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  1. I wanted to return to VAB because I had not electricity. But when I wanted to launce I saw that pad 1 was oculied so I recoved the vessel. Then after that I was unable to launce again. I had this happen multiple times. Here a video of the first time it happend: Cant launce after recover
  2. So we know that there was a launch tower in the original KSP but it was removed because wide craft clipped into it or sometimes collided into it and we're getting destroyed on liftoff. Nate said that in KSP2 the tower is back and it is automatically placed at an appropriate distance away from the craft so as to not interfere. 1. My request is to also have umbilical arms (could be just visual, not solid) that retract when we initiate the launch sequence. 2. Also having a short ~5 second countdown + animations and sounds for engines igniting / turbines spooling up would be great. 3. Frosting on rocket, ice falling off, venting, sparks, birds flying away, dirt on tower to show it's age? 4. I would love to have the possibility of replaying launches with images seen from multiple camera angles. 5. Modular Launch Pads mod had a lot of cool designs for launch towers and pads. I would like to see this type of diversity in KSP2. 6. I love launch clamps, they're very useful. Would like to see some diversity in this area also. We have seen the orbital versions, but how about some that retract by rotating, like the umbilicals? Also explosive bolts animations? 7. The smoke from the launch looks good and decelerates true to physics but the puffs could be blended better together. 8. Are we also getting working crawlers and an actual animation of the rocket moving from the VAB to the launch pad? 9. Launch tower custom design? Catch arms? Cranes? 10. Also what other details about the runway (longer and no more hitting the lights at the end of it), VTOL launch pad and launching sea craft? Please make launching rockets look spectacular!
  3. After building a ship in the VAB, I hit launch but it doesn't work, the upper buttons just darken and it stays stuck on the VAB screen. I can't move, add, or remove parts on the craft. Please help.
  4. How do you launch multiple craft from one pad at the same time ? Hi. I am an old ksp player and I am trying to play an 18 T / 30 Part stock career mode game. My 1st return probe mun lander involves 5 separate craft and to avoid the "Clear Launch Pad" problem I am currently driving them all to the crawler way. This is very time consuming and annoying. I have tried various different google searches but can not seam to find a simple solution. I have also had a good look in the settings/physics/save files but cant seam to find anything relevant. So i am also curious now as to where the defining values for the different levels of Pad & VAB are hiding ? (Size, Mass & Part limit values) It would be nice to upgrade the look of my pad whilst keeping the limits in place. Any mod ideas, setting names or thoughts of any kind would be much appreciated. Thanks very much.
  5. Starship Launch Expansion About Starship Launch Expansion is a mod that collects Starbase real life launch pads, towers, stands and all the stuff necessary to support your Starship launches in KSP. All the parts are designed to withstand the power of every launch without exploding (hopefully). The mod is in Beta right now so any bugs or suggestions you can contact me through discord. Note: Orbital Launch Pad model is old, revamp is in progress See my roadmap to know what is coming!: SLE Trello Download: Spacedock (Available on CKAN) Github (Source Code) Features Mod Parts: - Orbital Launch Integration Tower - Orbital Launch Pad (revamp in progress) - Mechazilla Catching System - Test and Display Stands - GSE Tanks - Starbase Sign Required Mods Mods required for SLE to work correctly: - Module Manager - B9PartSwitch Recommended Mods Recommended mods to install with SLE: - Starship Expansion Project for Updated Starship and Super Heavy (Compatible with SLE) - Modular Launch Pads for more real life Launch Pads. - Hangar Extender for a bigger VAB for bigger crafts. - Kerbal Konstructs for static objects for KSC. In game Pics: Changelog: Support me on Patreon or Donate
  6. (PS4) I've had an issue where occasionally when I try to launch a craft, it will load a completely different vessel. It seems to load the auto-saved craft when this happens. Deleting the auto-save craft will subvert the issue but trying to launch after doing this will sometimes send you to the space center screen, and not the launch pad or runway. It's not a game-breaking bug, but it does get annoying when trying to make modifications to a craft, only to then launch the version with no modifications. Also first post!
  7. Hi. I've just bought Kerbal Space Programme Enhanced Edition for the PS4 and some of the commands don't seem to work. I have built the first rocket as per the tutorial but 'O' does not engage the SAS and X does not initiate launch. Please advise.
  8. Like here: https://www.youtube.com/watch?v=lm8e4qVoXmM The things that move the telescope from its launch configuration to on top of the station. Can't find them anywhere. Don't want to have to launch a bulky rocket.
  9. Had an idea for a new set of SAS buttons to add to the current set: Flight heading Buttons. Currently you can set your SAS autopilot to prograde, normal, etc., but it would be extremely helpful to be able to align your craft with the compass headings. 90°- (east) 0° - (north) 270° -(west) 180° - (south) While it would have many helpful uses, I currently have the greatest need for it when launching into orbit and want to keep my heading at exactly 90°. The only way to do this currently is to manually keep your marker lined up with the compass. The prograde marker helps, but constantly changes heading while under acceleration.
