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Found 45 results

  1. Hello, Yesterday, I found out that about a week and a half prior, Realism Overhaul had (finally! ) been updated for 1.3.1. So, I did this sequence of events (I'm on Windows 10, BTW): Backed up saves and screenshots for safety, Deleted my copy of CKAN and the CKAN folder, as it was malfunctioning. Recalling the tumultuous experience I had with upgrading to 1.2.2, I uninstalled KSP and reinstalled it as 1.3.1. I reinstalled CKAN. CKAN recognized the mods that still existed in the Game Data folder, but (presumably because I deleted my CKAN folder), they were marked by 2 capital letters (which I can't recall) and I could not do anything with them. I permanently deleted all the Game Data, as I always have very little space on my computer. This took with it all of my custom engine configs, yaay... Now I could reinstall the mods. I attempted to do so, but it kept aborting the procedure as the mods were attempting to install a craft that was already in the Ships folder, which also strangely wasn't swept away by the reinstall. I sent the craft to the Recycle Bin. I tried again. This time a different craft showed up. What should I do? Should I delete my Ships folder or just the contents? What about the stock crafts or pre-made crafts that may not be provided in 1.3.1 RO?
  2. Updating a modded career

    I am currently running version 1.2.2 and haven't updated in a while to keep my mods operating in a compatible manner. From what I understand I have a lot of mods, but I am also not sure how many of them I am using. But I am having some compatibility problems and am looking at upgrading to a more current version potentially looking at getting the DLC. The big issue is that I have been running a career mode where I have several off-world colonies, bases and research facilities that I would like to carry forward. What I would like from people is feedback on what difficulties and resources work with this. I have 2 installs (1.3.1 and 1.4.1) that I have been trying to get mods updated to run my setup and I am getting loads of notices that mod x or y is a different version. I have tried using Ckan but even Ckan seems to install mods that are not compatible and I am having a harder time finding the best compatible older versions. It isn't the end of the world to use the F12 menu to rebuild incompatible relays or probes or even empty rovers and sending them back to location, but doing that a lot or when dealing with active bases is a lot more difficult.
  3. Hey all, Recently started another RSS career with about 90 some odd mods. The most important one obviously being real fuels. I dont think my issue with oxygen boil off is related to real fuels as I've made a config file with the FINAL designation to change all the tanks with the variable 'loss_rate' to '0' and have confirmed that it is working by checking modulemanager.configcache. So my only conclusion is that its a different mod. I had cryogenic engines and tanks installed and found variables called BoiloffRate and some other localization stuff related to that mod, but I wasnt sure I had found all the instances within its configuration so I elected to play without it. Deleted my configcache so it would generate a new one and I'm still experiencing Liquid oxygen boil off and I can't find the variable responsible for it, so I've come here for help. Here's a combined pic of my mod list. Appreciate everyones time. -
  4. Even though its for an older version, maybe someone knows a workaround (want to stay on 1.3.1 because of mods) When I enter the Astronaut Complex no crew is displayed and it shows 10 crew members of 12 assigned, even on a new game. KSP Version: (backdated from Steam), same on 32bit and 64bit version (Windows 10), clean install Steps to Replicate: (start new game) and enter astronaut complex Log shows these lines: NullReferenceException: Object reference not set to an instance of an object at CrewGenerator.GetRandomName (Gender g, System.Random generator) [0x00000] in <filename unknown>:0 at CrewGenerator.RandomCrewMemberPrototype (KerbalType type) [0x00000] in <filename unknown>:0 at KerbalRoster.AddApplicant (Double UT) [0x00000] in <filename unknown>:0 at KerbalRoster.Update (Double UT) [0x00000] in <filename unknown>:0 at KSP.UI.Screens.AstronautComplex.InitiateGUI () [0x00000] in <filename unknown>:0 at KSP.UI.Screens.AstronautComplex.Start () [0x00000] in <filename unknown>:0 Full log: output_log Screenshot
  5. So, I've got an insanely modded version of KSP with procedural parts as one of the mods that's been installed basically since the beginning. Recently it stopped working. Like, the game doesn't even load past it. All data is here. I've also got an issue put up on github here. Please help.
