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Varsi

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Everything posted by Varsi

  1. [quote name='Odyessus']Ok, I'm getting impatient waiting for an official fix for being unable to send science from a lab, so I'm going to give this a go. One question though: Where do I put the ModuleRTDataTransmitter.cs file? Should it be copied to the same place as the dll?[/QUOTE] That's just the code file to show the change (or compile the dll yourself). You only need the dll.
  2. Added my own report to the [URL="https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/511"]issue #511[/URL]. Can others do orbital surveys with the stock survey part? I assume this could be related to problems with the lab. //Edit Had I read back the thread a bit I would have noticed FancyMouse had posted a hack to get past this problem in his [URL="http://forum.kerbalspaceprogram.com/threads/83305-1-0-5-RemoteTech-v1-6-9-2015-11-10?p=2302292&viewfull=1#post2302292"]post[/URL]. Did work for me as well.
  3. "There's a mod for it" Mod "Take command" lets you assign kerbals in external seats. For some reason it's not allowed in stock game.
  4. I had to disable this since I was unintentionally causing it all the time too.
  5. I've always been declining tourist and Kerbin survey contracts. Might have to wait them off now. I'd rather offer tourists tours than get demands from them. It's not like I go to the local aviation company for a flight (I guess I could but that might cost a bit more than a pre-planned flight). Contract system does definitely need a lot more work. I'm sure some mod maker genius will come up with something we'll really like.
  6. Eww. Not looking forward to that myself. Stuff overheats on it's own in 1.0.4 so I'm somewhat worried how much worse it can be in 1.0.5. I did just start new 1.0.5 career myself.
  7. I probably shouldn't be answering since I haven't used this part but at least many of the MKS parts require you to deploy landing legs from right click menu instead of the gears toggle.
  8. Did indeed mean 32bit system with 32bit OS. Some people still have those and think they have 4GB of memory since the specs say that. That is pretty much the only plausible cause for vanilla KSP to be crashing all the time that I can think of. If that is not the cause then those people should really work with others to figure out the problem. //Edit Was mostly pointing at the post of Wolfos31.
  9. Stupidity actually counts a lot. It's even worse if they are stupid and extremely brave. There was a chart earlier in this post.
  10. I wouldn't be surprised if people get crashes often when using 32bit system. Usually People worry about KSP crashing after eating up 3,7-3,8GB or so memory but on a 32bit system you probably won't have even 2GB to spare for KSP. The problem with 32bit systems is that the PCI-devices take their share of that 4GB memory space so you usually get around 3,4GB of memory to use in you operating system. Depending on devices it could be even worse. The best you can do in that situation is to make sure there are no other non-critical processes taking memory.
  11. I think it wasn't explained in the movie but they did have other stuff to grow as well. Watney just ended up growing potatoes since they had highest calories output. They also had some earth soil to use in growing experiments. It should be considered that pretty much everything they had in the book they also had in the movie but they just weren't mentioned due to time constraints. Back to topic on had tho. I just got inspired to try and throw dozens of satellites in ~80km orbit, have them nicely spaced and then cause a lot of debris from each of them (preferebly so that debris is thrown to forwards and backwards). Might be interesting to do launches after that even tho I still wouldn't expect collisions. Also hundreds of parts flying around might cause trouble to my computer... Will have to try this once I get back home!
  12. That's about 40mph or 64km/h... We'd probably have some astronaut corpses on moon if it had been that fast. You may have meant 18km/h ~11mph. One thing that helps steering rovers a lot is to map different keys for rover controls. Does need some getting used to but it's nice you can use reaction wheels to keep you upright while steering with the wheels. Of course the friction of the wheels is a bit strange at times and going fast is somewhat dangerous no matter what you do.
  13. The items you put in manned parts need to have kerbal in that seat for the items to stay. So the capsule itself does not have any inventory space but the kerbal sitting there does. I think this was mentioned in some manual or something.
  14. Indeed, seems very interesting. Seems I have my plans ready for the whole weekend...
  15. Well... I guess we're just thinking too much about this. He obviously has unlocked the probe core with SAS and since he says "even bob can fly it" that's probably what this is about. I usually place the probe core on top of the capsule and parachute on the core. Those service bays are just extra mass in this situation.
  16. No idea what this is about but he definitely did not get in orbit. At the end of the video he's still in suborbital trajectory. The periapsis is -100km. Have to admit I don't have patience to watch the whole video.
  17. "There's a mod for that" (Stock clamshell fairing)
  18. We all know how terrible framerates get with high part counts but no matter how many parts you have it should not cause crashing. You should probably check output files to figure out what is causing those crashes. I've happily built over 800 part ships but then the frame rates are in "seconds per frame" rather than fps...
  19. I've often noticed map showing orbits like this but the object is ejected near the apoapsis. Same happens when burning to orbit Mun and you stop the burn immediately after map shows you are in orbit, you may still return to Kerbin SOI. In this case it seems to stick to orbit tho?
  20. That's just how orbital physics works. You can't get an orbit that won't encounter the same body again later with just the gravity assist. You'd have to encounter some other body or apply thrust to avoid that.
  21. The limit where game crashes is around 3.7-3.8GB so you're not even close to that.
  22. Don't know if it helps in this case but you could try using 'R' to switch node. That helps with some parts, no idea what part you are trying to attach tho.
  23. KER does make game a lot easier which is why you have to counter it with a lot of other mods to make things harder. In the end it's about how you enjoy playing KSP.
  24. To be fair, if every single feature got told in those boxes we'd have quite a bit of stuff to read there. I'm really hoping the KSPedia will have good pages for each view with all the features explained. That should be a lot better than forcing the info on first load of a game. However, while we do have good documentations on what keys are mapped by default (and we can change those too), a lot of people still won't know half of the keys they could use to make life easier.
  25. A lot of people probably thought this is common knowledge. People like me who try clicking on everything to figure out how stuff works tend to find stuff like this (I noticed this in map mode first tho). Still... I wonder how many other features are still to be found.
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