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Found 31 results

  1. 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 0...@....j...... 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 .......@...A..i. 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 @...@.....s...s. 0x0028fc68: 0001601a 0028fc90 014d0786 04b47a40 .`....(...M.@z.. 0x0028fc78: eb73d900 014cf49a 04b47a40 00000032 ..s...L.@z..2... 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. Radeon DirectX Universal Driver FileDesc: atiumdag.dll FileVer: 22.19.171.1024 ProdVer: 9.14.10.1261 Module 6 C:\Program Files (x86)\Steam\DbgHelp.dll Image Base: 0x53570000 Image Size: 0x00115000 File Size: 1039192 File Time: 2007-03-29_174410 Version: Company: Microsoft Corporation Product: Debugging Tools for Windows(R) FileDesc: Windows Image Helper FileVer: 6.7.5.0 ProdVer: 6.7.5.0 Module 7 C:\Windows\system32\aticfx32.dll Image Base: 0x537b0000 Image Size: 0x0014c000 File Size: 1347952 File Time: 2017-08-06_215938 Version: Company: Advanced Micro Devices, Inc. Product: AMD Inc. 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. Product: Advanced Micro Devices, Inc PowerXpress Vista User Mode Driver FileDesc: atiu9pag.dll FileVer: 22.19.171.1024 ProdVer: 8.14.1.6543 Module 14 C:\Program Files (x86)\Steam\Steam2.dll Image Base: 0x553d0000 Image Size: 0x002c1000 File Size: 2882984 File Time: 2014-02-13_230424 Version: Company: Valve Corporation Product: Steam FileDesc: Steam Client Engine FileVer: 2.0.2117.156 ProdVer: 1.0.0.0 Module 15 C:\Program Files (x86)\Steam\steam.dll Image Base: 0x556a0000 Image Size: 0x0013d000 File Size: 384288 File Time: 2017-07-17_213306 Version: Company: Product: FileDesc: FileVer: 0.0.0.0 ProdVer: 0.0.0.0 Module 16 C:\Windows\system32\midimap.dll Image Base: 0x55860000 Image Size: 0x00007000 File Size: 16896 File Time: 2009-07-13_221542 Version: Company: Microsoft Corporation Product: Microsoft® Windows® Operating System FileDesc: Microsoft MIDI Mapper FileVer: 6.1.7600.16385 ProdVer: 6.1.7600.16385 Module 17 C:\Windows\system32\MSACM32.dll Image Base: 0x55870000 Image Size: 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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] ==
  2. Submit a payload! Must specify all criteria and give a craft file. Include payload propulsion or an extra stage Rockets: Daleth 2 6000 Daleth 2 7000 Daleth 2 7000H Prometheus 2 Belle Prometheus 3 Prometheus 4 Muo Muo Belle A Muo Belle B Muo Belle D Muo Inon Muo 2.5m Fenris Alpha Fenris Alphastar (w/wo Aquilae) Sarnus S1 Sarnus S1B Sarnus S5 (for massive payloads) Sarnus Multibody Payload Submission Example: Name Manufacturer Launcher 3rd Stage (do include, or launch will be postponed until you do) Craft File Launch Date
  3. We have the runway and the launchpad, but what about a third place to launch your crafts? This could sprout a whole new set of parts, crafts, and vessel types, and open even more possibilities. Maybe a dock for all your sea operations? Or the helipad on the VAB as a separate place for all your VTOL crafts? Maybe even a garage to test your rovers and cars! What do you think it should be, and do you support the idea of a third one?
  4. Now with a Push Button : Bored of yelling the launch countdown yourself ? Do you find the launch sequence a little ... lifeless ? So here comes an enhancement for your launch clamps : an authentical launch countdown brought to you by Athlonic Electronics. Installation : - You just have to install the "LaunchCountDown" folder and the "ModuleManager.dll" file in your KSP "GameData" folder. It will upgrade your KSP stock TT18-A Launch Stability Enhancer (aka launch clamp) with a countdown feature. No additional parts needed thanks to the excellent "ModuleManager" plugin (included) from Ialdabaoth/Sarbian. ( credits and updates here : http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-%28Nov-11%29 ) How it works ? When building your rockets, you can assign actions (Start Countdown and Abort Launch) shortcut key/button for launch clamps in the action group editor tab. or/and When on the launch pad, just Push dah "Go Flight !" Button. Put your in-game engines volume around 25% for the best launch sequence experience Be aware that it will auto-activate the launch stage once the countdown reach "Ignition" so plan your stage accordingly : -> First stage : Engines AND launch clamps, -> and do NOT wait ignition to put some generous throttle... Mechjeb's autopilot users : Setup your ascension profile, Engage MJ autopilot, Start the countdown, Sit back and relax ^^ When using "Apollo Style" launch sequence : You can set your first stage with liquid fuel engines, and your second stage with launch clamps and SRB. This way you can spool up your main engines (at around 10% thrust) by activating your first stage when "engine ignition start" is announced at T-8 seconds. Gently put generous throttle when "All engines running" is announced at T-1 second. And wait for the release of the clamps and Lift-off ! Known issues : - countdown sequence pause every seconds in KSP x64 (32bit is fine) - you may spend too much time on the launch pad now ^^ - let me know if you find some more... Changelog : v1.7.9 [28 May 2017] - Recompiled for KSP v1.3.0 (b1804) - Bundled Modulemanager v2.8.0 v1.7.8 [12 Oct 2016] - Recompiled for KSP v1.2.0 (b1586) - Removed KSPUtil reference - Removed "using Linq" as advised by Squad - Bundled Modulemanager v2.7.1 v1.7.7 [26 Jun 2016] - Recompiled