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  1. I couldn't find the bug report thread. My two bases on the Mun were partially sunk into the surface of the Mun when I loaded into them in 1.4.3 with MH 1.2. Whatever patch of 1.4.3 was available for download about 10 minutes before I posted. Mac OS 10.13.4. Two mods: MechJeb and KerbalAlarm. Aside from Mechjeb the bases in question are completely stock. KerbalAlarm is just a timer or reminding me to pay attention to my vessels when they're coming up on maneuvers or whatever. All I did was go from the tracking station to two bases stationed on the Mun. When they loaded, the bases were half submerged in the surface of Mun, and were instantly propelled upwards. One of them has RCS jets so I was able to land it safely, but the other one is a mobile base with no RCS, and was smashed to pieces. In either case there was not time to get screenshots. I installed 1.4.3 using the Mac OSX installer. I don't know what is meant by a "clean install". As I had to restore 1.4.2 from my backup drive, the output files have been expunged from existence. I didn't load any other bases or vehicles because I didn't want them to be smashed. Does it matter that both these bases are within a kilometer of two different Mun arches, and not on level ground?
  2. After the squad introduced us 1.2 with its new communication and relay system, we discovered many new possibilities. It was interesting to revive old probes, connecting kerbals that are separated by billions of kilometers from each other and making every meter on any planet or moon, a place, with great connection. But we often forget about relay, sometimes people don't even launch it, they simply use antennae attached to their craft. But what if we took the opportunity, and made a challenge out of it? I present you the “Butterflies and Hurricanes” challenge! Despite that you might think that it is an easy and boring challenge, you may face a lot of interesting situations, and discover something you didn't know about relay. I will start from rules because they will affect the whole challenge. 1.You have only 80 500 funds and If you will spend more, you basically fail the challenge (reusable rockets are allowed) 2.Using mechjeb and other calculative mods is allowed, though no cheat mod can be used in this challenge (Alt+f12 counts as a cheat). And if mod adds some kind of infinite propulsion it is also considered cheating. 3. If you made the whole challenge with some money left it means you are a cheater it means that you have completed the challenge, quite well. Back to the challenge itself. You have to put 6 satellites in 170 000 m orbit (a bit lower or higher also counts). Into orbits with different inclination of 30,-30,0,50,-50 and 90. They need to have the RA-2 antenna The final step is to put 2 satellites into a very high orbit of 7 000 000 m orbit (higher or lower also counts) You have to design these 2 satellites to have powerful antennae like RA-15. After you've set up all the satellites you have to perform a first task of your relay system- you need mark all anomalies and space centres (like baikenbanour and etc.) You will end up with a relay covering the whole kerbin surface. In case that you've already made a relay around kerbin try to do so with other planets/moons. In such case orbital altitudes may be random, but inclinations must be done according to the challenge. Send your screenshots! Have fun! Invent cool relay designs! Now to the scoring system: I made it different from many other challenges. Here is it: There is factors that will make up your challenge: Launcher design (reusable, SSTO, launch from water, launched via plane, lifted with air balloon) Relay design (more than 10 parts on the satellite, decorative use of other parts for looking good, a copy or an analog to the real relay) Perfectionism (ideal orbits, ideal inclination, ideal landmarks) Fund economy (lower than the certain amount given in the challenge, reusablilty) Perfect funding (the given fund amount is spent perfectly with 0 funds left) Other planets/moons ( add 2 to your score if you visited other planets, add 1 if it is Kerbin's in moons) Visited at least one landmark that you've made during the challenge (each visited location is a factor point) The more factor points you have, the better you did the challenge. Leaderboard itself 1. 2. 3. 4. 5. 6. 7. 8. ... This thread may be necroposted, but I think I edited enough of it to be clearly different to the previous one. If this is out of forum rules,I ask moderators such as @Vanamonde, messenge me, so I could edit it enough. Please don't lock this.
