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  1. 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
  2. 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?
  3. Enjoy! Pics: http://imgur.com/gallery/gK267 Download: https://www.dropbox.com/s/2ex1yywz74jw0nd/F-16 Fighting Falcon.craft?dl=0
  4. 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.
  5. 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.
  6. 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!
  7. 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.
  8. The Linux install of KSP 1.2 appears to react badly to some configuration data that may be stored elsewhere by earlier versions of KSP. If you get a blank screen rather than the initial menu, this may be a cause 1: The data involved is stored in one or more subfolders of ~/.config/unity3d/ (This is on an Ubuntu-derived Linux, but I would expect it to be universal. This is a hidden folder and you might need to change a setting to be able to see it.) 2: On my system I found ~/.config/unity3d/SQUAD/ and ~/.config/unity3d/Squad/ , timestamped about three weeks apart in June 2016. They contained different sets of files. I made archives of both and deleted them. Both were related to Kerbal Space Program. 3: Deleting these files led to a normal startup of KSP, in a window rather than full-screen. 4: If you have an in-progress career or science game from an earlier version of KSP, I would not be at all surprised if you need to restore from the archives you made so as to run the earlier KSP version. 5: I am told Steam does things differently. I don't even know whether or not Steam supports Linux.
  9. 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.
  10. 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?
  11. 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)
  12. 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
  13. So I have a couple of questions about fuel lines in 1.2. Its my understanding that with the new fuel flow system, you dont really need fuel lines at all anymore? Or whats the purpose of them now that apparently, you can just set up asparagus staging without actually running lines? Or what am I missing? Discuss.
  14. Go grab some cheese puffs and a drink, this might be a long one... So, I've been enjoying the 1.2 update quite a lot, but have come across a few things that make the game much less enjoyable. Let's start off with the one that will cause the most destruction Runway gap: Near the beginning of the runway, there's a gap (actually more of a tiny cliff) in the terrain, somewhat like that one on Minmus a while back, except this one is somewhere you'd go for an actual reason, not just to fall through the floor or goof around. I've tested it with a small rover and can confirm that the gap is, in fact a physical error, not just graphical. Bouncy wheels: In some tests, wheels are extremely bouncy and make driving hard. A prototype for a submarine I built has a heavy payload spread out over a bunch of wheels, but when it spawns in, it bounces from side to side until the wheels shatter and have to be repaired by an engineer and begin the cycle all over again. This isn't just with heavy payloads, I haven't observed the phenomenon in a light craft directly, but there are some GIFs on the KSP subreddit of it happening. Strange lines: This is the weirdest glitch I've discovered in the day or so that 1.2 has been out: On most things in the game, faint lines can be observed, similar to those on the science lab, but more frequent. It occurs on parts, particle effects, the main menu, and even planets sometimes! They run across the screen vertically no matter what position the craft or camera is in. If it matters, I'm on Mac and KSP is the only thing this issue has occurred in, with and without mods. Slow framerate and response editor response times: Even though I have relatively few mods installed, the game seems to be moving slowly - at most 23 frames a second, probably closer to 19 or 20 (the slowest framerate the human eye can perceive as motion is 24). Though it may not seem like a big deal, it is. It lowers the enjoyment factor of the game drastically and I don't even want to see what happens if I try to record it. When switching between tools or opening menus in the VAB/SPH, the UIs take a while to appear and often require a second, third, and sometimes even fourth click to open. I'm not entirely sure, as I haven't done it much, but I haven't seen this happen outside of a building building. Static-ey screenshots: What the hell is going on? My screenshots are just rainbow static - COMPLETELY unrecognizable as anything. I wanted a new wallpaper for my desktop (this postcard-style wallpaper is getting old), but I can't get any screenshots that actually look like anything. I might be wrong, but they're not even the right shape! This also makes it impossible to get thumbnails for videos, and might also affect recording, although I haven't tested it yet. Annoying fairings: While not so much a bug as an annoying feature, the new fairing system tends to get in the way a lot more than it should. This is probably just my current building style, but it's worth mentioning. Is there a way to turn off the extra nodes?
  15. 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?
  16. Edit - It's a video diary. I'm curious how far I can get before all the wheels fall off.
  17. 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??