  10. What if launching a rocket would be the last thing on your checklist ? This challenge is a bit special, I propose you to build an infrastructure around the rocket, with vehicles, buildings and stuff to prepare launches! Facilities : Fuel services : Mine your own fuel (you can combine multiple fuel tanks to one ISRU using home-made pipelines) +100 Use 3 types of storage for each propellant (each tank is specialized, liquid fuel and oxidizer must be transported separately for safety reasons) +50 Transfer and load fuel in the rocket, once it is ready to launch (payload installed and sitting in vertical position). +150 Build (a) dedicated rover(s) to refuel the launch vehicle (directly or through the launchpad assembly). +50 Launchpad : Bring a launch tower, or a clamp system (similar to Soyouz). +150 Sound suppression system (could be fuel tanks and jet engines aimed at the launchpad to produce smoke during launch). +50 Kerbal's buildings : All Kerbals on site are living in a dedicated building, must have 2 seats per Kerbal and a place to chill after work. +150 Bring an emergency building for Kerbonauts only, must have a lab 2 scientists and 3 seats per Kerbonauts. +50 Drive Kerbonauts to the hospital with a specialized vehicle. +50 Allow tourists to come by and watch launches, must have seats for 5, could be a bus with seats on top, some kind of stands or something else. +50 Launch Vehicle : Rocket : Must be transported empty from KSC, by a fake train, a plane, some kind of trailer, what ever suits you! +200 Provide a screen that it has reached orbit and deployed its payload +100 Launch vehicle is piloted by Kerbonaut(s) +150 Payload : Build a dedicated area to store the payload +50 Mate the payload on / in / below the launch vehicle +200 Bonus Points ! Each building has ladders if needed, com and radiators. +50 Each type of facilities share the same power source through pipelines or connections (could be a solarplant, fuel cells or RTG). +100 Each module / building is launched separately and assembled on site (ISRU, then fuel tanks and so on). +100 Launch vehicle is loaded separately from its transport system. +100 Each vehicle is Kerballed by a well trained driver, crane operator or whatever. +150 Kerbonauts are installed in the rocket using a Kerbonaut vehicle and some kind of ladders / elevator +100 Launch vehicle can be deorbited on the base and refit to be launched again. (optionnal because it's mostly limited to SSTO-type, or you'd have to assemble each stage separately) No rocket engine is used on site to power vehicles or put the launch vehicle vertically. +50 Put a few pics visible to everyone to present your creations and the rest in spoilers. (or imgur whatever!) +50 Modded game has a separate leaderboard. Brown : ISRU, Blue : Fuel tanks, Red arrow : Fuel transport, Green : Clamps and launch vehicle installation, Yellow : Launch vehicle, Orange : Fairing / payload and its installation-system, Purple : Emergency module and Workers office. Not pictured : Fuel rover, ambulance, Kerbonauts vehicle, tourists bus. Launchsite could be shores around KSC, grasslands, desert, what ever suits you! Top score would be 2250. The way you bring modules on site is not very important as long as it is practical enough and doesn't deter you to build beautifull modules! This is my first challenge proposal, all ideas / critics are welcome
  11. Hi, so Kerbal Space Program keeps crashing on my pc short after all assets have been loaded to the game. The bug keeps appearing after the 1.7 update. Before that, there was no such problem. I installed the kOS mod, but even before I installed it, the bug appeared several times. However, the bug doesn't appear on every game start. I have added a link to my Google Drive which redirects you to the crash log, the crash.dmp and a copy of my system information. Do you have any suggestions?
  12. I am creating 2 spaceflight-related alternate histories which would include missions directly launched to Mercury. However, there has never been a direct mission to Mercury (all of them have used gravity assists), preventing me from using an existing launch and the synodic period to calculate their launch dates (the only method I know how to use). So, does anyone know any optimal launch dates for direct Mercury transfers?
  13. ----------EDIT - There seems to be a problem at 6:23 - Any one knows whats going on? ---------- Is this a acceptable launch? How do you move things to other categories so i dont slow anything down?
  14. Hey guys when i launch a spacecraft i got crash. Kerbal Space Program [version: Unity 2017.1.3p1 (02d73f71d3bd)] KSP_x64.exe caused an Access Violation (0xc0000005) in module KSP_x64.exe at 0033:6efefbf6. Error occurred at 2018-07-08_004608. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe, run by furkan. 68% memory in use. 8112 MB physical memory [2526 MB free]. 18352 MB paging file [8791 MB free]. 134217728 MB user address space [134210256 MB free]. Read from location 00001118 caused an access violation. Context: RDI: 0x00000002 RSI: 0x00000000 RAX: 0x00000000 RBX: 0x6a0ec310 RCX: 0x00000022 RDX: 0x6da3f6e0 RIP: 0x6efefbf6 RBP: 0x6da3f679 SegCs: 0x00000033 EFlags: 0x00010246 RSP: 0x6da3f600 SegSs: 0x0000002b R8: 0x6da3f648 R9: 0x00000013 R10: 0x00000000 R11: 0x6fd00020 R12: 0xd5e1c800 R13: 0x00000001 R14: 0x6a0ec310 R15: 0x00000000 Bytes at CS:EIP: 8b 88 18 11 00 00 83 f9 08 74 0a 83 f9 0b 74 05 Module 1 C:\WINDOWS\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_185422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 2 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\steam_api64.dll Image Base: 0x5d4d0000 Image Size: 0x0003e000 File Size: 235600 File Time: 2018-03-07_045214 Version: Company: Valve Corporation Product: Steam Client API FileDesc: Steam Client API FileVer: 3.42.61.66 ProdVer: 1.0.0.1 Module 3 C:\WINDOWS\System32\DriverStore\FileRepository\nvmii.inf_amd64_bba38e12711c1078\nvoglv64.dll Image Base: 0x5d510000 Image Size: 0x02685000 File Size: 40140888 File Time: 2018-06-25_202558 Version: Company: NVIDIA Corporation Product: NVIDIA Compatible OpenGL ICD FileDesc: NVIDIA Compatible OpenGL ICD FileVer: 24.21.13.9836 ProdVer: 24.21.13.9836 == [end of error.log] ==
  15. What I have in mind here is the most disastrously bad launch that actually still managed to achieve an outcome you were willing to call "success", and I don't just mean "my kerbals succeeded in escaping alive from the flaming wreckage". What inspired this thread is the launch I just had that is my worst thus far. I was launching a new design of mining exploration lander that was hopefully destined for Duna (which I haven't been to yet) but was currently scheduled for a shakedown tour of Kerbin's satellites. My liquid booster stage had followed a far too optimistic launch profile and after separation I found myself 35 seconds from a 51km apoapsis needing something like 600 dV from the exploration vehicle's NERVs. Fortunately the vehicle in question had strong attitude control (relative to most of my rockets) and plenty of fuel available so all I needed to do was avoid falling too far, burning up, or losing control due to the atmosphere. I tilted to 45° and hoped it would be enough. It was enough to slow the countdown considerably but I still had over halfway to go when I crested. I started dropping and soon enough I had to begin tilting back down to avoid losing control of the craft. As I got close to orbital speed, heating became a serious issue so I set SAS and began rotating to give the stressed parts a break. I bottomed out at about 41km and my new apoapsis was literally almost exactly on the opposite side of the planet from KSC. But hey, at least I was close to my target inclination.
  16. Is there a general rule of thumb as to the optimum altitude/velocity/pressure (Q, I think) to jettison fairings-- where the aerodynamic drag reduction is no longer worth the weight/gravity loss? I don't really need the exact equations-- just a general "feel" for the right timing/altitude. Thinking of firing off a series of sounding rockets to test, but I imagine someone else has done a lot more thinking about it already...