and updated for KSP v1.1.3 (b1289) - Bundled Modulemanager v2.6.25 v1.7.6 [19 Apr. 2016] - Recompiled and updated for KSP v1.1 (b1230) - Bundled Modulemanager v2.6.22 - Bundled MiniAVC v1.0.3.2 v 1.7.5 [02 May 2015] : - Recompiled for KSP v1.0.2 Older changelogs : To do list : - auto-detect if no engines are on the current stage to avoid wounds, - add a KSP ApplicationLauncher button - polish the GUI - add a (better) Kerbalish countdown, Chatterer style, - add an advanced mode with detailed launch procedures (checks, engine ignition, ...), - learn to code properly and optimize methods... Download from SpaceDock : Download from Curse thingy : This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. __________________________________________________ https://gnu.org/licenses/gpl-3.0.en.html Source code : https://github.com/Athlonic/LaunchCountDown
  5. This is a beginner-intermediate, in-depth tutorial on how to do a proper launch and gravity turn with the new aerodynamic model introduced as of version 1.0. This tutorial works for 1.0 to 1.2. My goal with this tutorial is for you to gain an in-depth understanding of the factors that affect your rocket's behavior during launch. For that, you'll need to go through the entire post, but I'm also including a TLDR as a "cheat sheet": TL;DR (courtesy of @kBob) 1. Turn ON SAS and set throttle to give TWR of ~1.5. 2. Launch! 3. At 50 m/s, perform a pitch over maneuver (tip towards the East until pointing between 5° to 10°). 4. When SAS stabilizes (i.e. the control input arrows on the bottom left are all centered), turn it OFF . Avoid control inputs, use throttle to control gravity turn (throttle up to turn slower, throttle down to turn faster). 5. At ~40 km, turn SAS ON, pitch down manually towards the horizon and throttle back up. 6. Keep your Ap around 45 seconds in front of you. 7. Adjust pitch and throttle until your Ap reaches desired altitude, then cut your engines, coast to Ap and circularize. ========================================================================================== General Notes on Gravity Turn You all probably know by this point that to get into orbit you need to go up, above the atmosphere, but you also need to go sideways (i.e. horizontally) very fast. To do this, we could launch straight up until we're out of the atmosphere, then point sideways and accelerate to orbital speed. But that would be very inefficient. We want to launch in a way that we gradually turn sideways while we ascend. This is called a gravity turn. In the new aero (post 1.0), the best way to go is to do a real gravity turn; that is, a turn caused by gravity and aerodynamic forces, rather than one achieved by actively turning the rocket. It is important to keep this in mind. Design Items Before even launching, you need to take these design items into consideration when building your rocket: TWR: Your thrust-to-weight ratio (TWR) at launch should be relatively low, around 1.5, a bit higher for small and light rockets. A higher TWR at the beginning of the launch is inefficient, as you will lose energy to atmospheric drag while crossing the thick air of the lower atmosphere. You will also end up going faster while lower in the atmosphere, which will make you encounter heating issues and risk breaking up your rocket. A higher TWR also makes it harder for your rocket to turn naturally, as gravity will have less influence on its trajectory, making it fly straight and screwing up your gravity turn. If you find your TWR at launch is too high, either use a smaller engine or just throttle down. All rockets will have their TWR go up as the launch progresses due to shedding weight by burning fuel. This is normal and you should manage by reducing throttle throughout the ascent as needed (more on this below). You can check your TWR with the Kerbal Engineering Redux mod (KER) or with MechJeb, or if you're running a stock game, the G Force meter roughly doubles as a TWR meter (if the G Force meter is pointing at 1 your TWR is roughly 1, and so on). Aerodynamic Stability: You want your rocket to be aerodynamically stable. That means that it will have a natural tendency to fly straight, instead of, say, sideways. Any object that flies through the atmosphere will naturally orient itself with its center of mass (COM) facing forwards relative to its trajectory and its center of drag (COD) facing backwards. You can see this in darts, arrows, badminton cocks, etc. Similarly, you will want have your rocket's COM in front of your COD. This can be tricky because there isn't a COD indicator in the VAB and because the COM of a rocket shifts during ascent due to shedding weight by burning fuel (Note: as of 1.2 the fuel burns evenly from all tanks within the active stage, so the COM shift will be minimal compared to before). However, you can mostly get away with it if you just add 3 or 4 winglets or wing surfaces with radial symmetry at the base of the rocket. If your rocket insists on flipping, you need to add more/larger wings at the bottom and/or make your payload more aerodynamic by covering it in a fairing. If that doesn't fix it, it means your COM is shifting so much that it falls behind the center of drag when fuel is burnt. The easiest way to fix this is to add a small fuel tank at the top of the stage that's experiencing the problem and lock it in the VAB (right click on the tank and select the green arrows for both fuel and oxidizer). This fuel tank will act as ballast keeping your COM forward. You can unlock it manually in flight when the rest of the stage's fuel is gone so as to not waste it, and then stage as normal. As a final note on aerodynamic stability, you don't want to make your rocket too stable, or else it won't want to turn at all and you won't be able to do a gravity turn. Every rocket will have a different "sweet spot" of stability for the best gravity turn. You need to do test flights, revert, tweak your design until you get it right. Ascent Profile Once you've implemented the above design items, follow these steps for your ascent: 1. Turn on SAS and set your throttle to whatever will give you a TWR of ~1.5. 