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sumghai

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Everything posted by sumghai

  1. Indeed, because a 32-bit system can only support up to 3.5 GB of RAM. So even if one starts the 32-bit version of the game, there simply isn't much free RAM available to run it. So it is most likely that @b9y will need to consider investing in a new 64-bit computer with at least 8~16 GB of RAM.
  2. [MOD - Moved to Science & Spaceflight subforums, as the thread is mainly about real-life rocketry]
  3. Pastebin.com is good for log files. I think that's most likely where the problem lies. Although Windows 7's minimum RAM requirements are in the order of 1~2GB, your other non-Win7 system background processes will likely consume up to another 0.5~1GB, which doesn't leave much memory to run even stock, unmodded KSP. You'll need to upgrade your computer with more RAM modules up to 8~16GB (just to be on the safe side), or consider investing in a new computer altogether.
  4. [MOD - Moved to KSP Discussion subforums, as this is more of a general inquiry about changes between game versions rather than a specific suggestion for future versions of the game. Also, folks, if you see a thread, topic or post that seems to be in the wrong place, just click on the "Report post" link at the top-right of the content in question. There's no need to publicly call people out.]
  5. [MOD - Moved to Technical Support (PC, modded installs) subforums] Try verifying the integrity of your Steam copy of KSP Check to see if the parachute parts reappear if you change the language to English Check to see if the parachute parts reappear after you remove RealChutes and change the language back to Italian
  6. Most of this has been implemented by the Ferram Aerospace Research (FAR) mod, which admittedly hasn't been updated for quite some time. While I'd definitely agree it'd be neat to have improved drag physics in the stock game that accounts for the overall craft outline, I'm concerned at the amount of time and effort to maintain the accuracy of that drag model for future game updates, which would mean SQUAD would have to hire someone of Ferram's caliber to understand the intricacies behind aerodynamics.
  7. I'm not a Mac user myself, but my understanding is that the Launcher (for all platforms) has been broken for a very long time, and there are no current plans to fix it. Can you try starting the game directly from the KSP.dmg file?
  8. Yes, this mod works just fine in 1.5.x without any changes since 1.4.5. But for the sake of clarity, I've updated the thread title so that I don't need to publish a new null-change release for the sake of incrementing version numbers.
  9. I used to frequent the main and modding IRC channels to seek help with modding, but soon found that the chats had devolved to off-topic discussions, and that many mod authors leave themselves logged in for literally months without actually being online. Therefore I left IRC, and now predominantly use the Add-on Development subforums, where people can actually take the time to come up with helpful responses, and we can publicly document what we've learnt to help other newbie modders (whereas IRC transcripts can all too easily be lost to history).
  10. <<The following is my personal opinion as a mod author, and not an official statement in my capacity as a forums moderator>> I still use CurseForge to host my mods, primarily because that is the official mod hosting site as designated by SQUAD, and will continue to do so as long as SQUAD maintains their existing agreement with CurseForge. The only other download location I maintain it on GitHub, which doubles as a public project/issue/code tracker and wiki. As for unofficial mod repositories such as KerbalStuff and SpaceDock, I choose not to host my mods there, as my perception is that they were founded on the principle of "we're not Curse!", and none of the features they offer particularly benefits me. I also prefer to maintain as few download locations as possible, so that I can consolidate sources of feedback to a few key sources. <<End of personal opinion>> As for slower updates on CurseForge compared with SpaceDock, this is because all uploaded mods / updates need to be vetted and approved by CurseForge moderators to prevent unscrupulous modders sneaking in malicious content, whereas AFAIK SpaceDock allows modders to upload directly with no moderation.
  11. How else would MechJeb maintain its sythno-organic replica of Jeb's brain?
  12. The current rover wheels are all-wheel Ackermann-style steering, which would always leave a non-trivial amount of turning radii. Crab steering, on the other hand, would allow rovers to move fully-laterally in any direction relative the the cabin. Here's an old suggestion thread I made regarding this:
  13. I'm really pleased to see that SQUAD is exploiting the part variant system to its full potential, especially with mesh and model switching. The Mk2 Lander Can and its butterstick rover cabin variant is an excellent demonstration of this feature. On the subject of rovers, would it be possible to add crab steering as an option for rover wheels?
  14. @Tyko @Barzon Kerman - I'm standing by my decision to not explicitly add support for the Snacks! mod. I've definitely been able to complete a Mun mission within eight days, and addition life support supplies in whatever Munar lander you build for your mission will help stretch supplies further. @Sokol_323 - This mod should actually be fine for 1.4.5, because I actually finished most of the development in that game version. 1.5.x didn't affect my v4 revamp development much, other than having to split the Crew Module Adapter from the Service Module to cater for proper stage delta-V display (stock and MechJeb). @MaverickSawyer - Interesting, thanks!
