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Barklight

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Everything posted by Barklight

  1. As do I. More players / Rocketeers should take a stroll down the memory lane you've provided You guys didn't happen to take any photos of launches or the models you created in the "testing explosions" stages, did you? Those would be fun to see!
  2. On my last career reboot I started using RT2 and set up a comm-sat network around Kerbin after a few Mun launches. During the launch of my first Eve probe + orbital relay, the transfer stage and sat/probe whisked by one of my comm-sats at an almost perpendicular trajectory. It flew by right in front of me and I was about 140-150m short of playing interstellar baseball. Kod, that thing was fast.
  3. Happy new year! . My resolution is to never, ever, ever forget to put batteries or a power source on a long range ship again. And maybe rescue Bill from Duna. If he's good.
  4. I bought mine before it was available on Steam but have not bothered to migrate to steam yet. Steam is a good platform and it makes updating and screenshot sharing easy, but I like being able to have different install directories for when I want to mess around with different mod settings for separate installs without having to juggle data through steam. Biggest advantage is being able to see how a whole new mod setup works in a testbed before integrating those mods into my actual campaign / playtime installation.
  5. Works pretty well, still getting crashes (though less frequently). Just did a full round trip Mun landing mission and the game crashed on splashdown when I tried to recover the vessel Good thing it autosaved at splashdown All graphic settings maxed, 32 light sources and 24 shadow, using 8k Space34 planets/moons plus the Rareden skybox + city lights/clouds... Then theres KW, KSPX, Kethane, plus a couple of the more common small part and plugin mods. If I dig around in the error log, can I find out what actually causes the crash? Beyond just a memory access error, I mean. Is there a way to find out what resource / mod caused the hangup?
  6. Yes. Look back all but 1 page, and the link on this very page. File type conflict on Spaceport. Use the link that Nakara so awesomely provided
  7. Okay, finally getting memory crashes so going to try this out and let you know how it goes. Mods in use include KW Rocketry, Universe Replacer with the 8k Space34 pack, Rareden Milky Way skybox, Clouds & City Lights, plus a plethora of small parts mods. Lets see how it goes
  8. I doubt there will be issues, though until it's updated with the new Minmus Biomes you will want to grab that info from the stock file and append them to this modified one.
  9. Yep, that includes me unfortunately... I'm still at work, won't be home for another 2.5 hours though First thing I'll be trying is a new campaign and a straight line tech race to Duna after a Mun/Minmus mission or two. I have landed plenty of probes but haven't landed a Kerbal on Duna in quite a while. Thanks for the link, I'll have to keep an eye on that. KW, RT2, Eng.Red and KSPX are the bigger ones I want to wait for.
  10. Unless someone beats me to it, I might try throwing together an enhanced version of this tonight that also has the transfer window angles for all planets (relative to Kerbin), like those available on http://ksp.olex.biz/, plus moons relative to their hsot planets if I'm feeling productive.
  11. Agreed, I can browse here throughout the day but streaming audio + video is shut down at my office. Hoping people can share their findings
  12. Not sure if you're talking through another wormhole or if this is a current event I missed
  13. Had a mega station launch a few months ago that has something like a 160 Ton payload and 2300 or so parts, asparagus staging, boat load of mods, and fun. That was roughly 45-50 minutes I think? Averaged 5-7 FPS, which was more than I expected.
  14. Go and check it out yourself - it's pretty small, but it's real neat. There's an air traffic control tower which you can see from far away, I climbed up inside it and planted a flag There's also some other neat goodies hidden around there, but you'll have to see them for yourself. Best thing is that you don't need a large ship to reach it.
  15. Thanks, this news makes me happy! Jeb just ran off though... Screaming Oh god no please no more!
  16. Yay office firewall which blocks social networking sites Whats the news?
  17. Saw this last night when my buddy decided to call me down to watch it. Needless to say I was instantly impressed. I'll be keeping an eye on this one, though with KSP still updating and Star Citizen almost ready to start their alpha, who knows when I'll have time for another new game
  18. The original X-COM was definitely in my top 3. Another one I spent far too much time on was Excelsior, by 11th Dimension Entertainment.