2. Launch! 2. As soon as you hit 50 m/s, perform a pitch-over maneuver to begin your gravity turn. To do this, tip your rocket towards the East slightly, until it is pointing between 5° to 10°. The higher your thrust the more you need to pitch over initially. Remember, higher thrust makes the rocket want to go straight. Don't start pitching over before your speed is ~50 m/s, otherwise you will likely find yourself horizontal within a few seconds, as your winglets won't be biting into the air hard enough to provide stability. 3. As soon as your SAS stabilizes (i.e. the control input arrows on the bottom left are all centered) turn off the SAS. Watch closely for this moment, as you will have only a small window of a few seconds at most before the SAS starts trying to resist the gravity turn; turning SAS off while it's trying to steer will cause your rocket to become unstable and lose its heading or possibly break up. Your SAS should be off by the time your velocity is around 100m/s. If you take too long and your rocket is going too fast by the time you're done, it won't want to continue turning (fast rockets like to go straight, remember?) and you'll have to force the turn manually, which is inefficient and causes stress on your craft. As mentioned above, a gravity turn should happen on its own and not as a result of control input. For particularly unwieldy rockets, you can lock SAS to prograde instead of turning it off during this phase. However, stock SAS is far from perfect and it's best to let gravity and aerodynamic forces do the steering for you. 4. Enjoy the view while your prograde marker gradually sinks towards the horizon, your rocket will follow on its own thanks to gravity and aerodynamic forces. Try to avoid control inputs during this phase (i.e. no AWSD), just let it fly. If you need to make adjustments, use throttle. Remember, lower thrust means the rocket turns more, higher thrust makes it want to go straight. At 10 km altitude you should be pointing roughly to 45° and your speed should be around 500 m/s. If at 10 km altitude you're still pointing above 45°, your TWR was too high and you went too fast and/or your pitch-over maneuver was too gentle. Next time throttle down more or make a more aggressive pitch-over maneuver. On the other hand, if you're pointing below 45° at 10 km, you went too slow and/or your pitch-over maneuver was too aggressive. Next time use higher thrust or do a gentler pitch-over maneuver. If your rocket flips on its end at any point, it's not aerodynamically stable enough. Next time add more wings at the back. 5. At around 40 km, turn SAS back on, start steering manually and begin throttling up. Any time you're burning above the horizon you're wasting part of your thrust to gravity. However, at these altitudes drag and heat issues will become negligible. As a result, you can start throttling up and leveling out your trajectory as much as possible to gain horizontal speed. The higher your thrust the more horizontal you can afford to go. If you go too horizontal or don't throttle up enough, you might not be able to push your apoapsis (Ap) above 70km before you start falling back to Kerbin. On the other hand, if you throttle up too much before you're pointing horizontally, you will waste energy fighting gravity instead of gaining horizontal speed. My rule of thumb here is to keep your Ap around 45 seconds in front of you. You can check for this info in map view by mousing over the Ap indicator, or if you have KER it will show on your left HUD, or if you have MechJeb it will be in the orbit information window. If your time to Ap is more than 45 sec, throttle down and/or point more horizontal, and vice versa. Be careful though; if you're upper stage has very low thrust, you might need to keep your Ap a bit further out to make sure you don't reach it before you hit orbital velocity. Play it safe and only let your Ap come closer if you're confident you have enough thrust. Continue adjusting pitch and throttle until your Ap reaches your desired altitude, at which point you can cut your engines, coast to Ap and circularize. Advanced Mode Try doing the ascent and orbital insertion in a continuous burn. This is the most efficient profile (citation needed) and it's extremely satisfying. Easier said than done, though. To pull it off, you need to allow your time to Ap to creep closer and closer during steps 4 and 5, while not allow it to get higher than your intended orbital altitude. You do this by reducing throttle and lowering your pitch in a more aggressive manner. The closer you are to orbital velocity, the closer you can allow yourself to get to your Ap. You want to hit orbital velocity exactly at Ap. There will be much trial and error and the exact procedure will vary from rocket to rocket, but give it a try!
