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diggzakk

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Everything posted by diggzakk

  1. KSP Version:1.4.2.2089 64 bit/ What Happens: The mission to put an sattelite into orbit require a part that not exist. I played the german language and it required a part called Frachtraum, in English you would called cargo room or freight room, or bay/dock.. i try every part containing these words. like service bay, hitchiker storage container, science storage container.. nothing.. then i changed the language to english.. everything changed to english, except the Frachtraum as you can see in the screenshot Mods / Add-Ons: All Stock Steps to Replicate: 1) watch the screenshot 2) load the save Fixes/Workarounds: nothing Other Notes/Pictures/Log Files: - Images Link: https://imgur.com/a/sFhzB - save persistent.zip
  2. i have seen the same thing often and figured out, that it is not a good idea to change the staging after you put the machine on the lunchpad.. it seems that these moved/changed/touched decouplers magically duplicate themselfs without any visual proof of evidence and if you staging them it looks like they doing their thing in the air and leaving the booster/tank behind.. if this happend, an immediate "hit the spacebar" again should decouple them as intended of course this shall not be the overall solution at all, just a small workaround for the time until this is finally fixed, i am not totally sure that this is a real bug, because i cant believe that i am the only one who recognized that, but maybe i am wrong nad better i put it on the bug section too maybe this will help deaggravating it a little bit for you
  3. same for me, i cant even remember if there was a single crash for me all the time before 1.1, but now its horrible, i mean the first crash a day in a not so important situation is acceptable, keep cool.. restart.. but if the second crash doesnt take more then an hour later and happens as you right now finish your new rocket design or whatsoever.. well then leave it, i leave it for that day totally.. its so frustrating that it doesnt help to start any other game, the day is over, so over that i dont start the game for the next three days no more, to risky to destroy my whole mood i start to consider to go back with my 1.0.5 from today on, there is no noteable performance difference for me anyways, i will miss the new rightclick on any marker in mapview, but its not worth the frustrating crash element
  4. today morning it works well.. i was wondering in steam lunch i had could choose between "lunch..." and 32bit version.. i choose "lunch..." now in steam i can choose "lunch..." and 64bit version again, but booth have very heavy issues.. somewhat like blurring, a purple window frame, and major graphic errors.. like lines from one side to the other, if i start ksp64.exe from folder it is so blurring, its hard to read the words everywhere http://imgur.com/C4N0TLp loading screen http://imgur.com/C4C5WxF mainmenu http://imgur.com/2RllPI5 ingame after restart the machine is gone.. but what the heck could that be
  5. really hope they fix the contract window, really annoying that minimized contracts again open up all the time
  6. dont know if my one was the kraken.. i accepted some rescue missions, one was in kerbin orbit aprox 4mio meters (i call this ship D for now).. nothing special after i make a manned mun landing ship C, and send a second mission with rescue ship B (due to lack of fuel) to mun with an additional satelite mission ship A, the satelite ship A was requested to be in orbit aprox 11,4m m right direct in mun transfer orbit around kerbin.. so with the satelite i used gravity assists to expand and move the orbit which brings me one time very close to the 4 mio meter ship D, finishing the satelite contract takes maybe a half kerbin orbit, maybe one full not sure.. then i switch to ship B to pick up the guy from ship C and burn home to kerbin.. after leaving SOI i recognize the strange thing on ship D, the "to be rescued guy", he had a new orbit crashing into the mun surface, no chance to safe his life i am not sure this is a normal behavior, as if i understand it right the ship D should be on rails until i rendesvouz under 2000 meters and switch over to him (i didnt do it) but how this also change his orbit so devastating that he crash into the mun, i dont think i hit the ship by accident to change his path this strange way kraken maybe?
  7. definitely it looks nice, but if it have no use at all it will become useless for most players.. like watch one or two times and thats it would be really cool if they make new science experiments in future like the real ISS and you have to IVA the scientist to that experiment in order to do the science there, or EVA to the science jr and to put it in the big lab IVA inside and put samples in different experiements.. could be also nice to have a limitation on that lab like 2 or 3 experiements connected to which you could change later if you want
  8. can we expect to leave the station this weekend? like to buy the first class ticket
  9. is there anything to do, to get the beta branch or just the beta marker in steam properties? i mean some games have to have a specific code or "iknowtheconsequences" thing, so opt-me-in
  10. i am interested in your last two pics.. the parts are looking deformed.. really cool.. is this a mod or you just manipulate the picture
  11. pls give us a transferwindow for the 1.1 update please
  12. you promised to keep it secret to the great cipher, stick with that and lie wernher in his greenface
  13. then put a 2 HOT thermometer on your vehicle and toogle the display for me i had started career mode over and over again with newer bigger updates and changes and everytime i do it better, that actually i reduced the payout in funds, science and reputation to 40%
  14. after put some of your science to process, it will be added to the maximum data, over the daily rate of science and transmit these science to kerbin, you free up again this data storage.. i have actually quite the same mission like you, just that i dont have all the minmus data in the orbital lab, i think i have 24 experiments left.. and its allready 100 days there, it takes quite a lot of time to revert the date into science and free up the storage to put more science in to process, more xperienced scientist will speed up the process, processed data can be transmitted right away, or take the data and bring it home with a soft landing
  15. i made it successfully, change the docking port status of the ship(s) from aquired to ready do the trick and dock again nicely