  17. Hello, I am new to these forums so please excuse me if I have posted this in the wrong place or something After using the 32bit version of KSP for some time, I started installing lots of mods and eventually ran out of memory. I am trying to use the 64bit version of KSP, but, even with a completely fresh install (I have uninstalled the game twice), I am unable to even get to a loading screen before I am greeted with an error message that reads: "KSP_x64.exe has stopped working". Please let me know if there are logs or config files that I need to post in order for someone to understand what is happening. For the record, my computer has 16 gb of ram and a gtx 1060, if this matters. My previous post did not follow the guidlines for unmodded bug reporting so apologies, and thank you in advance! https://pastebin.com/CcD1VMBr - this is the ouput.log file
  18. I downloaded the Making History expansion but when I launch it I get a black screen. I asked the technical support and they told me to uninstall and download/launch again. I don't know how to uninstall it on my Mac Could you please help as I was very much looking forward to this expansion. I am not a very experienced user so can you please help me in a simple step by step way? All help is appreciated.
  19. Kerbal Space Program makes history today with the launch of its first expansion! Kerbal Space Program: Making History Expansion adds a wealth of new and exciting content to the game, including a robust Mission Builder that lets players create and share their own scenarios, and a History Pack containing missions inspired by historical moments in space exploration. The Mission Builder is a new feature that puts the process of creating and editing missions in your hands with endless possibilities. You’ll be able to customize your own missions to include launches, landings, rescues, malfunctions, explosions, repairs, and much more. You can set unique victory conditions, add exciting challenges, and place unexpected obstacles to keep other players on their toes as they play through these complex missions. Challenge others to complete your missions by sharing them with the Kerbal Space Program community! The History Pack includes a variety of pre-made missions inspired by humankind’s own space exploration. Now you can spacewalk, pull off a crash landing, and attempt to recreate some of the most memorable moments inspired by historic events. All with our unique Kerbal twist, of course. The expansion also includes a more than 70 new parts and astronaut suits inspired by the Space Race that you can use throughout Kerbal Space Program! Additionally, we’ve kept our promise that all players who purchased the game through April 2013 will receive the expansion for free. To redeem the game click here and follow the instructions. Kerbal Space Program: Making History Expansion is now available on Steam and will soon be available on GOG and other third party resellers. Click here to enter the Grand Discussion Thread for this release. Happy launchings!
  20. This is the core of an inter-planetary spacecraft, other parts will be docked with it in orbit. It is also the heaviest part of my planned spacecraft so if i can get this into a safe orbit the other pieces should be easy but i just can't seem to make it happen. The rockets either do not have enough thrust or are too unstable and crash. I looked at the rocket equations on the wiki but since i am not a physics or mathematics major, they are kinda confusing. Any suggestions? (If you are wondering how a Rockomax 64 only weighs 26.8 tons its because its only carrying liquid fuel, this is going to be an atomic rocket when it is finished.)
  21. This thread is for links to standing threads that cover upcoming launches from specific launch providers. These threads usually have links to the latest live launch coverage, as well as discussion about upcoming launches: https://spaceflightnow.com/launch-schedule/ http://www.launchinfo.space/ (this has a countdown to next launch) https://nextrocket.space/ (comprehensive list of upcoming launches) https://calendar.google.com/calendar/[email protected]&pli=1 (cool calendar of launches with links) Launch Provider Threads: Spacecraft Threads: Space Agency or Agency Programs General Discussion Threads: Someday ( ): Unflown Crew/Cargo vehicle threads: (The Exploration Company's Nyx) Unflown Lunar Vehicles: NASA Human Landing System Discussion: Eventually we need some others as well...
  22. I seem to start 65-75 meters off the ground whenever this bug occurs (it varies) and I seem to be slowly accelerating towards sea level, but don't move at all. here is a screenshot of the internal view I may be underground, seeing as there is no kerbnet signal. Reverting to launch fixes this bug, but I'm not sure what causes it. I might try and add a KER module to the craft and see what body I'm near. - actually, I just realized I could just use map view. I also seem to have just splashed somewhere, (no parts were destroyed, as far as I can tell.)d After several reversions, I could not get the bug to reoccur, so this is all the information on it I can give right now. MODLIST:
  23. I don't know if anyone ever came up with the idea but I just had the weirdest idea: Why aren't rockets launch assisted by a hydrolic catapult? We all know that most of the fuel is consumed for just leaving the atmosphere, I mean the Saturn V burned through ~13 tons of fuel per second and clearing the tower alone takes a good amount of time. So why aren't rockets assisted in getting some initial velocity? I mean sure, it would be a huge construction but nothing too crazy. So If you manage to boost up the rocket to maybe 50m/s with a 100m high reusable catapult, wouldn't that decrease rocket size or increase the payload? I mean something like this (behold my epic Paint skills):
