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  1. BenjisHardwiredLogic Version: v1.2.1 Dependencies: ModuleManager.4.1.4.dll Download: Github - Spacedock - Sourcecode Installation: Simply drag the folder BenjisHardwiredLogic into your GameData folder. Description: A ksp mod to "hardwire"-logic into rocket designs. (At this point: decoupler-staging, fairing-separation and engine/rcs-ignition). Every engine, decoupler or fairing is now disabled by default and can be enabled/disabled by the push of a button in the editor's PAW. Decouplers and also Fairingbases can have a delay assigned (up to 30min 59.9sec). The same for Engines (solid and "liquid") and RCS thrusters. Procedural Fairings (only RO, not the squad basegame thingies) can have a height between 0 and 140 km assigned. Every other value will start counting down once the launchclamps are released. When reaching 0min 0.0s the decoupler will automatically decouple, the engine light up and the RCS become active. Fairings automatically separate at the set height (above sealevel). If the messaging system is activated, 3 pre messages at -10s, -5s and -2s will be shown on screen. Also a on screen message at the actual decoupling, ignition or fairing separation are shown. This will save a lot of space in the StagingList because the whole launcher can be put into 3 stages (or 2, if the 1st stage Engine is immidiatly at 100%, for example if you're using a SolidMotor). But maybe you should just leave your StagingList the way it always was. Else you mess up all the dV and burntime readouts (KER and MJ). The other upside is, you can always stage, decouple and separate fairings ahead of countdown (in case of engine failures). This mod does not prevent that. Example (of your standard launcher): Stages 0-4 un-automated payload-stuff, whatever you wanna put into space... Stage 5 2x radialDecouplers connected to the solidMotors (delayed for 30.5sec) 2ndStageEngine (2min burntime) (delayed for 1min 3.8sec) 2ndStageDecoupler between 1st and 2nd stage (delayed for 1min 4.8sec) payloadDecoupler between 2nd stage and payload (delayed for 2min 4.0sec) procFairing (set for 90km) Stage 6 launchClamps 2x solidMotors (30s burntime) Stage 7 1st stage engine (65s burntime) So, let's look at what will happen, shall we? First spacebar fires the main engine. Once that is spooled up, spacebar fires the solidMotors and releases the launchClamps. Now the countdowns will start. At 30.5s the solidMotors will decouple At 1min 3.8s the 2nd stage will fire. At 1min 4.8s the 1st stage will be decoupled, hopefully the 2nd stage is spooled up by now. At 90km the fairings will separate. 2 minutes 4 seconds after lift off: The payload will be decoupled from the 2nd stage. Changelog: v.1.2.1 - The "SHUT-UP! I told you not to message me" release -CHANGELOG & README: - Added to the release zip -OnScreen messaging system: - All messages are now schown in the upper center - Messages can be turned off now, forgot to implement that earlier v1.2 - The "warn me before doing stuff automagically" release -OnScreen messaging system: - Can be turned off - Shows 3 pre messages before decoupling and igniting at -10s, -5s and -2s - Shows a message at decoupling, igniting and fairing separation v1.1.1 -The "humans want something nice to read" release -inflight PAW change: Circuits are: connected/disconnected instead of active?: true/false v1.1 - The "ON-OFF-Button" release -enable/disable button to disable funcionality instead of 0.0s/0km v1.0 - The "never available, 'cause I forgot to generate a zip file" release -initial release
  2. Hi! I'm hoping someone can help as I'm not the best with computers but recently KSP crashed (for the first time) when I tried to recover a vehicle, I left it and when I tried to play the next day it got to the end of the bar of the loading screen and then froze. After it just being stuck on the load I got an error message saying that Windows had to perform a restart to fix the problem but it does this every time! The crash happened after I did a nvidia graphics optimisation but might be unrelated, also have uninstalled and reinstalled the game but still the same crash. Any help would be amazing! Thank you
  3. Hey guys im new here and i dont know if im on the right thread but welp ok So basically my ksp keeps on crashing for no reason at anytime. No i dont have any mods, I have reinstalled it three times, booted my laptop. Checked task manager, no memory and heat problems. And no it didnt produce any crash report or log files. Please help, ive been playing this for more than 2 years and have alot of nice things in my world. It kinda liquides me off knowing i cant complete my goals in the game right now.