  6. So, my Problem is that Ksp will start and will begin to load the files needed for the game After 3/4 or so, the game will close and i get a notification i think that has something to Do with the mods because i tried to download the manually After ckan could Not finden the right gamefolder. So I got all mods out of the gamedata Folder and now i get a Black Screen whenever i launch the game dont know what happend and needed help
  7. So as not to pollute the SpaceX thread with non SpaceX discussion, let us do so here. What would it take, in terms of engineering, to assure all weather launch capability? @sevenperforce @DerekL1963 Feel free to tag any other of the usual suspects in here.
  8. they worked a lot on the general public internet isro portal the past few month ^^ mooaaar launch video moooaaaarrr ^^ http://www.isro.gov.in/gslv-f09-gsat-9/gslv-f09-gsat-9-lift-and-onboard-camera-video on a side note what i wonder since a while is what are all thoose falling stuff just after launch(s)
  9. I am wondering if there is a mod like this already, or if it is even possible. After thinking on the subject a bit, I came to the conclusion that my ideal base construction mod would NOT be something based on any sort of parts themselves. Instead, it would be something that lets you build actual buildings (i.e. the same kind of object that the actual space center's buildings themselves are). Once a building is constructed, it could either be upgraded with funds (if on Kerbin/a populated world), or with some sort of "Parts" or "Supplies" resource (if on NOT-Kerbin/an unpopulated world). At its core, it could simply be a mod that lets you build the Kerbal Space Center the way YOU want it to be layed out. You would start out with a single building that lets you purchase/place another building, in a vaguely sim-city style, where you want said building (in a career mode, the first one you'd get would probably place would be the rocket launchpad, and some of the administrative buildings, which for purposes of balance would all cost 0 for the level 1 version). The starting building itself could be upgraded to increase the number of different buildings you can build. A necessary aspect of the mod would be the launch button in the vehicle designer bringing up a short list of all nearby launchpads and runways (in case you decide to build more than one, such as having two runways facing different directions). Another necessary aspect would be the ability to switch between different space centers, and a part that allows you to build the lowest level version of the building you build all other buildings from (in a sense, using the part places a new space center at that location). So you could build another KSC on the north pole if you wanted or something. Lastly, there would need to be a tag or value for a planet that basically tells the mod whether or not it is a populated planet, so that you can't just construct bases on other planets that work the same way that the KSC does. Either way, once you had this, the next step would be to apply it to other planets. On other worlds, instead of currency, there would presumably be some combination cost of ore (easy to get there), parts/supplies (have to bring with you until you have a building capable of manufacturing it from ore and energy), and in some cases construction time based on energy and how many kerbals are there to work on it. In the event a building is destroyed, it would leave rubble behind that you can select and repair for the appropriate resources, just like the default buildings. If the mod were to just keep itself light, it could be that you can only build structures for things like hangars (buildings that store/unload a nearby vessel until you want it to be spawned again either outside the hangar, or at the base's launchpad), habitation (basically, like the training center except you cannot recruit new astronauts there, only store the ones you have so you can put them into any ships you take out of hangars). If you wanted to go further, you can also have VABs and/or SPHs, which could only use parts that you actually have there, or which can only work if you have some sort of factory building to produce the parts there (the level of which could effectively correspond to what research level of parts can be used there). I could go on listing various things that could be cool, but I've already rambled enough. Are there any mods that let you build actual BUILDINGS? Not just building-like parts, but true, proper buildings? .
  10. Fixed by deleting all files in the ckan folder
  11. I recently reinstalled KSP after a long period of not playing it. It worked perfectly fine for two days with no bugs, then yesterday it wouldn't load past "Loading Asset Bundle Definitions" upon launching. I have uninstalled and reinstalled the game from several versions and it always has the same problem. I am at my wits end for how to fix this issue, please someone help me? Computer: Razer Blade Stealth Software: Windows 10 Home, Version 1607 Processor: Intel(R) Core(TM) i7-6500U CPU @ 2.50 GHz RAM: 8 GB System Type: 64-bit operating system, x64-based processor
  12. I have not been playing KSP a lot the last few years after I quit building space planes. Was a bit hard to find something fun to do motivating me to play but eventually I decided to use KOS and do some scripting. I cant code or script realy so that was interesting After doing some scripts that could take a specific rocket up in orbit or a spaceplane up and land I decided I needed something "Universal". Even with a handful of scripts and rockets when I played career with limited parts one have to invent rockets as the parts are unlocked so realy my new shiny rockets and there scripts where useless until the "end game". So I needed something that worked with most rockets. That is when I started to work on my "Universal Rocket Launch System" or URLS as I like to call it. Its written for KSP 1.2.2 and KOS, I suppose never versions "should work"? You can download the script here. https://dl.dropboxusercontent.com/u/27196441/urls.zip The goal with the scrip is to put ANY payload in a 100-103km Low Kerbal Orbit. Now Im no programmer or scripted, And Im definitely not good at maths so my "formulas" might be a bit strange but they get the job done at least tough there not always as precise as I would like them to be. The script consist of a number of guidance modes. But basically the rockets pitch is calculated and set based on its altitude using a formula I created. The rockets velocity is calculated based of altitude to using a formula I derived and the engines are throttled accordingly to maintain proper acceleration trough the gravity