  24. The full post for you to enjoy and discuss, from here: http://toughsf.blogspot.com/2017/10/spacex-sfr-small-falcon-rocket.html Performance estimates revised: 24 tons expendable, 12-14 tons recoverable to LEO. The Small Falcon Rocket is a scaled down alternative to SpaceX's Big Falcon Spaceship that fits on top of existing Falcon 9 boosters. We will discuss the advantages and disadvantages of such a design. SpaceX's Big Rockets The BFR, or Big Falcon Rocket, is comprised of the Big Falcon Spaceship and the Big Falcon Rocket booster. It is a scaled down and simplified design based on the ITS, or Interplanetary Transport System. The BFR is a BIG rocket. The ITS was revealed in June 2016, although work on the design has begun in 2013 under the name 'Mars Colonial Transporter'. The ITS promised to deliver 300 tons of cargo to Low Earth Orbit, or up to 550 tons if reusability was ignored. It would have massed 10500 tons on the launchpad. The vehicle had a diameter of 12 meters and a height of 122 meters, making it one of the largest rockets ever plausibly considered. And the ITS was positively massive. The upper stage, called the Interplanetary Spaceship, was supposed to hold 1950 tons of propellant with a dry mass of 150 tons. Without a payload, the mass ratio was 14. The BFR replaced the ITS in September 2017. It is a smaller, more sensible design that SpaceX believes it can actually deliver in the next few years. The diameter is reduced to 9 meters and it will mass 4400 tons on the launchpad. Payload capacity is reduced to 150 tons. The upper stage BFS should have a dry mass of 75 tons, but Elon Musk states that this might rise to 85 tons due to development bloat and overruns. It holds 1100 tons of propellant, giving it a mass ratio of 13.9. It is important to note that despite being up to 78% smaller than the previous ITS design, the BFS stage maintains the same mass ratio. Why? Because we are now going to scale down the BFS again. Why go smaller? How big the BFR's booster would be compared to the Falcon 9 booster. Going big is the best way to reduce the cost per kilogram for sending payloads into orbit. SpaceX jumped from the Falcon 1 to the Falcon 9 because the larger rocket can deliver payloads much more cheaply into space. When first considering options on how to make travel to Mars affordable to the general population, SpaceX immediately came up with a gargantuan tower of rocket fuel over three and a half times larger than the Saturn V! A big rocket is also easier to develop. It is more forgiving of development bloat that increases mass over time as the designs are perfected. It has larger safety margins and room for many backups, such as multiple engines. However, bigger is not always better. The total development costs will be higher, as large components need large factories. It is much more difficult to test the components too, and a full testing regime of the completed rocket will require launching and even destroying a full-scale model many times. Remember the failed Falcon 9 booster landing attempts, and imagine them replaced with a vehicle eight times bigger. There is also the fact that the second sure-fire way to reducing launch costs is to have rapid turnover. This involves loading up rockets, sending payloads into space, recovering the rocket and refurbishing it for another launch in a very small time frame, measured in days or even hours. Rapid turnover and minimal refurbishment would allow the space launch industry to more closely resemble existing airline business models. The main benefit of this approach is that a small number of launch vehicles can handle a large volume of missions, critically reducing the initial cost of the vehicles and reducing the amortization rate. Even if SpaceX manages to develop rockets that liftoff and land several times without needing to go to a workshop, they'd still need to solve the issue that there just aren't enough payloads on the market that need to be lifted into space to fill the BFR, let alone the ITS. For example, even the BFR's 150 ton payload capacity can cover all of last year's payloads in about two or three launches. Three launches is far from sufficient. Elon Musk is betting that the space industry will be able to fill the BFR's cargo bays with new satellites and LEO payloads once the lowered cost per kg is offered to them... but there will be a long delay between the launch costs being reduced and the industry contracts appearing en masse. Cost per kg in orbit is only part of the picture. Waiting for more contracts to appear and bundling them together to use the most of a BFR's cargo capacity is not a good solution. It will force SpaceX to delay launches until the mass delivered to orbit reaches a profitable amount - launching BFRs nearly empty with the usual 2 to 5 ton satellite is surely wasteful and a loss for the company. The SFR The SFR, or Small Falcon Rocket, is a possible solution to the development costs, under-utilization and low expected launch rate of the BFR, or Big Falcon Rocket. The SFR is a scaled down Big Falcon Spaceship sitting on top of an existing Falcon 9 booster. It will carry a smaller payload to orbit, but will have a capacity SpaceX is sure to fill up. Existing Falcon 9 boosters can be mated to a fully reusable upper stage, drastically cutting down on development costs. We will now look at the details of the SFR's two stages. The upper stage is the only new part. It is a BFS scaled down to 3.7 meters diameter, using the same Raptor engines rated at 1900kN of thrust at 375 seconds of Isp. We will call it the SFS, or