing, now off of the central stage. Is that what's supposed to happen? I was expecting each set of boosters to drop as they went dry, as happens when using the external fuel ducts. But if the engines are continuing to push, I suppose that's good ... yes?
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