turn. I actually derived my gravity turn formula used for the pitch with a rocket I called the Delta I. It could naturally do a gravity turn so I recorded that data, created a simple script that mimicked that and also tuned the thrust of the stages accordingly. Once I had this simple script I had enough data to create the gravity turn formula I mentioned earlier and the formula for the target velocity and all other formulas I needed. Now the problem is that not every rocket behaves like the one I used as a benchmark, the Delta I. The most common problem I noticed was either a to powerful first stage and a weak second stage and this created a problem. If the second stage is to weak aka low TWR it will not gain altitude fast enough, basically it will fall short of the intended profile of the gravity turn. Since the velocity is calculated based on altitude a second or 3:e stage could actually find it self costing at a pitch up attitude and just run out of fuel since the script did not demand full thrust because the orbital speed at that altitude was meet. As fare as the script was concerned the orbital velocity at that altitude was correct and sure it was but since vertical velocity was around zero the stage would just cost until the fuel ran out. So my next guidance mode I had to create is also based of altitude BUT the formula I derived calculates what time the rocket should be at that altitude. If we assume the rocket turns as programmed by she script and accelerates properly we should always know at what time our rocket should be at a specific altitude. So this secondary guidance mode basically calculates the time the rocket should be at Altitude X and it checks that against the time since launch and if we are ahead or behind to much this guidance mode takes control over the throttle. This mode wont allow the velocity of the rocket to go below 90% of the velocity that was the target, simple reason is that we dont want the rocket to fall out of the sky but other then that it can override the velocity as much as desired to "catch up". This secondary guidance mode will allow even a second or 3:e stage to coast in to orbit. Usually when the second or 3:e stage struggles to get in to orbit its usually enough just to move fuel from that stage to the previous stage, that gives more D/V on previous stage and a lighter second or 3:e stage giving them better TWR. The last guidance mode is basically there to put the rocket in LKO and this mode is activated either when the AP is deemed high enough or the rocket is high enough in orbit. To be able to understand what the script is doing I created a User Interface. It will show useful data the script uses and what guidance modes are in use and what part of the script has completed. This is very useful when designing a rocket to fly with the script. One can pretty easily determine if a stage has the proper TWR or not for example or adjust thrust limits on solid rocket boosters for example since the script has no control over those. I will now explain what the screen shows from top to bottom Apoapsis altitude - this is just apopasis altitude in meters so pretty strait forward Periapsis altitude - this is your periapsis altitude in meters. Vertical speed - this is your rockets vertical speed in m/s so useful to tune thruster limits and engine configurations. Vertical speed target - this is the vertical speed in m/s your rock should travel at the first 1000m after launch. Orbital Velocity - this is the orbital velocity in m/s of your rocket and its used for simplicity from launch to LKO. Velocity deviation - this shows the difference between the calculated velocity and the actual velocity in m/s the rocket is travelling at. Positive number and the rocket is going to fast and a negative number and the rocket is going to slow. Time in flight - this is the time the rocket has been flying since launch shown in seconds only. Deviation from ideal trajectory - this will show you how much behind or ahead in time in seconds the rocket is on its trajectory, ideally you want no deviation but some will eventually occur as the rockets vertical speed declines the accuracy is reduced. Target pitch - this shows the pitch the rocket is suppose to have not what it is, apparently it was very "hard" to script something that would show the rockets actual pitch so you should check this pitch value against the navball to make sure your rocket actually has the authority to pitch over as demanded. Then we have guidance modes. Only one guidance mode can have full authority at a time and what mode has authority will be shown with the word "Active" next to it. Vertical Velocity - This guidance mode is used the first 1000m of the accent, the rocket tries to go strait up and accelerate at a predetermined rate. Orbital Velocity - This is the primary guidance mode for the gravity turn and the one you want to spend most of the time in. It controls the velocity of the rocket according to altitude and should work for any rocket with good enough TWR. Time deviation - this is the secondary or fallback guidance mode. Its primary job is to take control from "Orbital Velocity" guidance mode if the rocket for example has an excessive TWR, like solid rocket boosters that was not properly configured with a thrust limit. Its more commonly activated when a second or 3:e stage has a to low TWR and it will make sure full throttle is used to try and coast the rocket in to orbit. I have also had instances where boosters smashed one of my main engines of and then this mode could save the rocket to. You dont realy want to be in this mode because then your rocket is not balanced to work well with the script but since this guidance mode is based on altitude it will be less accurate at say 50km or higher since the vertical speed decreases and the rockets starts to level of so even the best rockets might spend 10-20 sec in this mode before going in to the last guidance mode. This mode is also triggered if the rocket is 5 seconds behind or ahead of its intended point in time. Orbital Manoeuvrers - this is the last guidance mode and its basically there to get your in to LKO. It is activated either when the rocket has high enough altitude or when the AP is high enough. We dont want the AP to go higher then the intended LKO do we. The last part in our User Interface is Mission parameters. The word complete will be shown next to a mission parameter when it has been executed. Gravity turn - gravity turn is completed. LKO - rocket is in a stable Low Kerbal Orbit. Payload delivery - payload has be deployed. Deorbit burn - the orbital stage has done a retro burn and will now reenter Kerbin at 30km altitude and burn up. Now there area few other