  6. I'm basically just learning KSP 1.3.1 with RO RSS. Meaning, I had some issues getting it all to work together (a couple posts here), but with help from here I finally got the game to work. :-) I've been fiddling around in sandbox mode and decided I wanted to go to the moon. So by now I've followed Mark Tuggle's "Building and Landing a Rocket on the Moon in KSP RO/RSS" video at (put a www. in front of it if you want to see it...I didn't want to clog up the post with large videos!) and have been able to land a couple of his landers on the moon, within 20km of each other actually. That accomplished, I felt like experimenting with getting Jeb to the moon and back, and stumbled upon Kyle Laskowski's "FASA Saturn V Assembly 1.0.5" video at I've finally managed to pause the video about 1000 times to figure out what part he's grabbing, and have built the rocket. Now the questions begin! Staging and LEM: I did the best I could with pausing and rewinding and replaying the sometimes 1 second clips of the staging, and I can burn all the way through the 3rd stage. But from there, I'm confused. Can somebody help me understand how to stage the ascent and descent parts of the LEM, the service module, and the Spacecraft Module Lunar Adapter - long base? Also, how (and where) to put the service module stage so I can undock it, flip it around and dock with the LEM ascent? There's probably a file I can upload that somebody could look at and tell me how to re-arrange stuff, but I don't know what that file if you want to look at it, please tell me what to upload. :-) Anyway, I know this is probably old hat for most here, but it's new to me and I'm enjoying it a lot. Thanks in advance for your help!
  7. Hey all, A frustrating one for you. My 1.3.1 Career save has suddenly started misbehaving. KSP loads to the menu as usual but the persistent and renamed quicksaves do not load when 'resume' is selected, instead crashing the game. Even more frustratingly, there are no crash logs to try and narrow down the problem. KSP: 1.3.1 Windows 64bit Problem: Career save crashes on load. KSP initializes as normal, when selecting resume career save, the screen goes black, the gray animated loading tab in the bottom right appears and the planets rotate a little, then a windows error pops up ("something caused KSP_64 to stop working") and it crashes to desktop. Mods installed: Lots! But it has been working reliably for at least 2-3 weeks on an offline Laptop, nothing has been updated and steam is in offline mode. There are some outdated mods on the install but I've been using them with 1.3.1 since it came out with no issues. Reproduction steps: Reverting to a backup save works, but any saves made after this point refuse to load. The game works fine for as long as i want, but the saves made after the initial loading become dysfunctional. I have tried re-naming quicksaves to persistent and this also does not work. Removing all ship and sub-assembly files (not the folders themselves) doesnt seem to make any difference. Log: None generated So, my questions are - firstly is there any way to get it to generate a output log to try and track down the issue? Or any other tips or hints to track down the gremlins? Secondly, is there something on the last craft I was using that's causing the issue (a simple satellite round Ike, mostly stock with some Scansat, Karbonite, RLA and ProbePlus parts)? A mod causing chaos (I am going to start removing them one by one, but I'm not sure I'll have many crafts left after!)? Or, more depressingly, is their something deeper wrong with the savefile itself and I'm just going to have to start again? *cries* Anyhow, sorry that's not particularly illuminating. Thanks in advance for your attention. BF
  8. Hi All, First for the required info: KSP Version: I'm running in Linux Mint 18.3 (64 bit), and the game is running via steam; From BuildID.txt: 02077; From readme.txt: 1.4.0; Detailed explanation of what happens: I run the game and i get a VERY brief window which closes immediately, this is with both the 32 and 64 bit versions, reverting to v1.3.1Ican play no problem. No need for screenshots or save files as the game doesn't run Player.log: System specs: I run a Lenovo L512 laptop; Chipset: core i5 430M; Graphics: Integrated Intel HD (inex reports it as "Mesa DRI Intel(R) Ironlake Mobile"); RAM: 4GB; HDD: 512GB SSD (Samsung Evo); Clean Install, no mods Generally I assume my machine is too old now and cannot support the minimum level of OpenGL required for 1.4?? It works no problem on 1.3.1 which I can revert to in steam (for now atleast). Is there any way around this at all? I think it might work if I run Win7 but I prefer Linux really. Is there anything I can do here or am I destined to run no later than 1.3.1 on this machine, it s shame as I was just getting into a decent career with it! Cheers All.