  3. Hey guys, I'm pretty new the forums as well as KSP. I have about 13 mods installed and have an aching suspicion that one of them is either out of date, or installed incorrectly: massive memory leak, when I go above the first layer of atmosphere, shadows and lighting get really buggy. What would be a suggestion from an experienced modder? Any advise would be appreciated. P.S. My apologies if this is not the correct place to post a topic such as this, as I said, I'm pretty new around here ...
  4. Continuation of economy challenge 1.2 with rules changed. Categories There are 3 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Reliable Disposables II. REUSABLE ROCKETS - Reusable Vertical Launch Vehicles III. SPACEPLANES - Cargo Planes got to orbit Scoring Score is given by {Expense} / {Payload mass} for the mission, for given Payload mass. - Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories II and III. - All lifters listed will be the most efficient one among lifters with the same or lighter payload, in terms of the score given above. - i.e. a lifter won't be listed when it haul heavier payload than another lifter, and has worse score than that. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, only balanced mods are allowed. 3. You must launch from launchpad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. II. REUSABLE ROCKETS 1. You should recover at least one part of your lifter. 2. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. SPACEPLANES 1. Feel free with recovery - you can either recover or dispose any parts. 2. The craft should fly horizontally to orbit. Perform horizontal flight (pitch < 30deg) at least once before reaching stratosphere(7km) 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Payload mass and cost should be presented clearly. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. Leaderboard Stock: I) - 1.77t in 1720/t (3046 funds), @WanderingKid, with Thumper on the first stage and Terrier on the second stage. 3.2km/s to orbit! - 61.87t in 589.8/t (36488 funds), @maccollo, with Skipper augmented with Kickbacks. II) - 1.770t in 811.86/t (1437 funds) , @WanderingKid, with recoverable rocket SSTO powered by Skipper. Protective Fairing Included to protect the payload. - 3.280t in 756.10/t (2480 funds), @Abastro, with fully recoverable TSTO with Nerv on the second stage. - 13.42t in 378.32/t (5077 funds), @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) - 140.1t in 290.94/t (40761 funds), @Abastro,with fully recoverable TSTO w/o boostback. (Rhino&PoodlesX4 on the second stage, Mammoth&TwinboarsX4 on the first stage) III) - 7.000t in 159.29/t (1115 funds), @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. - 10.50t in 69.00/t (725 funds), @OHara, with mk1 spaceplane with the payload between docking ports. Powered by 1 R.A.P.I.E.R and Shock Cone Intake. Suboptimal Entries: Modded:
  5. Hello, So the other day BeardyPenguin released his Fall of Kerbin mod list. I was really excited to give it a shot but when I found out it was 1.1.2 I thought I could just go into betas in steam properties and find 1.1.2 but I cannot I only see 1.0.5 and 1.1.3. Is there any way to get 1.1.2? Any help would be most appreciated.
  6. I need load time to go down because I'm having to go down to my basic must-have mods, such as SVE, NFT, SpaceY, RealPlume, and nothing helps. I have KSP 1.2.2 x64 while forcing DX11 using 52 mods. These include UKS, USI-LS, and Stockalke Station Parts Expansion. ATM, Dynamic texture loader, DDSloader, and load on demand are all incompatible or unavailable. I don't know what else i can do. Any ideas?