things that needs to be mentioned about the script. If an attribute in the User Interface reads "null" the that only means the data is no longer correct or available and therefore no data is shown to confuse the user. The script will check for engine flameouts and will stage as long as there are flamed out engines. The script will also check for active engines and stage until active engines are detected. Every time the rocket stage it will default to full thrust on the engines just to make sure it wont fall behind on its intended trajectory since the TWR will usually be lower with a new stage then an empty one. The scrip uses action group 10 to jettison faring or anything else you want to get rid of, this will happen at 54000m. If you want to jettison your faring earlier you can have that in your staging sequence as usual. The reason I opted for 54000m to jettison fairings is the the fact that I got destructive wobble with 3.75m parts up to about 50000m. Since the script is universal I need a safe altitude to deploy the fairings. The script will stage one last time in orbit to jettison then payload, but action group 9 is also triggered and can be used to separate a payload from the last stage and also extend antennas if you need an uplink to control the payload. Also the scripts formula to estimate velocity is a bit off in the early part of the gravity turn compared to the rocket it was designed for (Delta I) so its pretty common for it to report that the rocket is a bit behind in velocity but still show that the rocket is on time aka no Time Deviation. Try out the Delta II rocket supplied with the script for a good benchmark rocket to use as a reference. For the first stage I usually use a TWR of 1.5 based of the Vacuum numbers, if I use the atmospheric numbers I tend to go with 1.3. The scrip is primarily intended to make launches easy and routine and not to make them the most efficient to save that little bit of fuel. You should tune your rocket so it spends most time in the "orbital velocity" guidance mode for best performance but the script is intended to fly pretty much anything that can be flown manually tough its not designed for space shuttles. I have tested pretty much all my rockets, good and bad once and also most stock rockets in KSP and they do work (staging order might need tuning tough). You can download the script here. https://dl.dropboxusercontent.com/u/27196441/urls.zip It will include the Delta II rocket (improved version of the Delta I but performance the same) and also a Soyuz ST (picture below) that I designed using the script. I would recommend flying them first to get an idea of how the script works and how you can use it to tune your rockets. So now its up to you to break my script and tell me what it cant do So feel free to post any good or bad launches in this thread.
  13. Hello everyone! This is a thread for you to submit your own spacecraft for me to launch in my 1.2 game, where I'm doing commercial launches now. I'll feature them here on the thread so you can see them in action. Some basic rules: 1. Must be unmanned 2. Tell me the weight 3. Tell me what it's purpose is (Relay network, communications, scientific, etc.) 4. Tell me where to put it (Like in a 100x100 km Kerbin orbit or something like that) 5. Tell me what it's supposed to do 6. Tell me the company that it's from (Like Kerbodyne or something of your own) 7. Must be stock 8. Don't make it like on of those rediculous 100-relays-in-one-launch kind of things. I can launch only 4 small probes per launch. 9. Send me the link to it on Kerbal X. That's it! It may take me a while to get to launching your spacecraft depending on where you want it or whoever has submitted something before you. Like if you want something to Moho or Dres, you'll have to wait until my rockets get advanced enough to do it. Special thanks to @TheEpicSquared for giving me the idea and letting me do this.
  14. Solved: So the update was a Steam update, and that somehow corrupted some drivers for the graphics card. I realized that after trying a few other games and seeing them fail to launch too (including non-steam games). The specific problem was "Failure to Initialize Direct3D" which I learned when the Hearthstone error message actually specified the exact issue (steam crashes didn't for some reason). The issue was fixed by running windows troubleshooter to fix the corrupted files and restarting the computer when prompted. Posting this because nothing is worse than coming to a forum to find a solution to a problem and seeing something like "NVM I solved it, thread closed" and there being ZERO explanation as to how to fix the problem. Seriously that is the WORST. STOP DOING THAT. Last night (11/04/16) when launching KSP steam preformed a very short update that I assume was just some minor tweaks and whatnot. After this however, whenever I try to launch the game it immediately crashes. To be clear I had no issues launching the game after the "Loud and Clear" update, only after this small tweak last night (haven't played in a couple weeks so not sure which day it came out). Reverting to previous version only shows the last major update (w/out loud and clear). I tried uninstalling and reinstalling the game a few times and that hasn't fixed the issue so I'm kinda at a loss. Here is the error it spits out
  15. Hello i'm back and i decided to put a rocket on the back of my boat this time... and land it........ on the boat Take a look (Same mods) KAS/KIS, VaporVent All pictures here http://imgur.com/a/Di4BB
  16. It should be doable to create an online launcher performance calculator using Orbiter analogous to Dr. John Shilling's calculator: Launch Vehicle Performance Calculator. http://silverbirdastronautics.com/LVperform.html It should have an GUI where you could just plug in the specifications of your rocket and get a reasonably accurate estimate of the payload to Earth orbit, without having to be familiar with Kerbal programming. Bob Clark
  17. Follow the livestream of the Vega launch from Kourou, French Guiana : http://www.arianespace.com/mission/vega-flight-vv07/
  18. The definition of a perfect gravity turn according to Wikipedia (always reliable) is an ascent path such that at any given point (after the pitchover maneuver), your angle of attack is zero. Here's my issue: I want to test using this definition to optimize my gravity turns by keeping my angle of attack at zero, but I have no idea how to calculate the angle of attack for my rockets. Most internet information, such as pages on Wikipedia, focus on angle of attack for aircraft. What is the definition of angle of attack for a rocket? How do I find a rocket's angle of attack using tools in KSP?
