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KSP2 Release Notes
Everything posted by goldenpsp
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[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Any idea when you will have the next constellation all mods update out? -
just curious, ever since applying 0.2.4 (I previously had installed the latest USI all mods and latest USI tools). I get an AVC error about CIT_Util.dll being version 1.0 while the current is 1.0.4 Dunno if it is actually an issue as I haven't actually unlocked any of the parts yet in my new career mode.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
goldenpsp replied to ferram4's topic in KSP1 Mod Releases
I am running KSP .25 32 bit. I literally got the error once removing my existing NEAR folder and replacing it with 1.3 -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
goldenpsp replied to ferram4's topic in KSP1 Mod Releases
My bad then. It was a separate window from AVC, and one I had seen a long while back long before I knew AVC existed. But I guess if AVC components were built into another mod I was using it would have been the one to pop up the window? -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
goldenpsp replied to ferram4's topic in KSP1 Mod Releases
I am actually having KSP say it is incompatible. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
goldenpsp replied to ferram4's topic in KSP1 Mod Releases
More likely the boosters. I also had not yet unlocked struts so I could see the boosters strain with the radial decouplers. I had toned down the thrust on the boosters to try and get about 1.2TWR. I do generally do better once I unlock more parts to enhance stability. -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
goldenpsp replied to ferram4's topic in KSP1 Mod Releases
So apparently I am just a bad pilot. Or at least I am guessing. I figured I would come cry here to see if some NEAR experts could point me in the right direction. Now I will say when using NEAR and planes (space or otherwise) I do quite well actually. Spaceplanes are the reason I decided to try NEAR. But I have a horrible time with good old rockets. As an example, I just restarted for .25 so I am early in my tech tree on career mode. I was building a simple Mun flyby rocket. from the top down it was basically:Parachute-small TAC LS can-Mk1 capsule- 2 antenna opposing for balance- stack decoupler- science Jr- 2 goo containers opposing for balance- fuel- LV909 engine- decoupler- fuel LT45 engine- and 4 boosters radially(set down to about 45% thrust to limit acceleration)- In between the boosters I had 4 fixed fins (haven't unlocked the ones that can move yet). When flying this rocket in stock, it tracks up like an arrow. Controllable into my gravity turn. Everything is good. When flying with NEAR it starts out ok. I usually try to gradually start my gravity turn earlier but that was not working out well. So I decided to just see about getting some altitude first. If I try and go hands off for the beginning (turn on sas and hit go) the rocket tracks well for the first couple thousand m, but then starts spinning. The spin if left unchecked will eventually knock the rocket out of control. However even trying to control it knocks me off vertical and then it is a constant fight to stay on track, in most cases failing horrible in a ball of fire. So I love NEAR for planes but am an utter failure with rockets. -
EVA Ejects at High Velocity [.25]
goldenpsp replied to Caelib's topic in KSP1 Technical Support (PC, unmodded installs)
I thought I was alone and then I found this thread. Highly frustrating. -
Removing 2.5 made no difference. Man .25 has been frustrating (not this mod, not complaining about ATM). Just in general. I am running less than half the mods I ran in .24 and fewer mods that I ran without even needing ATM. If squad is gonna bloat this game any more, we are gonna need a stable 64bit version.
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So I have a question. I just downloaded the build from about 40min ago. I was eagerly awaiting this, as .25 seems to be more hungry than .24 was. I am running far fewer mods than I had been, but when playing i was right around 3GB. I could play a bit before it would run out of RAM and crash. I did the openGL thing and it dropped to under 2GB which helped in the meantime. I just installed ATM (aggressive not basic) and the game crashes with an out of memory error before it finishes loading. Here is my output log http://1drv.ms/1uJqBlL
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[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Looks at picture of freaking huge rocket on the launchpad. Worries about aerodynamics of the cockpit... -
How can I get more early-stage science?
goldenpsp replied to Coga19000's topic in KSP1 Gameplay Questions and Tutorials
Touchy? Nobody said explosive stage separation isn't "valid". Infinigliding is also "valid". But while they are valid, it is also good for you to recognize that some people feel they are a bit "cheaty". Both viewpoints are "valid" -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
goldenpsp replied to sirkut's topic in KSP1 Mod Releases
yea there's probably a lot of sadness until ATM gets patched up. -
How can I get more early-stage science?
goldenpsp replied to Coga19000's topic in KSP1 Gameplay Questions and Tutorials
not sure what you mean by less. I landed on Mingus before I had those big booster rockets. But either way gathering science isn't that hard -
How can I get more early-stage science?
goldenpsp replied to Coga19000's topic in KSP1 Gameplay Questions and Tutorials
Not really. With very little tech (and no asparagus needed) you can get a very simple ship to Minmus and gather tons of science. I like minmus better for a first trip as it needs far less dV to hop around a few biomes. Just gathering EVA soil samples and crew reports I came back with over 1000 science. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
goldenpsp replied to Arsonide's topic in KSP1 Mod Releases
Yes I have gotten contracts like "extract 850 units of karbonite from the mun and return to Kerbin." -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
goldenpsp replied to Arsonide's topic in KSP1 Mod Releases
Just out of curiousity, since you support things such as Karbonite for resource harvesting missions. Do the MKS/OKS modules count when attempting to satisfy a Build orbital station or ground base mission? -
so is this mod effectively defunct? Or are there parts in SP+ that didnt go into 2.5 stock?
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Kerbodyne SSTO Division: Omnibus Thread
goldenpsp replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Hey wanderfound I know its a HUGE question, but any thoughts/plans on reworking your designs for .25 given that many if not all of the SP+ parts are now in stock? -
Kethane problem .24.2
goldenpsp replied to Calabus's topic in KSP1 Technical Support (PC, modded installs)
Why don't you ask in the Kethane thread. You will get way better and more informed answers -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Read back a couple pages. Post #396