  7. This is reboot of @tseitsei89's economy challenge, which was for 1.1. Categories There is 4 categories each for Stock and Modded. I. DISPOSABLE LIFTERS - Recovery doesn't count IIa. REUSABLE ROCKETS - No airbreathers IIb. VERTICAL LAUNCHED VEHICLES - Vertical Launch with airbreathers III. GENERAL - Anything is allowed Score Score is given by {Expense for the Mission} / {Payload mass(t)}. Expense doesn't include the price of the payload. Recovery cost is excluded from the expense for categories IIa, IIb and III. Rules 1. No cheat menu, No clipping of fuel tank & engine. 2. For stock entries, the craft should work in the same way with stock installs. For modded entries, basically only stock-balanced mods are allowed. However, you can request adding new category for mods you want. It will be accepted if it's resonable for this challenge. 3. You must launch from launch pad or runway. 4. You must achieve a stable orbit. (Pe >70km) 5. Payload must be separated from the lifter once in orbit. Decoupler used for this can NOT be a part of the payload. 6. Payload can have 1 pod, cockpit or probe core but nothing else that contributes any thrust or control authority to your craft. Also no lifting surfaces in payload. 7. Payload mass count after it's decoupled. If you had fuel or something disposable on the payload, give enough proof that you didn't throw any of them away. (e.g. Show that initial payload mass and final payload mass are same) I. DISPOSABLE LIFTERS 1. Funds from recovery doesn't count. 2. You can use ANY parts you like. IIa. REUSABLE ROCKETS 1. You can use any parts except airbreathing engines. (This includes any kind of scooping) 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. IIb. VERTICAL LAUNCHED VEHICLES 1. You can use any parts, and at least one airbreather should be used in lifter. 2. You can recover any parts of your lifter that you can for a refund. 3. The craft should fly vertically to orbit - Pitch should be above 30 degrees under stratosphere(7km) 4. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 5. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. III. GENERAL 1. You can use any parts. 2. You can recover any parts of your lifter that you can for a refund. 3. If you return parts of the lifter from orbit you don't have to land on runway or launchpad for 100% refund. Just land somewhere on kerbin and you can count 100% refund. This is because (IMO) once you are in orbit it is trivial (but time consuming and boring/irritating) to land at KSC. 4. If you return parts of the lifter that are dropped while suborbital or in atmosphere you must land them somewhere in the KSC area (not necessarily on the launchpad/runway) for 100% refund (KSC must be within sight from your landing spot). This is because again precision landing is boring/irritating. If it is outside the KSC, recovery cost is calculated as default. Submission - Submission should include enough screenshots or video to prove validity of the mission. - Username, brief explanation of the profile and characteristics will be listed. Craft file will be listed as well if it's given. - Up to 5 entries will be listed on the leaderboard. Leaderboards Stock: I) 1. 589.8/t, @maccollo, with Skipper augmented with Kickbacks. IIa) 1. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) 2. 394.99/t, @Nefrums, with Shuttle second stage on SpaceX style first stage. (Rhino on the second stage, Mammoths&Vectors on the first stage) 3. 484.231/t (Craft file), @Avo4Dayz, with simplistic recoverable rocket SSTO powered by single Twin-Boar. 4. 756.10/t, @Abastro, with fully recoverable TSTO with Nerv on the second stage. III), 1. 88.46/t, @Wanderfound, with improved version of 'kerbotruck' - more boosters! (8 R.A.P.I.E.Rs and 4 Shock Cone Intakes) 2. 106.57/t, @OHara, with improved version of @NightshineRecorralis and giving it more cargo. 3. 109.02/t (Craft file), @Wanderfound, with mk3 cargo bus 'kerbotruck' powered by 6 R.A.P.I.E.Rs and 3 Shock Cone Intakes. with few wings - I guess, it's just not wingless 4. 113.69/t, @Clancy, with mk1-2 spaceplane powered by 2 RAPIERs supplied by and 1 NERV. (Just enough Oxidizer to push through the 30-40km, where the NERV can take its time getting to orbit.) 5. 159.29/t, @NightshineRecorralis, with mk2 spaceplane with 2 R.A.P.I.E.Rs supplied by single Shock Cone Intake. 6. 378.32/t, @Abastro, with fully recoverable TSTO w/o boostback. (Poodle on the second stage, Skipper&ReliantsX2 on the first stage) Modded: - Stock-Balanced - with FAR&AJE
  8. What is the current theoretical limit of the cost efficiency to orbit? For stock 1.2 without cheats, in terms of cost per ton, for these cases: 1. Without any recovery 2. Including recovery, without airplane flight path 3. Including recovery, with airplane flight path Practically, there was an orbiter capable of 600/t without any recovery a few versions ago (AFAIK). For the reusable case, I got 500/t with TSTO rocket in 1.1.3 and 1.2, and there should be better one. Here's a challenge to find the practical limit of the cost efficiency to orbit. Here's a spreadsheet with optimal cost efficiency for each engines