  16. okay this is something, more or less helpfull i found a lot of unanswered questions describing the problem, unfortunately no advice at all, nothing then fortunately i found this site http://bugs.kerbalspaceprogram.com/issues/1158 and it refers to a ksp forum bug whatever post, but unfortunately the post no longer exist, maybe due to the forum change, greatfull so i have to search and search more but at least somehow now i know what i have to search for and also the savegame editing is something i can deal with thx a lot so far
  17. hi there, i facing a strange problem now.. i docking ships for a while now and i am familiar with it, not perfect but much better after 20 times compared to the first try but now there is a problem, i have a station in orbit with two docking ports.. i docked one additional module to it for a contract to extend with two more docking ports with no problem, then i docked a spaceship for a future mission to duna with no problem, again after i docked another spaceship to it, because i was in the near and had lot of fuel left and decide to store it there, docking no problem and undock and back to kerbin.. this brings me to the idea to shoot the same ship back up again to bring more fuel, just change the fuel tank to bring even more (the plan is to seperate the station into two parts and dock one again as a additional tank to the duna ship) so here comes the problem, the ship i bring up again wont dock anymore, first it seems that the magnetism works but the ship refused to finisch the procedure.. so i try 5 approaches again (without any magnetism noticed) before i start to ask google, so then i moved the ship far away again, change focus to station, jump into another ship, go back to space center, exit game, restart game, back to the ship, start again the docking but it wont dock.. nothing happens when both docking port junior match exactly, i have everything in mind, control from here, target the target docking port, transfer crew to that part of station, everything has electricity, nothing helps.. so i undock the dead part of this station, which had no control, to dock at the remaining part to another docking port jr. same issue there.. then i undock the future mission to duna ship from his port, and try to dock again, same issue, i terminate the dead part of the station, also no helpfull to dock the remaining ships together if anybody like to lock into this, i would upload the savegame and any help would be very apreciated
  18. [quote name='kerbiloid']1. Persistent Thrust mod allows to use ions when time warp is on. [URL]http://forum.kerbalspaceprogram.com/threads/133735-WIP-1-0-5-PersistentThrust-v1-0-4-alpha[/URL] Of course, the flight lasts for years. 2. You can launch a ship onto an orbit around Sun with very large apoapsis. Near its apoapsis you can easily turn the velocity direction for 180 degrees, this will cost just hundreds of m/s for you. It would require less energy than a direct flight from Kerbin with but also requires some years of time and still much energy or an Oberth maneuver near a massive planet. 3. You can correct your retrograde orbit to pass close a massive planet to be thrown away from Sun. Being enough far from Sun you would change your orbit direction - as in p.2. 4. You can use KSPInterstellar Extended mod or USI Nuclear Rockets mod to create a nuclear tug with high delta-V. 5. You can send a light solar sail (SolarSailNavigator mod [URL]http://forum.kerbalspaceprogram.com/threads/119579-WIP-1-0-5-SolarSailNavigator-v1-0-6-alpha[/URL] , or still KSPInterstellar-Ext) with a relatively small rocket, attach it to your ship and return, using PersistentThrust named above. Also you can attach this part to any ship as a rescue measure.[/QUOTE] should it be enough to start the rocket in the other direction than normal to have the retrograde orbit initially? just thinking, dont know if this would be helpful
  19. if you have more than one or two capsules on reentry from your rescue mission, this one is much to heavy and makes not enough drag, it doesnt help that much to brake with your fuel left because you make the angle more worst.. the only way to handle this is, to bring a full tank with you on reentry, make the angle flattest as you can like apoapsis/periapsis 70 and lower the periapsis maybe to 50, as soon you see the effects at 50km start burning slowly just that much that speed decrease, the trick is that you dont burn to much fuel to fast or the ship flips over and you have the nose down and mostly nomore chance to bring the nose up.. if this happens your last chance is to drop the tank immediatly, maybe if youre deep enough and slow enough it could be possible to survive with the tank and éngine as this bigger machine has more drag if you are able to wobble the whole thing i make a lot of tourist missions right now to get money, you know build a 12k credits rocket and bring home 40k credits etc.. so in the beginning i put up to 5 capsule for 4 tourists and it is hard to bring it down not crashing the surface, even only three capsules is difficult and better to choose a water landing, one time i put 6 capsules with a huge tank to slow it down, so it is possible but not that easy the most of the time i reach the magic 270m/s to open parachute is under 1000m, to less in the mountains
  20. if you have the game on steam, just make an integrity check in properties if you have bad or missing file messages
  21. There is only kerbal alarm clock aktive and before all of this i made integrity check on steam bevor copy these mods, i use the download on the first page
  22. first of all great work! as these are planets which are hidden in the files and these mod bring them back to live, can i expect biomes on these bodies? i installed the mod with the suggested EVE mod from the description, kerbal alarm clock is in use also and i experiencing an issue in flight, it works fine so far but after hitting "m" to see the map and turning back to flight view by pressing "m" again, i cant click any science modul no more to make science.. also staging by pressing "space" not working anymore neither by clicking right on the desired part, nothing happens.. i found out quicksave F5 and reload F9 reset these behavior and its working fine again until i watch the map.. this is nearly a killer as everybody have to check the map for corrections or just figure out where you are at the moment, so the workaround is a small thing to help but overal its really annoying is this a known issue? any other workarround for long term solution? later this day i try to remove the EVE and check again, yesterday i loose apetite after i try my workarround and the game CTD
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