  9. Hi there! So I have this problem with all of my vessels with a scansat probe installed. Basically even if they are at the optimal orbit, they will scan the planet's map, but they won't show any resources whatsoever. I've also installed MKS and Khetane, is it possible that those mods are creating some sort of conflincts?
  10. (1.3.1) Jet Sounds Continued 1.1.0

    Jet Sounds Continued Jet Sounds was an amazing mod that eventually stop being updated. After this happened many people wanted the creator to keep developing it, or for someone to release their own copy that worked. Here I am, with a working copy of Jet Sounds. This mod replace the stock jet engine sounds with their realistic counter-part; J-20 "Juno" > Garrett TFE731 J-33 "Wheesley" > CFM International CFM56 J-90 "Goliath" > General Electric GE90 J-404 "Panther" > General Electric GE404 J-X4 "Whiplash" > Rolls Royce Olympus Go check out the original mod by JeanTheDragon! Download From SpaceDock! *Disclaimer: I will try my hardest to develop the mod as far as I can, but with my limited experience from modding, don't expect any new content soon. Right now it doesn't seem to work with some mods, most likely because of my poor modding* *Disclaimer 2: I do not own any of the content within the mod. All of it belongs to JeanTheDragon, the original creator. I just made the mod compatible. If JeanTheDragon wishes me to take down this mod, I will* Change Log: 1.0.0 - Release 1.0.1 - Added Licensing Info 1.1.0 - Fixed rather serious bug that involved duplicate parts - Now runs on Module Manager! (Thanks to AccidentalDissasembly for that) Planned Additions: - Rocket sound effects (Might have to change the name to "Kerbal Sound Overhaul") - Decoupler sound effects - Explosion sound effects License: This mod is licensed under the Creative Commons Attribution-NonCommercial 4.0 International licence.
  11. After some related discussion earlier this week, I've seen fit to re-do my old 1.1 thermal extremis testing for 1.3.1! This time I've built a fun little testbed of a nuclear engine, an NCS adapter with only 8 units of LF in it, a z200 battery, an OKTO core, another z200 battery, another NCS adapter with minimal fuel, and another LV-N NTR engine; and once again attached various cooling structures to it. I've saved those as new craft, and to save time this time, used the in-game hyperedit to toss them into an 88km orbit. Methodology was again to turn on infinite fuel, burn to an internal temp of 1100K in the probe core, record burn time by comparing MET to MET at start of burn, then cut throttle to see if it can coast cool before the core hits 1200 and explodes. No need to angle burns to avoid escape or anything this time, thanks to the opposing engines. Tested where a two pairs each of Gigantor solar arrays, structural girders, radial intakes, airbrakes, wing strakes, tail fins, delta-deluxe winglets, and Big-S spaceplane tails. As well as a pair of structural fuselages, and Kerbodyne adapters. Getting more serious, I also tested two pairs each of Large, Small, and Edge static radiator panels, and of course small and medium thermal control systems, ending with a pair of large TCS, and as a bonus, a single large TCS. On to the results! Keep in mind these are tests of a tiny, mostly-engine flame satellite with tanks perpetually almost out of fuel, and thus terrible heat sinks. As such, the given times are to be regarded as impossibly extreme lower bounds. Of interest, the total internal flux the LV-N produces seems to've doubled since 1.1. (Also, to explain the odd numbers to any flux-accountants, the active radiators would steal internal flux from the engine. It was indeed producing 14942.53kW for all tests, though.)
  12. So I'm returning to the game since last playing in 1.2, and I'm encountering an odd issue. After each flight, regardless of craft or flight time, when I return to KSC or recover my craft the game no longer allows me to do anything. I'm just stuck in the space centre and can't exit the game unless I force close via task manager (Exit to main menu does nothing). If I came back to the KSC via the recover button the craft does not actually get recovered. Clicking on the tracking station does nothing, the R&D building says it's closed, and if I go to the astronaut complex it won't let me leave. I can see my spashed down/landed craft if it's near KSC, but I can't fly or recover it. If I force cloase the game and load back up I can recover my craft and launch another flight, but the whole thing repeats itself each time I return to KSC. I've already resolved a few mod conflicts/issues with this install, but this issue has me stumped. I've had a look at the ksp.log and ouput_log files, but I honestly don't know what I should be looking for. The install is heavily modded, so I'm not really sure where to start (Short of doing some kind of binary search through my mod list). I've uploaded my ksp.log , output_log , and ckan list to Dropbox. Thanks in advance!