  9. So last night, I went to Eve and back for my first time ever. I brought a 42 ton sea level lander and with the re-entry and landing gear, 53 tons. I also took a small-ish return vehicle so that Jeb could come home afterwards. The mission went very well. Take a look at the pictures here. Anyway, I ran into two major issues with this mission. The first one was that I really need to work on my ladder skills. Jeb hit the ground two hard as well as falling off again and taking one of the solar panels with him. Luckily he survived that one though. The second issue is that I have six external tanks that drop off in pairs of twos First two have aerospikes but after that, vector FTW! Anyways the last two kept smashing into my engine even though I was pointed prograde the whole time. then after at least five tries, I got lucky and they just missed the engine. It also turned out that while testing this lander, I ascended from 1.8km and got into LEO with 822m/s left. I ascended from 432m this time and had the exact same amount of DV when I got to orbit. Man that must of been a good ascent! But anyway, now I can say I have landed on and returned from every body in the game. I have also done a close to sea level return with a lander that is under 50 tons. What is left to do? Start Colonizing planets? Explore OPM? Yeah. KSP never gets boring. But that's it for now. Fire
  10. I discovered this when trying to build rotor bearing and the rotor just fell on the ground. Basicaly the fairings dont colide with ground, buildings or other spacecraft until the fairings themselfs are decoupled (staged), olny then they start to colide. Separated fairing segments also seem to ignore gravity as (when staged on the ground) they endlessly spin and float up after bouncing of the ground.
  11. I'm not really sure where to put this, so if this is the wrong forum, someone can move it. Beginning at 1.2s initial release, I have been plagued with issues preventing me from actually playing it. I'm on OSX and i haven't even gotten to the issues some people have has with it getting stuck at asset bundle definitions, i haven't even been able to open the game! To begin with, every time i tried to download KSP from the store it failed. Be it installer or no, the download has either failed directly, predicted a downloading time of over 2 days, downloaded at roughly 2 kb per second or shown a "server maintenance" screen. And this was just on the iMac. Then, i decided to try downloading it on my small laptop to see if it was an internet problem. The windows version downloaded on that computer in less than an hour and a half. That is, of course, no use to me as it isn't worth playing on that computer in the first place. Instead I devised a plan to download the OSX version on that computer, then transfer it with a USB to the iMac. Turns out when downloading the OSX version I had all the same problems as before. Something must be wrong with the OSX download, i thought. I then had a brilliant idea, since lots of people have evidently been able to download the OSX version elsewhere, i would get Ben to download it at his place, put it on a USB and give it to me. This worked. Ben managed to download it just fine (!!!) and he gave the USB to me today. Maybe half an hour ago, I sat down at the iMac, very excited as i would be able to play 1.2 for the first time. I transferred the file over to my Applications folder (like i always do), dragged the icon down to the dock to create a shortcut, clicked it and... ...It crashed almost immediately. I tried again and it did the same thing. And again. Even if i clicked the "don't reopen" button when the computer warned me that the application had crashed unexpectedly when i opened it last, it would still open... and crash immediately. I tried moving the KSP package out of the KSP directory and back in... didn't work. Then i tried moving KSP.exe out of the KSP package and back in... still didn't work. On thing i did notice however, is that the KSP package is now 1.41gb, instead of 1.98gb, but this is probably unrelated. The thing that confused me most about this is that every other version of KSP has downloaded and opened like a charm. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (me venting my frustration) -T
  12. Hey, there's a launch window for Duna coming up fairly soon and I'm looking for inspiration for my first ever Duna Base. Looking around on line there are lots of nice looking configurations, but they mostly make use of mods. As I play on an aging laptop, I like to keep things stock (apart from Better Burn Time) to keep performance up. I'd be grateful if you could post some pics of your stock missions to Duna, especially those including a base, so I can steal get some new ideas. Cheers, Clipper.
