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nli2work

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Everything posted by nli2work

  1. I got a rover built, weighed down by KAS anchors, another alternative for under water explorations... a lot of test launches to find the right amount of ballast. runs at a reasonable 10~20m/s under water; powered by 0.625 Interstellar reactor. lots of light, looks quite nice in IVA mode. Now Squad needs to place some easter eggs under the oceans.
  2. Tried to probe the depth of the oceans on Eve. Eve did not take it kindly.
  3. Double checked, it's SCANsatRPM from SCANsat, created 5/18/2014. still same problem.
  4. Yes. this is from the logs... maybe hlepful? [ERR 22:56:34.832] AssemblyLoader: Exception loading 'SCANsatRPM': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'SCANsatRPM.JSISCANsatRPM' from assembly 'SCANsatRPM, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MapMarkupLine' from assembly 'SCANsatRPM, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. a conflict with Kethane mod? [WRN 22:57:34.421] [Kethane] Error inspecting assembly 'SCANsatRPM': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at Kethane.MapOverlay.findToolbar () [0x00000] in <filename unknown>:0 Edit: removed Kethane to test, still the same as before
  5. similar issue as Dr Death here... RasterPropMon v.16; Scansat v6.0; MM 2.1.5 toolbar 1.7.1 ScanSat works, just not in RasterProp MFD.
  6. I'd give it a try, throttle up just enough so you are moving, you might lose a landing leg or two, but you got the parachute to return. Alternatively, you could possibly push the lander upright with the kerbal. retract the legs, then get out and walk under it from the tip of the pod.
  7. it took alot of anchors to weight it down enough to sink. Coming back up is more problematic as you experienced. Shot out of the water, then destroyed on impacting the water again. I looked at the KAS source, looks like you can make any part non-bouyant by adding the anchor module to it, provided you have KAS. The biggest drawback is lack of camera control underwater, as the camera tries hard to float back up to the surface. Can use the anchor parts to get to the bottom before using engines to navigate along the bottom. I'm definitely developing this into an expedition to go down to the bottom at the eye.
  8. Quantum Vacuum Plasma drive with a reactor would work for the trip. all you need is refining additional fuel for the reactor. Eeloo's gravity may be low enough to allow you to take off/land with a refinery. Also no atmosphere, so you should be able to use the drive the whole way. TWR is probably abyssmal.
  9. just put a few reactors at KSC with lots of lithium. set them to breed. When you launch, use tac fuel balancer to fill up your tritium.
  10. new shaders? modder access to kerbal animation system?
  11. Great idea! definitely share this in mission reports experimented with a bathysphere setup with KAS anchors for ballasts. just a few KM east of KSC Going down... slow ~2m/s Nearing the bottom. Coming back up... too fast. did not end well.
  12. check the HELO challenge thread
  13. Nah... at 650KM orbital velocity is around 1250m/s. the collision velocity would be about 2.5km/s. The target velocity above the nav ball is the total velocity of the two colliding crafts, not each. For a Kerbin orbit the max you can reliably get is about 4590m/s, at a 70 KM orbit. Size matters, bigger the better. x64 matters as well. On x86 version the best I can squeeze is about 4450m/s, any faster the crafts pass through each other. in x64 version I can manage full head-on collision @ 4590.1 m/s Well paint me AMAZED... didn't think it was possible. 27957.5 m/s in 6GM Sun Orbit
  14. most likely wrong version. make sure you downloaded Unity 4.3.3
  15. http://forum.kerbalspaceprogram.com/threads/82118-KSP-64bits-on-Windows-%28this-time-it-s-not-a-request%29?p=1200048&viewfull=1#post1200048 I had the same thing, apparently fixed by turning atmospherics FX down. haven't tested it myself.
  16. when is the next one? I keep seeing these but only after the deadline
  17. you no longer need atmospheric intakes for inline or radial atmospheric scoops (the last 4 parts in your screen cap).
  18. tested 3 times, KAS Grappling hook doesn't eject in 64bit, just falls down to the ground. Winches will eject without grappling hook. eject works normal in 32bit, with and without grappling hook. Maybe someone else can replicate it.
  19. impact experiment data can't be collected via EVA. you need to return the accelerometer to kerbin or transmit the data back. The transmission rate is 100% so a small antenna is the easiest way to go. I build simple sensor probes and impact probes all in 0.625 format, send 3 sensor probes and half a dozen impact probes to a planet and run the experiments. you can rack up a lot of science that way.
  20. Yes, but outside of the quotation marks. something like this in your target field "C:\KSP\KSP.exe" -force-d3d11
  21. This is fantastic! is it possible to bind A&D to strafe; Q&E to turn?
  22. looks like you are running out of memory... try ActiveMemoryManagement mod and set it to aggressive mode.
  23. Tried it on 23.5 again. just duplicated my Mods (removed ActiveTextureManager) and save from 0.23 and after updating InfermalRobotics and MechJeb2, everything ran pretty well all things considered. average memory usage around 4.1 gb. Got a few crashes at different places so far, none that I could replicate, memory related "Access Violation 0xc0000005" this is a pretty mod heavy install. I imagine a clean install will be much less problematic as mentioned earlier, DX11 uses alot less memory than DX9. as mentioned earlier, floor pattern textures not loading correctly in SPH, this is only in DX11 I see some text sheering in the tweak menus, only in DX11 mode. in DX11, shaders sometimes becomes unloaded, and I get a pink airplane for a while, then shaders come back. this repeats every few minutes. DX9 mode seems to be okay with ActiveTextureManagement
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