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SAI Peregrinus

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Everything posted by SAI Peregrinus

  1. Have you done an Eve return in 1.0.x yet? It's a LOT easier when you can land a mining/refining station first, and then have your lander/ascent vehicle land with empty tanks. It won't save dV for a Mun or Minmus return, or even a Duna return, but not having to launch huge amounts of fuel for high dV missions is great. Low gravity bodies like Gilly and Minmus make excellent refueling stations for interplanetary missions.
  2. This will depend upon the license. EG WTFPL licensed mods (there are some) can be freely relicensed. GPL mods can't.
  3. BSODs almost always point to hardware or driver errors. Given the symptoms, run a disk check and scan for bad sectors. If possible, check your windows system event logs and note any errors.
  4. The fastest way to find offending mods often ends up being a binary search. List all your (remaining) mods. Delete half. If the problem disappears, the offending mod was in that half. If not, it's in the remaining half. (If needed, swap halves, ie if you deleted the problem mod delete the existing mods and reinstall the half you just deleted.) Go to step 1 until only 1 mod remains. This is the problem mod. This is reasonably fast, even for large numbers of mods. EG I have 102 mods currently installed, so this would take only 7 steps repetitions to find a problem mod.
  5. They are Transgendered Kerbals. We should be sensitive and accept their new gender identities, instead of trying to force them into traditional "male" or "female" cis-gendered roles. I have no idea what's causing the issue... Try opening your persistent.sfs in a text editor and finding the ROSTER section, then the KERBAL with "name = Valentina Kerman" and setting "gender = Female" then saving. Then start KSP.
  6. Check your windows system event logs after a shutdown to see what caused the shutdown, if possible. Fri, May 08, 2015 17:17:00 is the end of that KSP log, so look about that time in the Event Viewer. Look for any errors/warnings.
  7. +-10 degrees is WAAAY too steep. At 70m/s, turn very slightly. As you cross 100m/s you should be at about 5 degrees, at 150m/s at 10 degrees. Then let SAS lock the nose to prograde and touch only the throttle until you hit orbit. A TWR of about 1.6-1.8 tends to be a lot better than 1.2. If you can, post your .craft file of the launcher (and list any mods used).
  8. Real launches do gravity turns for the reasons mentioned above. The Wikipedia article has some more details, including the (often overlooked) fact that an inverse gravity turn is the optimal landing trajectory on airless bodies.
  9. 64-bit windows KSP is unsupported, and does tend to crash every few minutes. The 64-bit exe was removed from default downloads for this reason. If you want to run 64-bit KSP, use Linux.
  10. Oh, of course. That was at 25% thrust. Trying that at 100% thrust would probably make them explode on the pad. One of the reasons to test in FAR is because it models strut connectors nicely so they behave as expected.
  11. That's a Hell Kraken attack. It happens when your velocity is Not a Number, often due to an EVA kerbonaut hitting a planet or moon at high speed. The game tries to tell where your kerbal is going, sees "potato m/s" and dies. The NaN WILL propagate if you manage to interact with NaNed objects, (https://en.wikipedia.org/wiki/IEEE_floating_point#Exception_handling) so it's normally safest to consider the save devoured by the Kraken. You might be able to manually edit the save file to ensure every object has valid parameters, but the game will delete affected ships/kerbals/etc in an attempt to prevent the spread. Jebretary is a good program to automatically keep backups of your saves, so that in the event of a kraken attack you can revert to a safe state.
  12. It's just broken. I suggest just ignoring the warning, the parachute will still work fine.
  13. Testing in FAR, they both flip out and explode. The one with the line of batteries flips out a bit sooner for me, but I probably didn't place them perfectly in a line, thus causing asymmetric drag.
  14. Some quick testing indicates that nuFAR fixes this issue.
  15. Remember that career mode is essentially the "hard mode" of KSP. It's best for advanced players who want an extra challenge. When you realize this all of the aspects that make it terrible for new players suddenly make sense.
  16. It's a 10Y duration contract. That provides some room. Bring it to LKO, and set up a fuel refinery. As you mine Ore the mass of the asteroid decreases, but it stays a Class D. The visual size won't change, nor will the class for the contract. Mine it down to a nice small mass, like 10 tonnes or so. Then you can easily take it wherever you want. And in the meantime you've got a full fuel depot in LKO. This works for all the asteroid contracts. Catapult a class E out of the system? It's a lot easier to chuck a 10-ton shell.