  13. Until last night I'd assumed that, when two ships dock the Mission Elapsed Time would be equal to the MET of the ship that had been flying the longest. For example, when a landing craft leaves an orbital lab, the landers MET starts when you undock and (seems) to return to the Labs MET when it redocks. But then I noticed that my orbital labs had produced more science points than its MET x points per day. Which means it must have been orbiting longer than the MET suggests. Does anyone know how the game produces the elapses time for a space station made up of multiple parts, launched over a period of days? I know it's a very minor issue, but it's bugging the heck out of me!
  14. Internal antennas aren't combinable and can't be used for transmitting science (or relaying signals) - their only purpose is to provide short-range control to unmanned craft. It makes sense that probe cores would include an internal antenna, but why command pods? If you have a command pod with a kerbal inside, then the kerbal provides control and the pod's antenna provides no benefit. If you have a command pod without a kerbal inside, then you're not going to have control even though you have an internal antenna - unless you have a probe core as well, in which case you can just use the probe core's internal antenna. Either way, the pod's antenna still provides no benefit. So why include the antenna module in command pods at all? Is there any circumstance in which it would have any meaningful functionality?
  15. More Heat! For when your engines just aren't quite hot enough! More Heat! makes your engines 250% hotter! That's 2.5x! That' a fair bit! You know, 'cos you want the game to be harder. More Heat! is very simple (basically just a Module Manager patch) that makes your engines hotter while they are running. For realism and stuff. If 250% is too much (or not enough!) for you, then you can just change the amount in the MM patch. Because it is so simple, More Heat! doesn't have a license. Or If you really want one, the Unlicense. Do whatever you want with it, I don't care. Although letting me know what you're planning would be nice . If you find any bugs or have any suggestions please let me know. Enjoy! Download: Spacedock Curse Forge Source: Github Changelog: 1.0.2.1 (there was a ninja update I didn't tell you about) - Fixed MM patch 1.0.1 - Fixed MM errors. Works with old and new engine modules. Updated to latest Module Manager. 1.0 - Initial Release Issues: - None known. Please report them if you find any.
  16. Hi everyone, I've got some, i think, problem. I see in every screenshot or video of 1.2 version this "part" of HUD and those green lines (the connections between relays) But in my game I got none. My version of KSP is updated but i do not have that part of HUD. Am i doing something wrong? EDIT: I already launched some relays in orbit around Duna and Kerbin to test it, even the stock Relay. The Surface scanner btw works well.
  17. I understand the two types and what they do. But I have a question about combining them. For the sake of clarity, lets say we have two made-up antennas with these properties: Antenna 1 Type: Direct Range: 99999999km Antenna 2 Type: Relay Range: 5 meters My question would be, if I put both onto a satellite, would I then be able to Relay at 99999999km? Or would my relay capabilities still be 5 meters, irregardless of the direct antenna? TLDR: If I have both relay and direct antennas and the direct antenna has a greater range, will the relay antenna adopt the direct antennas range? Or they are both totally separate?