  19. Are there any general tips or methods on how to launch REALLY HEAVY STUFF into orbit. I'm talking about 1 Million kg.(It's going to go to EVE and then to Gilly and land there. Then back home, but it has tons of science equipment from mods and it has a science lab and 2 command pods so thats why its so heavy.)
  20. Is there a rule of thumb for getting a rocket out of Kerbin's atmosphere? All that I've gathered thus far is that powerful rockets can get into space at shallower angles. Alternatively, a rocket solely designed for Kerbin orbit requires about a 45 degree angle when it's all said and done. Since target assist is not an option from launch, how do I know from rocket to rocket what the angle should be? Also, does career mode build off of the tutorials, or am I better off playing around in sandbox first?
  21. In 64-bit KSP 1.1, with only one mod (the docking alignment indicator) - launching a fairly large rocket (174 tons in 6 stages): If I save and then attempt to load the vehicle, it shows up on the vehicle list as "116 parts in 13 stages", but there are only six stages on the sidebar. I click "launch". I go to the pad. If I don't do anything for a few seconds, the spacecraft settles in. It appears to be intact, but the first three stages disappear from the stage sequence on the left. If I activate the staging sequence, I get the fourth stage. If I hit the "stage" button before the rocket "settles in", stage one fires as it should, but controls then appear to be locked. I have checked visually - in both of these scenarios, the rocket appears to be intact, just the controls are misbehaving. If I leave the pad after the rocket settles in, then come back, the top half of the rocket falls to the pad immediately upon my return and lights everything on fire. I do not see the bottom half. The spacecraft in question has three probe bodies and no crew. I have tried quitting and reloading, shuffling the stage sequence, and similar with no apparent effect. Has anyone seen similar behavior? Any idea how it might be fixed?
  22. Super rushed. Just wanted to put something together for a proof-of-concept for something I'm working on. Good headphones or sound system required.
  23. So it seems that every time I launch anything on top of a vector engine the rocket goes all wonky (sorry for the technical jargon) for a few seconds before the gimballing kicks in and straightens it out... Is this a known bug? Or is it by design and just thrown in to make life exciting? Or is it one of those things that I'm the only one experiencing? Danny
  24. Launch Clamp How-To (Tutorial) I'll probably add detail later, but I wanted to at least get this started. Launch Clamps are one of the more tricky things to make, second only to landing gear/legs, but not nearly as hard. However, you do have to get a lot of the details right. Positions and orientations of transforms matter a lot, and nothing will work right if you get some of the details wrong. An excellent starting point is the FASA Launch tower tutorial by @frizzank, and in fact that's where I learned to make them. At the time that I made the launch clamps for SpaceY, I followed that pretty closely and ended up moving things around in Unity to make it work. Today I rearranged it in Blender so that nothing has to be done in Unity afterward. So this is a "How-To" using my "new method", from Blender. There are probably other ways of doing this, and in some minor ways it differs from the FASA setup, slightly. However just like the FASA tutorial, let's look at the CFG setup first, then what you need to make in Blender afterward. MODULE { name = LaunchClamp // Module name. DO NOT CHANGE. trf_towerPivot_name = Cap // Rotation transform that the tower connects to. trf_towerStretch_name = Tower // Transform that gets stretched to make the tower. trf_anchor_name = Base // Transform that connects to the ground. trf_animationRoot_name = SYclamp1new // Transform that contains the animation // and all animated parts, at some level. anim_decouple_name = clamp // Name of the retraction animation itself. } This is pretty straightforward. The "Cap" is the top of the tower, the part that connects to the clamp itself. The "Tower" is a transform that contains all of the stretchy tower meshes. The "Base" is what sits on the ground, and it will need to contain a collider. The Base's collider acts like a foot and keeps the clamp from twisting, however the clamp's "attachment" to the planet is actually at the Cap's origin, or close to it. Yes, it's a hovering object, technically. So first, in Blender, create four (4) empty transforms. You can hit Shift-A and select "add empty" for each one. Then give them these names: Cap, Base, Tower, Clamp The "Clamp" transform is really just a place to group your animated and non-animated meshes for the clamp itself. Now we'll talk about each one, and what goes in it. Each mesh object you make needs to be a child of one of these transforms (though like I said, "Clamp" is just for organizational use in this case). In Blender, I'm assuming you're working in the default orientation with +Z going up. I do the export as an animated FBX, to import into Unity. Let's start at the bottom and work up: (After importing, the Cap, Base, and Tower transforms will need to have a rotation of 0,0,0 or something "close" to it, either with floating point rounding errors, or some "360" or "-360" values. The "X=90" rotations below are for Blender, so that it gets rotated properly during import to Unity). Base This transform's position must stay at 0,0,0, and it needs a rotation of X=90. As children of it, you will need two mesh objects: One for the base artwork itself, most of which will extend into the ground, but with the