  15. In which case, SDHI SMS does not need to add anything to support Snacks, since as per my previous post no Snacks will be stored in the Service Module. See the tutorial on the GitHub Repo wiki. Sorry, no plans for CKAN indexing - see my response in the FAQ in the first post. Upload your screenshots to an image host like Imgur, then post the URL of the photos in your forums reply.
  16. I'm not familiar with that mod. Based on a cursory read, it seems that it only uses a single Snacks resource. How much do each Kerbal consume per day? Just so you know, this is my strategy for handling life support in SDHI SMS: For a crew of three Kerbals, the combined Command & Service Module stack should provide up to eight days' worth of provisions (i.e. 1 week + 1 day emergency stash) Only gases/liquids can be transferred through the Crew Module Adapter umbilical Therefore, solid life support resources (e.g. Food from TAC-LS, Supplies from USI-LS) are only stored in the Command pod itself Gas/liquid life support resources (e.g. Water, WasteWater, Oxygen and CarbonDioxide from TAC-LS) can be split across the Command Pod and Service Module in a 3:5 ratio If a life support mod already adds more than eight days of whatever resource, SDHI SMS won't patch that resource Since the Snacks resource sounds like a solid resource, it would only get added to the Command pod (and not the Service Module). The big question is - does the Snacks mod already add Snacks to the Mk1-3 Pod? If so, is it more than the amount needed to feed three Kerbals for eight days?
  17. I decided against having a truss variant, because the latest iteration of the real-life Orion SM Adapter is now a monolithic truncated cone. What I tend to do is to rotate the solar panels such that they're pointing up and away from the Spacecraft Adapter. With careful positioning, it is perfectly possible to place them without interfering with RCS thrusters:
  18. We did it, guys! I managed to release the V4 revamp well ahead of schedule! As always, you can find the download links over in the release thread.
  19. V4.0.0 released - see first post for download link 4.0.0 - 27 October 2018 --------------------------- WARNING: This is a craft and save-breaking update; it is recommended you abort / recover existing SDHI craft before installing this update Features: - All parts, models and textures rebuilt from the ground up for KSP 1.5.x - New Launch Abort System uses dual-mode Solid Fuel rocket engines - Jettison motors fire during default staging to pull Boost Protective Cover away from Mk1-3 Command Pod - Abort motors can be activated by changing engine modes using Abort Action Group - Localization support added - en-us included by default Changes / Fixes: - Several parts renamed to be more accurate to real-life Orion/SLS spacecraft - Updated Boost Protective Cover hatch cover and umbilical slot locations to be compatible with new stock Mk1-3 Command Pod - Removed jettison rocket engines from Boost Protective Cover, as Launch Abort System has now dedicated jettison motors - Parachute-equipped Clamp-O-Tron docking port now uses its own partial Clamp-O-Tron model and texture - Removed parachute-equipped IACBM docking port - This is due to the indeterminate status of FusTek Station Parts mod - The IACBM docking ring's dimensions also do not aesthetically fit the parts overhaul - Service Module now split into two parts - The Crew Module Adapter (formerly the Avionics Ring), a decoupler compatible with the SDHI 2.5m Heat Shield - The Service Module, a propulsion trunk with an integrated and uprated LF/LOX variant of O-10 "Puff" rocket engine - Building the a CSM stack no longer requires the LV-909 - Removed batteries and fuel cell from Crew Module Adapter - Crew Module Adapter is too small to realistically accomodate these features - Service Module still includes batteries and fuel cells - Removed support for a number of outdated third-party add-ons We did it, everyone! Enjoy the all-new, rebuilt-from-the-ground-up SDHI SMS! If you want to support me without paying real money, please download my add-ons from CurseForge - the more downloads I get from there, the more Author Rewards points I can redeem from Curse, which will help me buy bowls of ramen to keep me going during late-night modding sessions
  20. The recommendation is to upload your picture or screenshot to an image host like Imgur, and then copy/paste the direct image URL into the post. If you have done this correctly, the forums software should automatically display the image in your post.
  21. [MOD - Moved to Technical Support (PlayStation 4, XBox One) subforums.]
  22. Not for at least another month, I'm afraid. As per my latest progress report, I had to significantly rework how I planned to do the Service Module and Crew Module Adapter to work with MechJeb, KER and the new stock stage burn indicator, as well as completely redo the tutorial for the GitHub wiki. I still have some testing and documentation to do, as well as design a much nicer brochure for the OP.
  23. I recall that in the most recent versions of the game, you can switch between VAB and SPH build modes for your current craft, which will allow you to access mirror symmetry while in the SPH without affecting the radially-symmetrical parts placed earlier in the VAB (and vice versa).
  24. @Elfyannn, these forums no longer support direct embedding on Imgur albums, so I've changed it to a direct link. Hopefully someone with more expertise would be able to look into your issue soon.
  25. Indeed, the very short range makes the whole point of stock EVA suit antennas moot. I'd be inclined to have the transmit button omitted for Kerbal EVA science reports. Interesting! So he did development/maintenance work on EVA suit communications systems?
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