  18. Hey guys, I have a question and hope someone is nice and may be able to answer it. Since the update 1.2.1 my game crashes after some minutes of playing, I think it's 20-30 minutes. I have no mods installed and even tried to reinstall KSP, but it keeps crashing. I inserted the crash-report-files from the last crash so you guys can have a look at them and maybe tell me whats the Problem. Also I forgot to mention that this happens in the 32bit Version but also in the 64bit Version. I really hope someone can help me. error file: Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:00000004. Error occurred at 2016-11-04_154120. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by User. 58% memory in use. 0 MB physical memory [3403 MB free]. 0 MB paging file [3550 MB free]. 0 MB user address space [1107 MB free]. Write to location 00000004 caused an access violation. Context: EDI: 0x2c0561ac ESI: 0x00000000 EAX: 0x00000004 EBX: 0x00e2f558 ECX: 0x00000001 EDX: 0x2c056040 EIP: 0x00000004 EBP: 0x00e2f548 SegCs: 0x00000023 EFlags: 0x00010202 ESP: 0x00e2f520 SegSs: 0x0000002b Bytes at CS:EIP: ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? Stack: 0x00e2f520: 00fcc786 00e2f558 00000001 00e3f7c0 ....X........... 0x00e2f530: 00e2f558 7d355380 0000000d 00e2f558 X....S5}....X... 0x00e2f540: 0000016c 00000001 00e3758c 00fcc858 l........u..X... 0x00e2f550: 00000000 00ff9e2e 2c056040 00000001 ........@`.,.... 0x00e2f560: 00000002 00000002 00000001 01d02f90 ............./.. Output log file: Initialize engine version: 5.4.0p4 (b15b5ae035b7) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [C:\WINDOWS\System32\DriverStore\FileRepository\nvle.inf_amd64_e6f997b2cb00a90b\nvd3dum.dll 21.21.13.6915] Renderer: NVIDIA GeForce GTX 960 Vendor: NVIDIA VRAM: 2016 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 ATOC=1 Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Managed\Mono.Cecil.dll (this message is harmless)
  19. Ever since I updated to version 1.2, KSP seems to be a bit more laggy than before... Using a vanilla install (64 bit) I hardly ever get above the 30 FPS. This is kinda annoying. Are any of you guys experiencing the same issue? Is there a way to solve this? My set-up is: CPU: I5 4690 (3.5 GHz) RAM: 16gb DDR3 GPU GTX 970 OS: Win 10 Storage: SSHD
  20. Sensible Tech Tree Version 1.0 Sensible Tech Tree is a mod similar to things like Historical Progression, and Unmanned before manned. The purpose of this mod is to completely rebuild the stock tech tree into something more sensible. Things such as planes from the start, probes before manned, and other such things that just flat make sense. Features - A whole new, more sensible tech tree has been built to replace the stock. - Most plane parts can be used from the start of a save, as before touching rocketry, we had planes for a long time. - Sounding rockets, are the first bit of rocketry you obtain, with probes as the only control option. - Survivability parts are unlocked, and tested before manned is even an option. - And many other re-arrangements of parts, and the tiers at which you unlock them. Supported Part Mods - None at the moment. Future Plans Past the first full release, I plan on working on support for mods such as KIS, KAS, Infernal Robotics, and many more, which will lead into the second version of the mod. After the Initial integration with some of the base mods that are planned, I plan to implement support for career's that require you to purchase parts from the unlocked nodes, though this is a lesser priority at the moment. Further down the line than even the part buying, is a contract pack. I plan on putting something together for contracts that will fit this mod better than stock in the future. Download Module Manager IS required for this mod to work. Version 1.0 - Spacedock Change Log License CC-BY-NC-SA (http://creativecommons.org/licenses/by-nc-sa/4.0/) Special Thanks @Pap1723, for helping with the initial bugs that i ran into CSA Community, for helping my motivation to complete the mod.
  21. Three of my trusty Kerbalnauts are taking an extended driving trip on the Mun. Is there a way to find out how far they travel in each session? I know you get details about speed and distance travelled on the info box that appears after a vehicle is destroyed, but I can't find it in game. My current method of keeping track is to simply place a flag every 40km, but that's the distance as the crow flies (assuming some kind of Mun crow that can fly in a vacuum!). Obviously the actual distance is further as you alter course to avoid craters etc. Are there any other methods for keeping track of distance traveled across land?
  22. As you can see in the screen shots, fuel transfer works within the same vessel but not through the Advance Grabbing Unit.
  23. Okay, this has been going on for a couple of weeks now, but I have been trying to re-download KSP because my computer had a virus... Whenever I go to the KSP website and click download KSP 1.2 x64 Windows, it goes to "Server Migration" So I tried downloading the normal KSP 1.2 and that didn't work either. I was curious and tried to download it for Mac And Linux and it works for them... How can I fix this problem?? Is this happening to anyone else??
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