Small Falcon Spaceship. The Raptor engine. The SFS will be (9/3.7)^2: 5.9 times smaller than the BFS. The dry mass is expected to be only 85/5.9: 14.4 tons. It will be 19.7 meters long. Based on the mass ratios calculated above, the SFS will be able to hold 187.2 tons of propellant. An SFS with no cargo and full propellant tanks will therefore mass 201.6 tons and have a deltaV of ln(14)*375*9.81: 9708m/s. The Vacuum-optimized Raptor engine is quite large, with a nozzle opening 2.4 meters wide. It is unlikely that more than one such engine can be fitted under the SFS. It will provide enough thrust for an initial Thrust-to-Weight ratio of 0.96, which must be compared to the current second-stage initial TWRs of 0.8-0.9. For retro-propulsive landing, we will not be able to fit, or even need, the sea-level version of the Raptors. Instead, we will use two of the existing Merlin-1D engines with 420kN of sea-level thrust, but possibly with a lower pressure rating as the thrust generated makes them too powerful for landing. The alternative is the SuperDraco engines with 67kN of thrust and 235s sea-level Isp. Rocket engines in the Raptor + 2x Merlin configuration would represent 13.2% of the overall dry mass, or 8.1% if the Raptor + 4x SuperDraco configuration is used instead. The Raptor engines are assumed to have a TWR of over 200, so their mass should be lower than 969kg. There are no numbers on the SuperDraco's mass, but it should be at most 50kg. These ratios seem not too outrageous when compared to the 7% engine-mass-to-dry-mass ratio in the BFR's original design. Merlin-1D engines. The SFS's mass is based on the 85 ton figure for the BFR's dry mass, but this is a cautious estimate with room given for development bloat and mass budget overruns. The BFR's design on paper gives a dry mass of 75 tons instead. Using the on-paper mass, the SFS could have a dry mass as little as 12.7 tons. The SFR's booster is the Falcon 9 Block 4. The booster will mass 22.2 tons when empty, and can hold 410.9 tons of propellant. This gives it a mass ratio of 19.5. The nine Merlin 1D engines have a sea-level Isp of 282s and an vacuum Isp of 311s. Because the booster stage does not spend a long time at sea level and performs most of the burn at high altitudes with negligible air pressure, we will use 300s as a low-ball estimate of the average Isp. The true average might be a few seconds higher. Taken all together, the SFR will mass 634.7 tons on the launchpad without any payload in the SFS's cargo bays. It stands 89.7 meters tall. We will now calculate how much cargo it can lift into Low Earth Orbit in expendable or reusable mode, and where else it can go. Performance To achieve a Low Earth Orbit, we will set the deltaV requirement as 9400m/s. In reality, it could be achieved with as little as 9200m/s, but we want decent safety margins. Expendable mode is the easy part. It assumes every bit of propellant is consumed and the SFR's stages left dry. Using a multi-stage deltaV calculator and setting the Falcon 9 Block 4's Isp to 300s and the SFS's Isp to 375s, we work out that the booster provides 1899m/s of deltaV and the SFS provides 7488m/s for a total of 9388m/s with a payload of 13.7 tons. Recoverable mode is harder to calculate. The propellants cannot be completely used up: some must be kept in reserve to perform a retro-propulsive landing burn. BFR landing. A landing burn by the SFS requires that about 300m/s of deltaV be held in reserve. This represents 1.65 tons of propellant with Merlin-1Ds or 2 tons of propellant with the SuperDracos. The Falcon 9 booster needs to retain 15% of its propellant reserve to make an ocean landing. This gives it a deltaV of 3910m/s, which is largely enough to cancel most of its forwards velocity and make a very soft landing. However, holding back 61.6 tons of propellant means it boosts the SFS by much less. In recoverable mode, the SFR's cargo capacity drops to 9 tons. If the SFS follows the paper designs more closely and achieves a dry mass of 12.7 tons, it will have cargo capacities of 16.7 tons in expendable mode and 12 tons in recoverable mode. The SFS could achieve a deltaV of 2500m/s after launching on top of a recoverable Falcon 9 booster and without any payload. This is not enough to reach the Moon, so the range of missions the SFR can take payloads on is limited to Low Earth Orbit. Smaller rockets might solve the problem of having to crane down cargo from the top of a tower. However, if it is refuelled in orbit, then the entire Solar System is available. It can deliver 50 tons to Low Lunar Orbit (5km/s mission deltaV). It can send 35 tons to the Mars Low Orbit (5.7km/s mission deltaV) or 21 tons to Mars's surface (6.7km/s mission deltaV). Refueling the SFS will take between 16 and 20 tanker launches. With 14.4 tons of dry mass and a propellant capacity of 187.2 tons, the SFS has a maximal deltaV of 9.7km/s, enough theoretically to put itself far above Jupiter or even Saturn. Conclusions The SFS is a limited vehicle. It is restricted to Low Earth Orbits and can deliver payloads of 9 tons, up to 12 tons, at most. It is far from the multi-purpose machines the BFR or ITS promised to be. However, it is enough to dominate the medium lift launch market, as it is fully recoverable. The re-use of existing Falcon 9 boosters and the smaller number of Raptor engines (one per rocket) will drastically slash the development costs compared to something like the BFR. The smaller payloads are easy to fill, meaning every launch is profitable. Multiple launches promises rapid turnover and a maximization of the return on investment on the craft. With re-fueling, the SFS in orbit can complete missions that require it to send decent payloads to the Moon and Mars. With minor improvements and operating in fleets of multiple vehicles, it can even match the payload capacity of the BFR to various destinations. What do you think?