  18. so, i am making a pirate ship for space, and i welded it into one part, now all i need is configs to make them tweakscaleable, but the configs I used in 1.1.3 to make a part tweakable. Does anyone know how to make parts them scaleable for 1.2? (I need configs to make the ship the right size, and then scale down ITS panels to the perfect size, and i am hoping it will look amazing :D)
  19. Seriously, I thought 1.2 was supposed to make wheels work, but it feels like a big step backwards. I figured out how to overcome the torque and SAS issues in previous releases, but now I am having these darn issues again! And with a very simple 4-wheel rover on the Mun! If I can operate a rover on Minmus without flipping it, why the heck can I not get it to work on the Mun before it just spins out of control and flip. My basic design disables steering and power in the rear wheels, and leaves the front two wheels as the control point for that. I again disabled torque and SAS, but that doesn't matter. The rover wheels just spin out and flip the probe. So what am I doing wrong? They're acting like frickin' sleds. Is there a video or tutorial which teaches you how to adjust traction and when to override vs leave on auto? So frustrating. Thank you for any pointers and videos you might know of. I watched a lot of Scott Manley's stuff, so if he covers this specific topic, please point me there.
  20. So, I saw this before when I tried to install 1.1: rsync error: some files/attrs were not transferred (see previous errors) (code 23) at main.c(1668) [generator=3.1.2] Process_stderr canceled [0] rsync exited with code 23: Partial transfer due to error Can I get help? what is going on and what can I do to combat it?
  21. Hi there, dunno if this is a bug, but I had it a few times, that upon return to KSC after a flight, I only see ocean. I can see the KSC again, if I tilt the camera far enough down. Anyway, under following links, files pertaining to this bug: Screenshot: Screenhttps://www.dropbox.com/s/by1piuys880b2ep/screenshot3.png?dl=0 KSP log file: https://www.dropbox.com/s/jpn510fwg4ddhqe/KSP.log?dl=0 Thanks in advance! Sebastian
  22. Hello guys, I have created a replica of the Su-47 fighter that could use some tweaking form more skilled people than because in my opinion it doesn't fly particularly well. You will find attached the craft file and I allow anyone to modify it as they wish as long as if they share it again, they include my name because I spent about 4 hours (I don't know if it's much for an airplane) on it. If you do make it better please share it by all means, I'd love to see your creations! I've been wanting replica of that plane for so long but the other ones were outdated since 1.0.5 and the authors didn't share the crafts, they just put videos on youtube. Anyways, the mod used for it is TweakScale because some parts were of the right shape but not the right size. Of course this was created with BDA compatibility in mind https://www.dropbox.com/s/90vi2fuz6j3chpa/Suk-47 Berkut [export].craft?dl=0 Regards
  23. So i decided to go scratch again, without mods, and it is that i lately encounter more game hangs then usual. so far in a day time - hang when trying to go out of contracts, i clicked the top top icons to leave, icons got away and i was unable to leave that room. - did a mun mission, as mechjeb isnt jet available (how is this game suposed to be fun without it?). so while doing things on sight, and saving games in between i hoped to finally land on the mun.. but after save, you guesed it game crash GUI non responsive. and like my previous hang, it did not only 'hang' that single game, all progress was lost esentially having to create a new game.. to start from scratch again ! -- this makes me wish to revert to a previous version or to ask for a cashback or so.
  24. I've been a longtime fan of KSP, and I recently installed version 1.2. However, when I try to launch, the cursor turns into a loading circle for a bit and then reverts. Checking System Monitor shows KSP.exe running for a bit, and then stopping. I get no error messages or pop-ups of any kind. This happens when I run both the 32-bit and 64-bit launchers. I have looked into this problem elsewhere on the forum, but the standard bugfix, deleting ~/.config/unity3d/Squad/Kerbal Space Program, doesn't work because said folder doesn't seem to exist on my hard drive. Running KSP.exe via the terminal returns the following: [...]/Kerbal.Space.Program.v1.2.0.1586/KSP.exe fixme:heap:HeapSetInformation (nil) 1 (nil) 0 fixme:system:SetProcessDPIAware stub! wine: Unhandled stack overflow at address 0x7bc475b8 (thread 0009), starting debugger... err:seh:setup_exception_record stack overflow 832 bytes in thread 0009 eip 7bc475b8 esp 00230ff0 stack 0x230000-0x231000-0x330000 Running KSP_x64.exe via the terminal returns the following: [...]/Kerbal.Space.Program.v1.2.0.1586/KSP_x64.exe fixme:heap:HeapSetInformation 0x3c4000 0 0x22fda0 4 fixme:system:SetProcessDPIAware stub! err:seh:setup_exception stack overflow 2032 bytes in thread 0024 eip 00007f5d97b0718b esp 0000000000130e10 stack 0x130000-0x131000-0x230000 I am running KSP on the latest version of Zorin OS, a variant of Debian. It has an Intel® Pentium(R) 2117U CPU and Intel Ivybridge Mobile graphics.
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