  17. MetalOre is the ore used by EPL for making rocket parts. Ore is the stock ore used to make liquid fuel and oxidizer. None of the mods listed should add MetallicOre as far as I can tell. It's not listed in the Community Resource Pack spreadsheet (https://docs.google.com/spreadsheets/d/1F2NYLj47O6VdThCXqBcI_hB-bDIMh4ZWB2FFyrjMLkg/edit#gid=650840806) so none of the mods that use the CRP are the source. Hydrogen and Oxygen are used by KSP-I for some of the advanced engines and such. That mod adds a LOT of different resources.
  18. qNANs propagate through calculations: Any calculation including a NAN yields a NAN. NAN is thus a trivial fixed point for all possible functions. To cure the NANovirus edit your persistent.sfs file to have valid parameters for the craft in question.
  19. http://forum.kerbalspaceprogram.com/threads/53961 Obviously not stock, but if you'd somehow not seen it it's a mod you'll probably enjoy.
  20. The primary point of an SSTO is to save money by reusing the craft. There are other reusability systems than SSTOs, eg SpaceX's "land the first stage and let the upper stages burn up" version, or a shuttle style "land the upper stages and the solid boosters and let a big tank burn up". In career mode, SSTOs are a way to save Spesos, so if using drop tanks is cheaper than recovering those tanks do so. In sandbox mode it's more about the aesthetics, so do whatever is prettiest/coolest/etc.
  21. It was a "kraken drive" exploiting a physics glitch. Given that this thread is nearly a year old and I'm pretty sure the bug that allowed it was fixed in 0.25 or so it's no longer relevant to KSP 1.0.x. Essentially when parts clipped through each other they'd sometimes push apart, since parts could pull on one another and combined with some calculation errors the resulting vibration resulted in an overall acceleration, and you could get FTL drives made out of docking ports and landing legs or the like.
  22. Or write Module Manager patches. It's just as easy and doesn't change existing parts.
  23. Ignoring library mods (BD Animation, Modular Flight Integrator, etc). Mods that add a gameplay feature and have a part for it (eg MechJeb) tend to be gameplay mods (or UI, eg Protractor) and not parts mods. Mods that simply have variations on existing gameplay features (eg procedural fairings) are parts mods. Mods in bold are particularly handy. Parts: Adjustable Landing Gear Bahamuto Dynamics BahamutoD's Armory DMagic Orbital Science Firespitter Heat Management Karbonite Karbonite+ Procedural Fairings Procedural Parts Quantum Struts Continued QuizTech Aero Pack RealChute Parachute Systems Smart Parts Sounding Rockets! Universal Storage USI Exploration Pack USI Freight Transport Technologies USI Kolonization Systems (MKS/OKS) USI Life Support USI Survival Pack Gameplay: Better Buoyancy Davon Throttle Control Systems Deadly Reentry EVA Parachutes Extraplanetary Launchpads Ferram Aerospace Research GPO Speed Fuel Pump kOS kRPC MechJeb 2 ModuleRCSFX SafeChute SCANsat Science Funding Stage Recovery Throttle Controlled Avionics - Continued UI: [X] Science Action Groups Extended Actions Everywhere Alternate Resource Panel Ambient Light Adjustment Better Time Warp Contract Window + Control Lock Crew Manifest Editor Extensions Filter Extensions ForScience Continued! Horizontal Landing Aid Improved Chase Camera Intake Build Aid Kerbal Alarm Clock Kerbal Attachment System Kerbal Engineer Redux Kerbal Inventory System Kerbal Joint Reinforcement Kronal Vessel Viewer Landing Height Display Menu Stabilizer Navball Docking Alignment Indicator NavHUD PreciseNode Protractor Raster Prop Monitor Science Alert Sensible Screenshot Sentinel Memory Monitoring Utility Ship Manifest Smart Stage Switch Active Vessel Temperature Gauge Killer Toolbar Tweakable Everything TweakScale Vertical Velocity Controller Vessel Viewer Waypoint Manager Graphics: Collision FX Distant Object Enhancement HotRockets Texture Replacer Special Stuff: Active Texture Management - Aggressive Stock Bug Fix Modules Stock Plugins Some of these overlap a bit, eg Vertical Velocity Controller and Throttle Controlled Avionics. But they each have some independent functionality.
  24. For those who don't like the "magic" recovery of StageRecovery (where the part is recovered if it would have survived impact with the ground at the time it exited the physics load area) I suggest FMRS: http://forum.kerbalspaceprogram.com/threads/80292-0-23-5-Flight-Manager-for-Reusable-Stages-%28FMRS%29
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