  19. I have actually done this on return from a Minmus flyby. Took over 90 minutes of in and out suit corrections before I was able to drop periapsis enough to aerobrake, but it worked. Here's my old mission report from it, even: Lucky Return from Minmus Flyby
  20. I had the same problem, if you look back to the last 1-2 pages on this thread. The current release of mechjeb conflicts with RT2, and the problem is in MJ's code, not RT2's. If you download the latest dev-build of MJ it seems to fix the problem - I am using MechJeb2-2.1.0.0-118 instead of the release version and am having no more problems with throttle jitter, and you don't need to turn off signal delay. MechJeb simply ignores the signal delay though, which is kind of bummer.
  21. Okay, couple things to make sure of here. I ran into a similar problem with a Duna Recon Satellite I sent up a couple of days ago after first trying out RT2. Having your geo-sats around kerbin direct a dish to "Active Vessel" is good, but make sure that the dish pointing to active vessel has enough transmission range to reach you. The 60GM dish should be sufficient for Duna area. On your own satellite that is doing the science around or past Duna, make sure that you also have a similarly long range dish and that it is directed to Kerbin. Depending on the transmission cone (0.04 degrees, 0.06 degrees, etc) it might not be transmitting at a large enough cone to reach one of your geo-sats. In map view, have your long range dish target Kerbin and then zoom out and look at kerbin. You should see a thin white line extending from your science satellite to the Kerbin area and surrounding the planet with 2 lines, a transmission cone. You should be able to link up with a kerbin satellite if they are in range of that cone. More importantly, both your science satellite and your kerbin communication satellites need to have antenna/dishes with adequate range. If you're 55GM away, both your science sat and the comm-sat you want to link up with need to have an antenna of at least that range, and be pointing to each other either directly or to a planet and be in range of the signal cone. Your ship has a large antenna dish - make sure that is the one pointing back to kerbin. If that fails, try making the large dish target the a communication satellite instead of kerbin. Also make sure that those satellites have Line of Sight to the science satellite you have. If your satellite with a long range dish targeting active vessel is being blocked by a moon, it will break contact. If all is good, in map view, you should have a solid green/yellow line connecting your satellite to Mission Control back on Kerbin, hooping through a few satellites to make the link-up.
  22. For some reason I am ridiculously interested and must know how this ends. I am following your progress attentively and wish you the best of luck Maybe it's the firewall here at work which blocks images, but what's your exploratory probe look like? I'm curious to see what you assembled for the journey.
  23. Have any of you encountered issues with your throttle using this mod? I finally got around to giving it a test run and I love the challenge it adds, but I'm having major issues with my unmanned vehicle flights right now. My throttle accelerates increasingly slowly (while holding down shift) the further away from a communication node I am. I understand if this is part of the communications delay, but the bigger issue is erratic throttle behavior when sending the kill engines command (x). I will order a remote unmanned ship to kill thrust and the throttle will just start bouncing all over the place uncontrollably. It gets much worse the farther away from a node I am. In addition to that, my engines are periodically just turning themselves on and off again in intervals with the communication delay and it's totally screwing with my ability to go interplanetary. Only other mod I have installed that has the ability to interact with controls is MechJeb, which has no modules in active use when this is happening (no autopilot, no maneuver nodes, no steering control). I have a lot of other mods installed but they are for parts and science and have no controls integration. Edit: Did some backtracking earlier in this thread for more info on throttle issues, with info on page 50-54 related to a conflict with MechJeb. Downloaded the latest MJ dev-build to test and see if throttle jitter is still an issue. If it is, I'll just get rid of MJ and grab Flight Engineer. Thats pretty much all I use MJ for anyway, because I like the UI more
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