  13. Good evening ! Im using MechJeb ( the newest offical Version ) and ksp 1.3.1. MechJeb ist a great Tool and i totally Love it. But sometimes it seems to stuck at some Point. I Launched my Rocket Today and MechJeb navigated it into a Stabel 75 km Orbit. I wanted to try the Automatic landing, so i Set a target somewhere in kerbit and started the Show. Inoticed that MechJeb Status showed Always " Burn for reenter Orbit ". And it doesnt do anything. This Happens pretty often. I only once saw that MechJeb Lands my Rocket ob kerbin Out of 43 Times... The MechJeb Tool Always have enough Energy... Does anyone noticed this Kind of Problem too ? Any solutions ?
  14. Goodly swarm of bugfixes, tasty things under +++ Enhancments, but a few bits, a few bits freaking shine: Add action groups for wheel motors and wheel steering. Add ‘Control from here’ to External Seat. Add action group for ‘Control from here’ to ModuleCommand and ModuleDockingNode, External Seat and Grapple. Methinks such action groups are going to make certain entities quite happy. Edit: too bad this was from months ago, and I just hadn't looked at the game's Steam entry for a while.
  15. My First (Sandbox ) SSTO

    Hey guys, Bit of advice needed. I've been following Matt Lowne's video on making a basic SSTO So I made the craft he builds ( pretty accurately, same fuel tanks engines and a good COM / COL position ) but I'm having real trouble getting it into orbit. Now I'm very aware this video was made in 1.05 and I'm playing 1.3.1 - Are there big differences between the two versions that render the craft non viable or do I just need a lot more practice? Matt doesn't seem overly precise in his wander into LKO and onwards. I've yet to hit LKO. Here's my craft file: On the runway I set the winglets on the end of the wings to have authority of 10% or it gets a little roll happy.
  16. Help I didn't want to put help in the title, but I could use some. Primarily in reading the error logs and output logs to weed out the problem. Yeah, logs, plural. I've been wrestling with this for 2 months and I'm at wits' end. I need expert advice. The crux of it is that I can't even get the game to start (I got it to play in mid-December). In all honestly, I'm your typical mod-happy nimrod. I do know that a few of my mods must not be playing nicely together. I know enough to know that MM can't string them together properly. I've also been here long enough to know that just describing the problem does nothing to articulate what the problem files might be. Output log: error log: error.log?dl=0 Latest Mod list: mod list.txt?dl=0 I've also put onto dropbox my other error folders form before(, as well as a "problem programs" .txt that highlights troublesome observations I made about what I saw when either loading the game or went into the output and tried to fix it myself. Por Ejemplo: ( programs 3.txt?dl=0 ). Even though I have problems that I found, I'm not going to change anything until I get some advice. It feels like the problem is right in front of my nose, but I can't read it in the output logs. I also have an explanation as to why there are so many references to Kerbalism when it's not in my latest loadout( explination - why 'notKerbalism'.txt?dl=0). If it turns out, like, Kerbalism requires you to clean install the game if you want to uninstall it, let me know. Honestly, me greatest fear is that I'd need to wipe the folder entirely and do a clean install, downloading the mods all over again. (I mean, I COULD just move the mods, do a clean install and move them back but I feel like it's the way I installed the mods that messed everything up so the mod info I have in my GameData folder may be worthless anyway.) I just need to see if there's something I can do before I have to resort to starting from square one.
  17. So I get a crash right during the black screen after loading everything and before the main menu. The RAM usage also was right around 5.0 Gb at that time (not sure if relevant). My MacBook has these specs MacBook Pro (15-inch, 2017) Processor 2.9 GHz Intel Core i7 Memory 16 GB 2133 MHz LPDDR3 Graphics Radeon Pro 560 Mods?dl=0
  18. So I've seen these optimal engine charts for helping select the best (set of) engines for a mission/craft, based to the TWR and Delta-V requirements, and (tried to) use them extensively to design long range missions and the like. Until I noticed that these are all horrifically out of date! for KSP1.1.1 for KSP0.23.5 So I am looking for some up-to-date charts, some tips on an at-home version of meithan's chart, or failing that, contact information for meithan so I can help update his web-app.
