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Everything posted by Benoit Hage
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Kracken in Orbit of Eeloo?
Benoit Hage replied to Zosma Procyon's topic in KSP1 Technical Support (PC, modded installs)
Does it happen all the time when you reload that save or did it happen only once? And if only once, are you sure about being on perfectly circular orbit? -
Strange Velocity Kraken
Benoit Hage replied to DaveBowman's topic in KSP1 Technical Support (PC, modded installs)
It's pretty hard to tell what is happening from your GIF as its resolution is quite low. Can you elaborate your problem? Are you already in an escape trajectory? Is your velocity decreasing while burning or after? -
So all my contracts just vanished
Benoit Hage replied to Lunar Sea's topic in KSP1 Technical Support (PC, modded installs)
What did you change in your game folder since your last save game? -
Pointing prograde, no matter what
Benoit Hage replied to Cavinaar's topic in KSP1 Technical Support (PC, modded installs)
The link to your video does not work as the video is private. -
Try ascending at lower speed. Most of the time, the rocket flipping is due to a too important drag force from your vertical speed.
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- rocket
- realism overhaul
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SAS suddenly not working
Benoit Hage replied to Zaccy200's topic in KSP1 Technical Support (PC, modded installs)
Are you using Mechjeb? Did you leave the SmartASS on? If not, can you tell us your mod list? Try also to upload a screenshot. It's hard to tell anything without it. -
It's probably due to an outdated version of Module Manager I think. Try downloading the last version and install it manually. Do the same with KIS and KAS to be sure.
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MechJeb not turning
Benoit Hage replied to cup a joe's topic in KSP1 Technical Support (PC, modded installs)
We'll need a picture of your rocket. It's hard to tell without it. -
More Launch Pads at KSC
Benoit Hage replied to Abhishek Adhikari's topic in KSP1 Suggestions & Development Discussion
Having several launchpads would actually be useful when multiplayer mode is added in the future. -
HotRockets Compatibility
Benoit Hage replied to jaguarac1's topic in KSP1 Technical Support (PC, modded installs)
I'm not sure about this ( It's been a while ) but I think you need to modify the .cfg files of your KW engines to fit the module animated emissive of Hotrockets. I'm not sure which is which, but browse in your hotrockets folder and you'll find it easily. -
KW Rocketry not loading?
Benoit Hage replied to snuffdude's topic in KSP1 Technical Support (PC, modded installs)
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sorry for the dull question but have you installed those? "This pack REQUIRES BDArmory 0.9.5 or later, earlier versions will NOT work with this mod! Also Requires BDArmory Community Addon Library (Thanks Prometheus!)"
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Bad news: I tried to read few pages on the net about that graphic card. It seems that because it is still a quite recent card, it is still not fully supported by several Linux OS repositories. But what is clear is that your driver isn't the proper one. I've found several way to install some unofficial driver via the ppa:xorg-edgers. However, this do not seems to be a common solution and I do not dare posting it here as I'm clearly not sure that it would be a solution. I'm afraid this goes beyond my knowledge... For me, your best bet is to run ksp.exe via Windows. However, if you do not want to wait for 1.1, try some more research about your "Device 13c0" and get ready to backup your system and do some testing. Just a curiosity: Are you able to change your screen resolution in Mint above 1024x768?
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MechJeb Autopilot for Direct Ascent
Benoit Hage replied to davidy12's topic in KSP1 Technical Support (PC, modded installs)
I don't think it will be possible in one time, like what if the desired planet is out of reach? Sometimes, with a bit of luck and everything in the right place and time, you can target the desired body and do a Hohmann tranfer while waiting for circularization burn after a launch. I manage one or two with the Mün (...) -
MechJeb 2.5.5 Rover Autopilot
Benoit Hage replied to bigstipo's topic in KSP1 Technical Support (PC, modded installs)
I don't know about the rover speed, but in the dev build of the 6th of January, Sarbian did fix few NRE concerning the rover waypoint system. My guess is get the latest dev build and try it out. With a bit of luck... we never know. Mechjeb latest dev -
Sure with notepad, it should work. You'll see at the 6th or 7th line if there were some RAM left available. Watch out that ksp.exe is a 32bit application. It means it can not use more than 2e31 minus few thing octets. So no more than 3.5 or 3.6 GB if i'm right. What are the textures you use for the RSS? 8K ones or 4K? The 4K's ones use much less memory. Beside this, there is not much else to help you reduce the RAM consumption, as you already have most of the tricks I know of. Normally, you should be able to play RSS and RO + dependencies without problem, after all, we are all using the same amount of RAM, as the ksp.exe is a 32 bits application. Having 8GB do not change anything as for now, but as soon as KSP 1.1 is out, it will be a 64bit application, and then you 8GB will matter, as the application will uses 2e63 octets of available memory for its bits adressing. I guess the wait for 1.1 won't be too long anymore! Courage mate.
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Strange visual effect...
Benoit Hage replied to adsii1970's topic in KSP1 Technical Support (PC, modded installs)
This reminds me of an old bug with Kerbpaint where the areo surfaces would broke the SRB's smoke trail. see here: http://forum.kerbalspaceprogram.com/index.php?/topic/45999-023-kerbpaint-paint-layering-for-parts-september-23rd-same-old-still-works/&do=findComment&comment=645668 I guess the problem should be somehow related. By any chance, are you using the last version?