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Curveball Anders

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Everything posted by Curveball Anders

  1. When aiming for cheap launches (as in standard multi launch crafts like UpDownTaxi (aka Soyus) or Progress/Refuel) I go for SRB with LF tanks on top (hybrid aspargus). I aim to drop the core launcher just shy of 70k orbit.
  2. We need a bit more info to help. Like what's you're trying to do and then logs.
  3. We need a bit more info to help. Logs says more that pictures.
  4. Erh, Resonant Orbits? https://meyerweb.com/eric/ksp/resonant-orbits/
  5. According to the logs your install is totally FUBAR. The list of mods contains several conflicting versions of the same mods. Do a clean install in a new catalog and add the mods you want one by one.
  6. Instead of trying to tweak and mod windoze you could just ditch it
  7. Everything in KSP is connected in a tree fashion from a root node. So you simply can't connect parts that way. Use single decouplers and struts (who together with fuel ducts are the exceptions) instead.
  8. Serenity is the Chinese server, oh, wrong game, sorry.
  9. Something must be wrong with your CKAN settings since you've got several mods that state 1.5.1 and 1.6.1 in their miniavc log lines. I'd recommend that you check your CKAN compatibility settings.
  10. When I realized that KSP wasn't a flightsim and grew tired of repeating the same maneuvers over and over again, so I install MJ.
  11. I just want to declare my support for this side of the argument I like the idea of putting stuff together to perform a certain objective, regardless of how it looks. (I have the same approach to Lego, but not to coding ...) Sadly there was no (at least not yet) "Mulle Meck Bygger Raketer"/"Gary Gadget Builds Rockets", but KSP is that plus orbital mechanics Edit: I was wrong! There was a Mulle Meck Uptäcker Rymden (Discovers Space). My kids must have been to old when it was released ...
  12. I must have buggered something else up, because it doesn't work (unless I manually hack the MechJebNoCommandPod.cfg file) Here's old cfg that used to work- @PART[*]:HAS[@MODULE[ModuleCommand]]:Final { %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } ... MechJebModuleRendezvousGuidance { unlockTechs = start } } } }
  13. Keep in mind that KSP is more CPU heavy than GPU heavy, so don't splash out too much on a hip GPU unless you already have the CPU (and RAM) to match it.
  14. Did something else change? ' It appears that the previous cfg that also changed the unlockstech has stopped working.
  15. Except that docking nodes are quite weak. EVA Struts (one of DMagic's modlets) is a very nice mod (if you don't wanna go full KIS/KAS). It allows for strutting up wibblywobbly station constructions.
  16. There's a simple answer ... (Everyone together ....) Moar Struts! Actually, designs like that need struts.
  17. 8GB which works without an issue. The game can be a bit sluggish if I play for very long, or jump around between different ships a lot. But then I just restart.
  18. Start with reading the label on the bottle. If it's Canadian I'm sure it reads "whisky"
  19. I don't give any serious matter of ownership of data. I'm more scared of how my stuff is abused. Sure there's 1M IoT thingies open for explotion (or promoting PdP), ponder what they can do?
  20. I'm the old man with 30 years experience in information security feeling despondent that kids doesn't understand the issues.
  21. But there's one way to get better performance on some multicore rigs. Check your BIOS and check your OC/Turbo/Whatever options. Some offer the ability to increase core clocking if you reduce the number of active cores. Trading better single core performance for the numbers of active cores. A somewhat brutal solutions but many Bioses allows for save a number of profiles.
  22. I can add that I'm running Ubuntu 18.04 LTS without any issues (except the LC_ALL=C tweak). Using an ancient Nvidia GTX 570, but I just checked my even older hw and it runs (slow) with an AMD 4670 HD too.
  23. "Setting breakpad minidump AppID = 220200" Haven't seen that in my logs. Running some form of debug version of mono?
  24. KSP uses all cores when possible but can only use one thread per ship. And there's no way to change that without rewriting the game.
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