  19. KSP: 1.3.1 Windows Version x64 [Simplified Chinese] Problem: My game freezes at Loading Resource Definition Bundles screen when the game language is simplified Chinese. It loads successfully once I change the game language to English. Mods installed: Community Resource Pack (CommunityResourcePack Module Manager (ModuleManager 3.0.1) Reproduction steps: Set the game language to Simplified Chinese while have mod Community Resource Pack(CRP) or any mods require CRP installed and launch the game. It will freeze at screen "正在加载资源包定义"(Loading Resource Definition Bundles). Log: output_log.txt ArgumentOutOfRangeException: startIndex + length > this.length Parameter name: length at System.String.Substring (Int32 startIndex, Int32 length) [0x00000] in <filename unknown>:0 at PartResourceDefinition.GetShortName (Int32 length) [0x00000] in <filename unknown>:0 at PartResourceDefinition.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartResourceDefinitionList.Add (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartResourceLibrary.LoadDefinitions () [0x00000] in <filename unknown>:0 at GameDatabase+<CreateDatabase>c__Iterator4B.MoveNext () [0x00000] in <filename unknown>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
  20. Hi all, I'm fairly new to KSP (couple of hundred hours into career mode) and playing a pretty fresh installation of 64-bit 1.3.1 on Windows 10. Good old X58 platform with a Xeon X5660, 4GB GTX970 and 12GB of DDR3. I'm aware that Unity has some known issues regarding joystick input handling, and I've searched/scrolled through this support forum to read the previously posted questions re. multi-input, HOTAS throttles and Thrustmaster peripherals. But I haven't seen my specific issue previously reported, so I thought I'd post a thread... doubting it will be a super-quick-fix kind of issue, but I may as well document it eh? So, prepare yourselves... wall-o-text post incoming... SITUATION: I got all inspired by Cupcake's videos and bought myself a wee christmas present... Thrustmaster 16000.M FCS flightstick and the TWCS HOTAS throttle to go with it. These units can be used "plug'n'play" (in which case the game detects them as two separate input devices), or they can use a software app/virtual device driver called "T.A.R.G.E.T." which is basically a GUI laid over Thrustmaster's custom scripting engine. This software allows you to combine multiple physical controllers into one "virtual device", with customised axis mapping/response curves, button mapping, keystroke generation, mouse pointer control, etc. PROBLEM: Now, if I go the plug'n'pray route and don't use a T.A.R.G.E.T. profile, KSP recognises both devices as separate controllers and I can map the axes with no problems, everything behaves as it should. Except the JoyButton inputs are duplicated for both devices (whether due to limitations of the DirectX API, the Unity engine, or KSP's input handling code, I'm not completely sure), e.g. the flightstick trigger registers as JoyButton0 in the game but so does the thumb button on the throttle, and this behaviour is the same for all the buttons on both devices. Obviously this makes most of the buttons on one or both devices unusable for specific functions. Some duplication is acceptable, but you really need more than 16 buttons across both devices in order to make the best use of the HOTAS setup. BIGGER PROBLEM: "That ain't no problem..." says I, "...just create a T.A.R.G.E.T. profile with all the axes and buttons mapped the way I want". So I did this, and all the button mapping/keystroke generation worked perfectly. Except, as soon as I launch a craft and touch the joystick, all the control surfaces travel to their authority limit and stay there. When I push the joystick to the limit of an axis, the relevant control surface moves through its normal "rest point" to the other extent of travel, and then back to the first limit again when I release the stick back to centre. If I move the stick to the other limit on the same axis, the control surface in question exhibits the same behaviour. The throttle also seems to set its 100% limit at the middle of the DX_SLIDER axis' physical travel, and moving the throttle either side of this point causes the in-game throttle to move sharply back to 0%. Reversing the axes, either in the TARGET software, in the KSP input settings, or by changing the "deploy direction" of a control surface, merely results in the part moving to the opposite extent of travel on launch. All other response curve adjustments, absolute/relative settings, sensitivity and deadzone adjustments in TARGET and in KSP appear to have no effect on this behaviour. FURTHER BACKGROUND INFO: It should be noted that when observing the behaviour of the "Thrustmaster Combined" virtual device's