  4. Shortly after pressing play on the launcher, my game crashes and stops working. The game is unable to even load yet. The game is also unmodded, completely clean install. In fact i've tried reinstalling it twice with no luck. build id = 01891 2017.10.05 output_log: Initialize engine version: 5.2.4f1 (98095704e6fe) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [nvldumd.dll] Renderer: NVIDIA GeForce GTX 1070 Vendor: NVIDIA VRAM: 3072 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 NULL=1 RESZ=0 SlowINTZ=0 Begin MonoManager ReloadAssembly Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\ICSharpCode.SharpZipLib.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\ICSharpCode.SharpZipLib.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\System.Core.dll (this message is harmless) - Completed reload, in 0.149 seconds <RI> Initializing input. <RI> Input initialized. desktop: 2560x1440 165Hz; virtual: 2560x2520 at 0,-1080 <RI> Initialized touch support. Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\System.dll (this message is harmless) Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\System.Xml.dll (this message is harmless) Platform assembly: F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\Managed\Mono.Security.dll (this message is harmless) IsolatedStorageException: Could not find file "F:\Games\Kerbal Space Program\Kerbal Space Program\Launcher_Data\settings.cfg.bak". at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.OpenRead (System.String path) [0x00000] in <filename unknown>:0 at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize) [0x00000] in <filename unknown>:0 at System.IO.StreamReader..ctor (System.String path) [0x00000] in <filename unknown>:0 at System.IO.File.OpenText (System.String path) [0x00000] in <filename unknown>:0 at System.IO.File.ReadAllLines (System.String path) [0x00000] in <filename unknown>:0 at CFGFileOperator.createSettingsFile () [0x00000] in <filename unknown>:0 at CFGFileOperator.Start () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Local BuildID: 1891 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Windows 10 (10.0.0) 64bit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) ExecPath = F:/Games/Kerbal Space Program/Kerbal Space Program/Launcher_Data\../KSP_x64.exe (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) E5150 path: F:/Games/Kerbal Space Program/Kerbal Space Program/Launcher_Data\E5150.cfg.bak (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Loading Settings... (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Setting up 1 worker threads for Enlighten. Thread -> id: 288 -> priority: 1 Last BuildID: 1804 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NEEDS UPDATEFalse (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Arguments: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) HandleD3DDeviceLost HandleD3DDeviceLost: needs reset, doing it FullResetD3DDevice ResetD3DDevice dev->Reset D3Dwindow device not lost anymore Stats sent. Value: ENABLED (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
  5. Full disclosure, I'm an irredeemable mod-addict. However, I am intentionally asking in a stock modless context: What roadmap exists, if any, for KSP to receive optimization passes in future updates, if indeed any future updates ever come to pass? KSP is pretty much in a class of very few other gaming titles (Factorio being another notable example) which bottlenecks at the CPU and not at the graphics card. Worse, it's been the better part of a decade since anyone was likely to purchase a computer for use with computer games that had single-core CPUs, yet KSP still only utilizes a single core. Case in point, I run an octo-core i7, and while quads aren't exactly bargain-basement economy models quite yet, I think it'd be equally unfair to characterize hex- and octo-core systems as "newfangled" or "rare." In the context of my admitted mod addiction, I recognize that the more mods one uses (particularly plugins) the more likely any multi-core / multithread / optimization would be to bork the backend stuff that allows said mods to attach to the game so easily. That said... is hoping for 2015-cutting-edge performance here in 2017 really an unreasonable thing for a user to request?
  6. Hello, I'm aware of the fact that there already are plenty of threads with the exact same topic, but none of them acctually answered my question. Most of them are like "You dont need to allocate more RAM, all you need is better CPU". However, I know why they say these things as I am quite versed in Hardware questions. Still, I read the crash reports of my game and by how and when the game crashes I am confident that know what is to do. All i need to know is how I can allocate more RAM. I'm happy about anybody trying to help!
  7. Hello! I am having problems with the latest version of KSP (1.3.0). I am running 32 bit unmodded KSP (on steam) on a 32 bit version of Windows 10. The game just crashes when it completes loading. Would anyone tell me (if you know) if there's a fix without going to a older version of KSP? Thanks!