  25. Title is pretty self explanatory. CTDs on launching or when trying to load a scenario. 1.2.2 was robust and handled mods properly, now I can't even play with 15+ up-to-date mods. No CKAN. This is frustrating as heck. Here's a list of the mods I'm currently using and the last CTD log. Looking forward to an answer. Mods list: Error log: Unity Player [version: Unity 5.4.0p4_b15b5ae035b7] KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:013eab22. Error occurred at 2017-08-20_020454. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Héctor González. 72% memory in use. 0 MB physical memory [2196 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [89 MB free]. Write to location 00000000 caused an access violation. Context: EDI: 0xfeed78b0 ESI: 0xfee5c340 EAX: 0x00000018 EBX: 0x00000008 ECX: 0x00000020 EDX: 0x00000000 EIP: 0x013eab22 EBP: 0x0028f474 SegCs: 0x00000023 EFlags: 0x00010202 ESP: 0x0028f468 SegSs: 0x0000002b Bytes at CS:EIP: 89 53 f8 8b 56 04 89 53 fc 8b 56 08 89 13 03 f0 Stack: 0x0028f468: ff109318 00000000 0028f510 0028f4b0 ..........(...(. 0x0028f478: 013eb90b 0000523a 00000018 00000000 ..>.:R.......... 0x0028f488: 0000000c fee5c340 0000523a 00000000 ....@...:R...... 0x0028f498: 00000001 0000000c 0000000c 1800000e ................ 0x0028f4a8: 20000000 0002dea8 0028f540 013ebd5c ... ....@.(.\.>. 0x0028f4b8: 0000523a 00000003 0028f4e0 0028f510 :R........(...(. 0x0028f4c8: fee5c340 ff109338 00000000 dc8332e0 @...8........2.. 0x0028f4d8: e26e9010 00000000 00000003 00000000 ..n............. 0x0028f4e8: 00180000 00000000 00000000 00000000 ................ 0x0028f4f8: 00000000 00000000 00000000 00000000 ................ 0x0028f508: 00000000 00000000 03000000 03000c00 ................ 0x0028f518: 00000000 00000000 00000000 00000000 ................ 0x0028f528: 00000000 00000000 00000003 0007b570 ............p... 0x0028f538: fee5c340 0000523a 0028f59c 013d5d68 @...:R....(.h]=. 0x0028f548: 0000523a 00000008 00000000 0028f574 :R..........t.(. 0x0028f558: 00000000 e968b660 e968dde0 00000000 ....`.h...h..... 0x0028f568: 0000523a dc8332e0 0028f5a8 000000ff :R...2....(..... 0x0028f578: 00000000 00000000 00000000 00000000 ................ 0x0028f588: 02000000 00000000 00000000 dc8332e0 .............2.. 0x0028f598: 00000003 0028f5b8 014194bf 00000008 ......(...A..... 0x0028f5a8: ff109318 00000002 0000523a e5c49870 ........:R..p... 0x0028f5b8: 0028f5d8 0157809b dc8332e0 00000003 ..(...W..2...... 0x0028f5c8: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f5d8: 0028f628 0668c2ab e968b660 00000003 (.(...h.`.h..... 0x0028f5e8: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f5f8: 0028f638 0668c22c 0028f628 06086aa0 8.(.,.h.(.(..j.. 0x0028f608: 06086a48 e5c49870 0668c281 e968b680 Hj..p.....h...h. 0x0028f618: e968dde0 e5c49870 0028f628 0668c274 ..h.p...(.(.t.h. 0x0028f628: 0028f658 0668c1c2 e968b660 00000003 X.(...h.`.h..... 0x0028f638: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f648: 0028f688 0662ee0f e968b660 0028f668 ..(...b.`.h.h.(. 0x0028f658: 0028f688 0669f482 e968b660 00000003 ..(...i.`.h..... 0x0028f668: 00000000 00000002 e26e9000 0000523a ..........n.:R.. 0x0028f678: e968dde0 e5c49870 0028f688 00000002 ..h.p.....(..... 0x0028f688: 0028f6a8 0669f42e e968b660 00000003 ..(...i.`.h..... 0x0028f698: e26e9000 e5c49870 0028f6a8 065e114c ..n.p.....(.L.^. 0x0028f6a8: 0028f798 12222b6a e968b660 e26e9000 ..(.j+".`.h...n. 0x0028f6b8: 3f800000 3f800000 e968b680 e968b670 ...?...?..h.p.h. 0x0028f6c8: e968b670 e968b670 e968b670 e968b660 p.h.p.h.p.h.`.h. 0x0028f6d8: e968dde0 e968dde0 e968de10 00000021 ..h...h...h.!... 0x0028f6e8: 00000000 00000000 00000000 00000000 ................ 0x0028f6f8: 00000000 00000000 3f800000 3f800000 ...........?...? 0x0028f708: 3f800000 3f800000 00000000 00000000 ...?...?........ 0x0028f718: 00000000 00000000 00000000 00000000 ................ 0x0028f728: 3f800000 3f800000 3f800000 3f800000 ...?...?...?...? 0x0028f738: 00000001 06190072 12222740 12224b09 ....r...@'"..K". 0x0028f748: 12222740 00000000 06086aa1 06086a48 @'"......j..Hj.. 0x0028f758: 3a4a7c18 0028f7a0 00000005 e6664a50 .|J:..(.....PJf. 0x0028f768: 00000000 0028f7b8 12224b09 06086a48 ......(..K".Hj.. 0x0028f778: e5c49c30 00000040 06086aa0 00000005 [email protected]...... 0x0028f788: 0028f78c 00000004 e6664a50 00000005 ..(.....PJf..... 0x0028f798: 0028f7b8 12224b09 e5c49870 00000040 ..(..K".p...@... 0x0028f7a8: 0028f7ac 0028f7e8 00000000 e6664a50 ..(...(.....PJf. 0x0028f7b8: 0028f7e8 12224a85 e5c49870 1216d67c ..(..J".p...|... 0x0028f7c8: 3a8fc640 06086a48 06086aa0 25d76660 @..:Hj...j..`f.% 0x0028f7d8: 0028f7dc 0000001c e6690400 25d76660 ..(.......i.`f.% 0x0028f7e8: 0028f818 12224a16 e6664a50 25d76660 ..(..J".PJf.`f.% 0x0028f7f8: 00000001 06086a48 06086aa0 25d76660 ....Hj...j..`f.% 0x0028f808: 0028f80c 0028f888 e6690400 0000000d ..(...(...i..... 0x0028f818: 0028f888 1216d67c e6690400 00000000 ..(.|.....i..... 0x0028f828: 00000018 41200000 1216d228 1221abab ...... A(.....!. 0x0028f838: 00000000 41524f80 0000000a 51aa9690 .....ORA.......Q 0x0028f848: 00000000 40900000 41da1c00 e6690400 [email protected]. 0x0028f858: 00000000 00000000 00000000 bff00000 ................ 0x0028f868: 00000000 00000000 06086aa0 e6690400 .........j....i. 0x0028f878: 0028f87c 62deb960 0000000d e6690400 |.(.`..b......i. 0x0028f888: 0028f8a8 1221abab e6690400 00000001 ..(...!...i..... 0x0028f898: 0028f89c 0028f8d8 62deb960 0000000d ..(...(.`..b.... 0x0028f8a8: 0028f8d8 1221a9bd e6690400 e6690400 ..(...!...i...i. 0x0028f8b8: e6690400 06086a48 06086aa0 00000011 ..i.Hj...j...... 0x0028f8c8: 0028f8cc e5a5c400 41da1c90 00000011 ..(........A.... 0x0028f8d8: 0028f938 1221a813 41da1c90 e6690400 8.(...!....A..i. 0x0028f8e8: 0028f938 1221a790 e6690400 06086a48 8.(...!...i.Hj.. 0x0028f8f8: 11c46200 0028f940 41da1c90 00000004 .b..@.(....A.... 0x0028f908: 41da1c90 0028f958 121a6c28 06086aa0 ...AX.(.(l...j.. 0x0028f918: 121a6c1f 00000010 06086aa0 41da1c90 .l.......j.....A 0x0028f928: 0028f92c 41da1c90 00000004 41da1c90 ,.(....A.......A 0x0028f938: 0028f958 121a6c28 41da1c90 06667a20 X.(.(l.....A zf. 0x0028f948: 0028f978 06667b59 62867968 628678c0 x.(.Y{f.hy.b.x.b 0x0028f958: 0028f978 1219f909 41da1c90 00000005 x.(........A.... 0x0028f968: 0028f9b0 62867968 628678c0 06667a20 ..(.hy.b.x.b zf. 0x0028f978: 0028f9a8 06667b59 41da1c90 fff83108 ..(.Y{f....A.1.. 0x0028f988: 00000000 00000000 060881f8 00000000 ................ 0x0028f998: 00000000 62867a10 62867968 06667a20 .....z.bhy.b zf. 0x0028f9a8: 0028f9d8 06667b89 62867968 fff83108 ..(..{f.hy.b.1.. 0x0028f9b8: 00000000 0028faf0 0028fa64 1220f448 ......(.d.(.H. . 0x0028f9c8: 00010000 62867ab8 62867a10 06667a20 .....z.b.z.b zf. 0x0028f9d8: 0028fa08 06667b89 62867a10 fff83108 ..(..{f..z.b.1.. 0x0028f9e8: 00000000 63691d80 0028faf0 1005d7f8 ......ic..(..... 0x0028f9f8: 0028fa64 3638e9f0 0028fbdc 06667a20 d.(...86..(. zf. 0x0028fa08: 0028fa28 06667a16 62867ab8 fff83108 (.(..zf..z.b.1.. 0x0028fa18: 00000000 0028fa44 014d200a 11c5f9b0 ....D.(.. M..... 0x0028fa28: 0028fa68 06667a75 fff83108 00000000 h.(.uzf..1...... 0x0028fa38: 0028fa50 10001e3d 10bb9790 10bb9790 P.(.=........... 0x0028fa48: 00000000 00000000 fff83108 10001de5 .........1...... 0x0028fa58: 060881f8 10bb9790 0028fa68 0028fa6c ........h.(.l.(. 0x0028fa68: 0028fa98 100f1440 00000000 0028fb84 ..(.@.........(. 0x0028fa78: 0028fbdc 066679f0 00010000 00000000 ..(..yf......... 0x0028fa88: 10bb9790 00000000 05fa4e70 00000000 ........pN...... 0x0028fa98: 0028fabc 1005d7ee 10bb9790 00000000 ..(............. 0x0028faa8: 0028fb84 0028fbdc 0028fbdc 0028fb0c ..(...(...(...(. 0x0028fab8: 00000000 0028fad4 0144d2de 10bb9790 ......(...D..... 0x0028fac8: 00000000 0028fb84 0028fbdc 0028fafc ......(...(...(. 0x0028fad8: 014d200a 10bb9790 0028f800 00000000 . M.......(..... 0x0028fae8: 0028fb34 0028fbdc 00000000 00000000 4.(...(......... 0x0028faf8: 022555b0 0028fbe0 01376f3d 0028fbdc .U%...(.=o7...(. 0x0028fb08: 00000000 02056a6c 10bb9790 0028f800 ....lj........(. 0x0028fb18: 00000000 00000000 00000000 00000000 ................ 0x0028fb28: 00000000 00280101 00000000 00000000 ......(......... 0x0028fb38: 00000000 00000000 00000000 00000000 ................ 0x0028fb48: 00000000 00000000 00000000 00000000 ................ 0x0028fb58: 00000000 00000000 00000000 00000000 ................ 0x0028fb68: 00000000 00000000 00000000 00000000 ................ 0x0028fb78: 00000000 00000000 00000000 0028fbe8 ..............(. 0x0028fb88: 0028fb3c 00000000 00000000 00000000 <.(............. 0x0028fb98: 00000000 00000000 00000000 00000000 ................ 0x0028fba8: 00000000 00000005 00000007 00000000 ................ 0x0028fbb8: 00000000 00000000 00000000 00000000 ................ 0x0028fbc8: 00000000 00000000 00000000 00000002 ................ 0x0028fbd8: 0028fc10 00000000 0028fc04 014cf893 ..(.......(...L. 0x0028fbe8: fff83108 eb73d990 00000000 eb73d990 .1....s.......s. 0x0028fbf8: 04b2bf10 eb73d900 022555b0 0028fc6c ......s..U%.l.(. 0x0028fc08: 014d05f4 fff83108 eb73d990 00000000 ..M..1....s..... 0x0028fc18: 04b47a40 eb73d900 04b47a01 0173caf0 @z....s..z....s. 0x0028fc28: eb73caf0 00030e86 eb73d954 0028fc48 ..s.....T.s.H.(. 0x0028fc38: b39bfec0 00030e86 eb73caf0 04b2bf10 ..........s..... 0x0028fc48: f18ad200 f1a10040 04b2bf10 f1a10040 ....@.......@... 0x0028fc58: f1a10040 f2c1e840 eb73ca01 eb73d900 @[email protected]. 0x0028fc68: 0001601a 0028fc90 014d0786 04b47a40 .`....(...M.@z.. 0x0028fc78: eb73d900 014cf49a 04b47a40 00000032 [email protected]... 0x0028fc88: 00000032 04b47a40 0028fcb4 014cf60a 2...@z....(...L. 0x0028fc98: 00000000 00000032 74ff7bd3 057dd860 ....2....{.t`.}. 0x0028fca8: 00000004 42f6aeae 0000001c 0028fcc0 .......B......(. 0x0028fcb8: 014aa57f 75007044 0028fd00 01540eab ..J.Dp.u..(...T. 0x0028fcc8: 00000000 00000001 00000000 015415d9 ..............T. 0x0028fcd8: 00000000 0000000a 00080018 000014fe ................ 0x0028fce8: 138911bc 00000001 01d888f6 000003d6 ................ 0x0028fcf8: 00000292 00000a58 0028fe38 0154360e ....X...8.(..6T. 0x0028fd08: 00000000 00000000 fffde000 04b43b50 ............P;.. 0x0028fd18: 00000002 0028fc30 002a8ef8 00000054 ....0.(...*.T... 0x0028fd28: 0000005f 01d8b7e9 04b43af0 7771c983 _........:....qw 0x0028fd38: 011b2278 02172b78 00000059 0000005f x"..x+..Y..._... 0x0028fd48: 0198a11b 011b2278 02172b78 00000010 ....x"..x+...... 0x0028fd58: 00000010 776ffafa 69ca34fd ffffffff ......ow.4.i.... 0x0028fd68: 00000024 0028fde0 00000004 00000000 $.....(......... 0x0028fd78: 810c7efd 7771b15f 69ca35be 04b43d90 .~.._.qw.5.i.=.. 0x0028fd88: 0028fd94 7fffffff 00000000 0000005a ..(.........Z... 0x0028fd98: 0000005f 011b07d0 04b33d50 0028fdd4 _.......P=....(. 0x0028fda8: 01978b8b 011b2278 0000004b 0000004f ....x"..K...O... 0x0028fdb8: 0028fe28 616e614d 00646567 6c65746e (.(.Managed.ntel 0x0028fdc8: 00000000 00000007 0000000f 0028fe0c ..............(. 0x0028fdd8: 04b2ba90 04b2bac8 04b2bac8 00000000 ................ 0x0028fde8: 01091040 65646900 646e6957 6c00776f @....ideWindow.l 0x0028fdf8: 0028006c 00000000 0000000f 00000000 l.(............. 0x0028fe08: 00000000 65726100 5748746e 0100444e .....arentHWND.. 0x0028fe18: 002a46d3 00000000 0000000f 00000000 .F*............. 0x0028fe28: 01091040 01091080 00000000 00ffff01 @............... 0x0028fe38: 0028fe50 0193c8d8 01280000 00000000 P.(.......(..... 0x0028fe48: 002a46d4 0000000a 0028fee0 0196bd88 .F*.......(..... 0x0028fe58: 01280000 00000000 002a46d4 0000000a ..(......F*..... 0x0028fe68: a19e5f86 00000000 00000000 fffde000 ._.............. 0x0028fe78: 00000044 002a2932 002a2912 002a287c D...2)*..)*.|(*. 0x0028fe88: 00000000 00000000 00000000 00000000 ................ 0x0028fe98: 00000000 00000000 00000000 00000000 ................ 0x0028fea8: 00000000 00000000 00000000 0028fedc ..............(. 0x0028feb8: 0197cd1e c0000005 00000000 00000000 ................ 0x0028fec8: 0028fe68 0028eeb0 0028ff1c 0196d960 h.(...(...(.`... 0x0028fed8: a3a889ee 00000000 0028feec 757b336a ..........(.j3{u 0x0028fee8: fffde000 0028ff2c 77719902 fffde000 ....,.(...qw.... 0x0028fef8: 768086a5 00000000 00000000 fffde000 ...v............ 0x0028ff08: c0000005 757d770f 757d770f 0028fef8 .....w}u.w}u..(. 0x0028ff18: 0028eeb4 ffffffff 777558c5 01d8bfa9 ..(......Xuw.... 0x0028ff28: 00000000 0028ff44 777198d5 0196bddb ....D.(...qw.... 0x0028ff38: fffde000 00000000 00000000 00000000 ................ 0x0028ff48: 00000000 0196bddb fffde000 00000000 ................ 0x0028ff58: 00000000 00000000 00000000 00000000 ................ 0x0028ff68: 00000000 00000000 00000000 00000000 ................ 0x0028ff78: 00000000 00000000 00000000 00000000 ................ 0x0028ff88: 00000000 00000000 00000000 00000000 ................ 0x0028ff98: 00000000 00000000 00000000 00000000 ................ 0x0028ffa8: 00000000 00000000 00000000 00000000 ................ 0x0028ffb8: 00000000 00000000 00000000 00000000 ................ 0x0028ffc8: 00000000 00000000 00000000 00000000 ................ 0x0028ffd8: 00000000 00000000 00000000 00000000 ................ 0x0028ffe8: 00000000 00000000 00000000 00000000 ................ 0x0028fff8: 00000000 00000000 ........ Module 1 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe Image Base: 0x01280000 Image Size: 0x011b8000 File Size: 17729024 File Time: 2016-10-12_023656 Version: Company: Product: FileDesc: FileVer: 5.4.0.23386 ProdVer: 5.4.0.23386 Module 2 C:\Windows\system32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x00016000 File Size: 81768 File Time: 2007-04-04_195342 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 3 C:\Windows\system32\atiumdva.dll Image Base: 0x50190000 Image Size: 0x00cf2000 File Size: 13254256 File Time: 2017-08-06_215942 Version: Company: Advanced Micro Devices, Inc. Product: Advanced Micro Devices, Inc. Radeon Video Acceleration Universal Driver FileDesc: Radeon Video Acceleration Universal Driver FileVer: 22.19.171.1024 ProdVer: 8.14.10.582 Module 4 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Mono\mono.dll Image Base: 0x10000000 Image Size: 0x00230000 File Size: 2113496 File Time: 2016-10-12_023700 Version: Company: Unity Technologies Product: libmono FileDesc: Unity Technologies fork of mono runtime FileVer: 1.0.0.1 ProdVer: 1.0.0.1 Module 5 C:\Windows\system32\atiumdag.dll Image Base: 0x50700000 Image Size: 0x00782000 File Size: 7663888 File Time: 2017-08-06_215942 Version: Company: Advanced Micro Devices, Inc. Product: Advanced Micro Devices, Inc. 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Radeon DirectX 11 Driver FileDesc: aticfx32.dll FileVer: 22.19.171.1024 ProdVer: 8.17.10.1534 Module 8 C:\Program Files (x86)\Steam\gameoverlayrenderer.dll Image Base: 0x53900000 Image Size: 0x00131000 File Size: 1093920 File Time: 2017-07-17_213306 Version: Company: Valve Corporation Product: Steam Game Overlay Renderer FileDesc: Steam Game Overlay Renderer FileVer: 4.5.78.60 ProdVer: 1.0.0.1 Module 9 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Plugins\lingoona.grammar.kerbal.dll Image Base: 0x53ac0000 Image Size: 0x000bd000 File Size: 663552 File Time: 2017-08-20_003922 Version: Company: Lingoona GmbH Product: Grammar Library FileDesc: Bibliothek für grammatikalische Sätze FileVer: 1.5.5.511 ProdVer: 1.5.5.0 Module 10 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\steam_api.dll Image Base: 0x544f0000 Image Size: 0x00038000 File Size: 213072 File Time: 2016-10-12_025618 Version: Company: Valve Corporation Product: Steam Client API FileDesc: Steam Client API FileVer: 3.42.61.66 ProdVer: 1.0.0.1 Module 11 C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_Data\Plugins\CSteamworks.dll Image Base: 0x54530000 Image Size: 0x00022000 File Size: 123392 File Time: 2016-10-12_024750 Version: Company: Riley Labrecque Product: CSteamworks FileDesc: A C ABI wrapper for Steamworks FileVer: 1.27.0.0 ProdVer: 1.27.0.0 Module 12 C:\Program Files (x86)\Steam\CSERHelper.dll Image Base: 0x545e0000 Image Size: 0x00021000 File Size: 124440 File Time: 2017-06-20_033814 Version: Company: Valve Product: CSER Helper FileDesc: Debug Helper Routines FileVer: 4.50.0.0 ProdVer: 4.50.0.0 Module 13 C:\Windows\system32\atiu9pag.dll Image Base: 0x54610000 Image Size: 0x00027000 File Size: 143864 File Time: 2017-08-06_215942 Version: Company: Advanced Micro Devices, Inc. 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Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Device Information Set DLL FileVer: 6.1.7601.17621 ProdVer: 6.1.7601.17621 Module 97 C:\Windows\syswow64\imagehlp.dll Image Base: 0x772b0000 Image Size: 0x0002b000 File Size: 159232 File Time: 2013-10-18_223700 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Windows NT Image Helper FileVer: 6.1.7601.18288 ProdVer: 6.1.7601.18288 Module 98 C:\Windows\SysWOW64\ntdll.dll Image Base: 0x776e0000 Image Size: 0x00180000 File Size: 1314112 File Time: 2017-07-07_121332 Version: Company: Microsoft Corporation Product: Sistema operativo Microsoft® Windows® FileDesc: DLL del nivel de Windows NT FileVer: 6.1.7601.23864 ProdVer: 6.1.7601.23864 == [end of error.log] ==
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