axes (either via the Windows properties dialog or via the TARGET software's built-in "device analyser" function), all the axes and buttons appear to behave normally, the visual indicators sit at a center rest point (or lower extent of travel in the case of the Throttle/Slider axes) and move to their full extent of travel along with the appropriate physical movements of the controller/s. I've also tried previously suggested fixes such as starting the game with the physical throttle set at 50%, and I've tried starting the game with the joystick pulled over to the full extent of X/Y travel. No difference to be seen. Furthermore, I've tried disabling the TWCS throttle in the combined TARGET profile in case there was some weird axis mapping/config conflict occurring, and the FCS flightstick alone still exhibits the same behaviour on its assigned X/Y/Z/slider axes when being detected by the game as a "Thrustmaster Combined" device. POTENTIAL CAUSE: So it seems obvious to me that the issue lies with how Unity/KSP interprets the "rest value" of the virtual device's axes at startup. It assigns the centre "rest value" of the joystick axes as being one extent of travel and the axis limit (in either direction) as the other extent. But it's the opposite with the "virtual" throttle... the rest point is defined as being halfway along the physical axis (instead of at the lower limit of travel), with movement in either direction dropping the throttle back to 0% (or throwing it up to 100%, if the axis is inverted). When you analyse and think about this behaviour, it seems that Unity/KSP is getting the virtual device's "joystick" (self-centering) axes and "slider" (non-centering) axis behaviour ass-backwards. Self-centering axes behave as though the joystick's center rest position is one extent of travel and the axis limit/s are the other extent; i.e. behaving like a throttle/accelerator pedal. Non-centering axes behave as though the mid-point of travel is the rest position, with movement in either direction throwing the control to its limit; i.e. behaving like a self-centering joystick. But I have no ideas as to why this behaviour is only occurring with the combined "virtual" device, and not when the controllers are mapped as separate input devices. CONCLUSION: Sorry for the long long post, but I'm hoping this report might make possible some kind of fix in a future update, so I can use my AUD$250 HOTAS setup effectively in the game. At the moment I'm stuck using it as 2 separate input devices with severely limited button mapping/control options, which is pretty disappointing. I also suspect that squishing this bug might solve a lot of similar issues that people are having with other HOTAS/multi-input setups, especially where third-party "virtual device driver" software is involved. However, I also recognise that this is very much an edge-case bug, and probably not worth the dev time/cost to fix. But maybe the community can come up with its own fix... it's been done before. I've considered the possibility that this bug may be fixable by digging deeper into Thrustmaster's scripting engine/language - it's pretty much syntax-identical to C code - but the fact that Windows reports the virtual device as behaving normally leads me to believe that the issue doesn't lie with the TARGET profile/script, it's to do with how Unity/KSP interprets the input/rest position values of the virtual controller's axes. If I knew Unity at all I'd dig deeper into the game code/mod API to try and fix it myself, but that's beyond my scope at the moment. Feedback/input from anyone else using the Thrustmaster T.16000M FCS HOTAS setup specifically, or Unity/Mod developers generally, would be appreciated as a worthwhile contribution to this bug report thread. I'll capture a video of the behaviour and link to it from this post shortly. Logs and other supporting documentation etc. can also be willingly provided upon request. Cheers, BR
  21. Is there an other good space shuttle mod other than Cromorant aeronology, CSS, etc If you know reply
  22. If I try to change my graphics settings from the normal ones, it doesn't work. The "Apply" and "Accept" buttons don't respond to any clicks. If I click "Cancel" and go back into the graphics settings, they'll still be the default ones Yes, I have seen the other forum posts about this. Seemingly, their solution doesn't work. Maybe I'm doing it wrong...? Here's the output log: Thanks for any help!
  23. Why does GPU utilization jump to 100% in Space Centre and VAB when it's barely 25% in tracking station and ~75% in flight? I'm not experiencing any problems because of this, but wanted to know whether it's a bug or expected behaviour.
  24. After physics warping the delta v required to complete the maneuver starts to increase