  8. Whenever I completely destroy my current vessel the camera shakes wildly. It stops when I zoom out and view the area from above. I've been able to reproduce this with mods as well as a fresh 1.2.2 install. Can I have some help? TiA
  9. Edit: COMING SOON!!!! TIMESTAMPS! They will be located in the video descriptions! So I've been a long time Kerbalnaut and a short time streamer. I love to game. I love to share amazing games with people. This has been such a great game for me for about 4 years now and I don't love it any less than on day one. I decided I wanted to do a fresh career with no mods in this latest update, as it is starting to feel VERY complete. Feel free to check out the series, only a few episodes in so far....have had some Munar mishaps and Jeb is currently very far from home. I do all the videos live streamed, so you can join in the chat and give some input, or you're more than welcome to leave a comment in the section for me to view later. All in all, I really am enjoying myself here as I love this game and I am loving streaming and interacting with people all over the world while I play my games. I am in no way a big 'youtuber' but I just hope that people will enjoy what I put up. Think of it as a very drawn out tutorial for career mode Episode 1
  10. So I was thinking... It would be cool if you could actualy walk around and interact with parts inside the spaceship, right? Well, Basicaly it would mean that, upon takeoff, they would be in their seats. Then you push a button to let them out and do science experiments. Or mybe just send them to bed after the exhausting journey... P.S. I am New to the Forums
  11. My game is covered in mysterious lines and screenshots are entirely incoherent Behold! http://imgur.com/a/x01CT
  12. hi hi In honor of the Juno spacecraft's upcoming flyby of Jupiter, I thought up the notion of doing a flyby of Jool. Jeb and Valentina were all for it too, but since we were in a bit of a time crunch to get things done before the big day, we weren't going to be able to do things the easy way. Oh no, Jeb and Valentina didn't want to wait, they wanted to go fast, and that means making a giant, oversized, inefficient rocket that could leave right now. And I ain't never heard of this Hohmann fellow. Above you can see the space ship on the launch pad. Everyone is excited and ready to go. Even Bob, who lost a bet to Bill during a game of Go Fish, is strapped in and apparently ready to get things over with. It was a pretty straight forward launch. And by straight forward, I mean straight up, since this monstrosity was way too unwieldy to try pitching prior to SRB separation, which also thankfully happened around 20,000 meters where the atmosphere is thinner. You can see Valentina is eagerly awaiting the fireworks display that is about to happen when all the SRB's hit the rest of the exhaust, and each other. Here you can see the stage 1.5 separation, as stage 2 kicks into high gear. Honestly, getting this beast into orbit without a refueling mission was one of the hardest parts about this mission. Not the hardest part, I'd wager, but certainly in the top three. And finally the main engines kick in for the 3km/s+ orbital ejection burn. It is really hard to get orbital angles correct without any kind of instrumentation. The folks down at the labs have come up with a handy "old envelopes pressed against the monitors," technique of estimating angles, but I think I ended up burning too much propellant anyway. Patching conics... Wow, I really messed up my ejection angle, but nothing a bit a lot more delta V can't solve. And here we see our intrepid dare devils, perhaps only a mote in Jool's Eye. Back at mission control, we were a little bit worried about whether we'd have enough delta V to get back to Kerbin. We didn't have any tools to estimate the departure window for a flyby pass, not that we arrived when we were expecting to anyways. We were all just crossing our fingers and hoping that the engineers had overdone it again. Actually... and this is kind of embarrassing to admit, but we almost sent the ship off into interstellar space, but we realized the mistake and changed the flyby trajectory from being retrograde to prograde, or was it the other way around? Anyway, we just needed a little bit of a kick to put the ship back on an intercept course with Kerbin. So, in the end, it took more than 4 years to get back. I guess that's what happens when you shoot from the hip and fly by the seat of your spacesuit. Everyone looks real excited to finally be coming home so that I can stick them in another rocket and shoot them into space again. Since I wanted to leave the nuclear powered cruiser in orbit (something about nuclear engines exploding in the atmosphere, etc, etc.) just in case I wanted to use it again, I undocked the command module and fired up the de-orbiting rockets. I was a little bit nervous about whether the ablative docking port technology would hold out, but it didn't explode. And in the end, isn't that what really matters? Cheers!
  13. Allright lads - I'm in the midst of preparing a Laythe landing (and as a consequence been preparing a Laythe landing vehicle). With time and patience I've finally managed to create an SSTO, both capable of flying into Kerbin/Laythe's atmosphere and out. Been tested so far on Kerbin - able to get into a circular orbit of around 70-80km it seems, with enough fuel to return to Kerbin (or reach the orbital vehicle/refueling station, depending on need). Here's a pic or two =) Try not to land on water - guarantees appear to be voided in that case....
  14. Also imgur gallery (http://imgur.com/a/R4CgT)
  15. With the new 1.1 patch downloaded, I wanted to give KSP another go. For some reason however, my visuals are completely messed up now. I included a screenshot as example: http://prnt.sc/auktlm This is a new problem for me: I never had graphical issues with KSP in the past, though I haven't actively played the game last month. My other games are still functioning perfectly, so I would assume the issue has something to do with a recent patch. My previous searches kept resulting in topics about modded installations. Since I don't use mods, I eventually decided to just post the issue here. Does anyone have a clue to what could cause this? Other relevant information: - Windows 10 - AMD Radeon HD 7900 Series Thanks in advance!
  16. I have successfully docked onto my moon lander in a low orbit above the Mun for a refueling, since I am on career mode I only have access to the Clamp-O-Tron Jr. I attached an FL-T400 fuel tank to a clampotron and my Mod key+Right click is not pulling up the fuel exchange window! I have tried it with and without a adapter, and they have no effect. It shows that the ships have docked and become one, but no fuel transfer window. Help!
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