visible "foot" of the tower included. Usually this mesh should be designed to have several meters worth that extends into the launch pad, so that if you build a large rocket, and the clamp is placed outside of the pad, the length still reaches the ground outside of the launchpad. Extending down to -6m is probably sufficient. A simple mesh collider that corresponds to only the part of the base/foot that should be above the surface of the launch pad. You can add this later in Unity as a box collider or something if you want, but I use a custom mesh collider here. If you try to make this collider too tall, and encompass the part of the Base that is meant to extend under the launch pad, then the entire thing will "jump" upward to make sure the entire collider is above the pad when it spawns. The bottom of the collider should be at a height of exactly zero (0). Keep in mind that 0,0,0 is the surface of the launch pad. The visible part of the base/foot needs to be above Z=0, and the rest of the base that's hidden inside the pad will be below Z=0. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Tower This transform's origin position will be at the bottom of the cap's mesh, and the top of the tower's mesh, centered over the base, at 0,0,Z, where Z is a height that you will define. It has a rotation of X=90. This transform moves with the Clamp and Cap, but is scaled in height so that it can always reach the ground. You can add the visible mesh directly to this transform, probably, but I make a separate mesh object that is a child of it. The Z coordinate for the Tower transform should be above the origin by some number of meters, with enough height to create a tower mesh object from there toward the ground, extending below 0,0,0 a little bit. This mesh's top edge must terminate exactly at the Tower transform's origin. That is, the top edges must not be above or below the Z height of the Tower transform. This is very important, since the mesh is being stretched by scaling it from the Tower transform's origin coordinates, any errors with regard to the top of the mesh will be amplified when the launch clamps are used high off the pad, and will not line up with the Cap. The texture used by the Tower's mesh needs to be repeating along the Y-axis. As the mesh gets stretched, the texture does not get stretched, but rather "tiled" vertically. It's OK to have UVs that use different X positions for different things, but the entire Y-height of the texture needs to be a vertically repeating pattern. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Cap This transform's origin needs to be at 0,0,Z (Rotation is X=90), centered over the Tower and Base, with Z at a height that you define. This height should correspond to the attachment point at the front of your clamp, for sanity, since this is where your clamp's head will pivot. The Cap will have two main things as children of it: A mesh object that acts as the "cap" to the Tower stretchy-mesh. It should look like it's a part of the same object, artwork-wise. The bottom of this mesh should match up with the origin of the Tower transform, and extend high enough that no matter which way the Clamp's head gets turned around (on any or all three axes) that there's never a gap or missing or hollow mesh visible. When you attach the launch clamps to a rocket or plane, by default the clamp's head is rotated to correspond to the part it's attaching to, even if that means the clamp sits sideways or upside-down. The Tower transform and its children. The Tower transform is a child of the Cap transform. (Note: The Base, Tower, and Cap transforms will never be rotated relative to the launch pad. They do not rotate with your clamp's deployment orientation.) Clamp This can contain all of the mesh objects and colliders needed for the actual clamp. All animated parts for the clamp retraction will be in here. The colliders that you will "grab" in the VAB will be here. This is the easiest part, since it functions just like a normal animated part in KSP. I usually orient the transform/meshes such that the clamp is oriented with the +Y direction toward the back of the clamp, and -Y in the direction toward the rocket. As far as I can tell it doesn't appear as though KSP cares as much about the positions and orientations of anything other than Cap, Tower, and Base, and therefore you can pretty much do what you want with the head/clamp components. This part of the clamp will function like a surface-attached part, with the Cap/Tower/Base hanging down from the clamp. Putting it together Export from Blender, import into Unity like you would for any other part. In Unity's assets, select the model, set it to Legacy animation (as usual), scale of "1", and name your animation to match the name you used in the part module for the CFG. Export as a MU as normal. Screenshots of the SpaceY launch clamp:
  25. Hi! I still pretty much a KSP beginner, I played a bit before the official release. Now I'm playing on Science Mode and I want to land a Kerbal on the Mun, but I have a problem. I've built a rocket that can easily reach Orbit and even the Mun. But as soon as I add landing struts to the "landing part" I can't seem to launch the rocket from the launchpad straight up. Without the struts reaching orbit is easy, with them I just can't manage because the rocket starts tipping straight away... Is it normal that the landing struts have such a large impact? And what can I do to fix the problem? Maybe I am attaching them wrong, but I tried to balance them out and everything. Below some screenshots of my rocket with and without landing struts. Thanks for your help!! Without landing struts: With 3 landing struts: With 6 landing struts, symmetrical to the tanks below: