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Everything posted by Gaarst
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Is it possible to extract the Real Fuels configs from the RO folder to use them on a non-RO install ? I'm searching for the configs in the zip, but can't seem to find them. Edit: NVM, found the config in RO_DependentMods, still wonder if I can use them though ? And if yes, is there the same bug as with the Stockalike configs for Real Fuels where plumes disappear ?
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A stable and non-bugged game. So no memory crashes, no NaN, no Klaw Kraken, no service bays explosions, no random overheating... KER readouts such as TWR, dV... The Trajectories mod. Visual enhancements (space, atmosphere, terrain...) and performance optimisations. Putting these together because one without the other would be pointless. A RSS option in the game: I really love playing RSS, but this mod is so huge that every other mod you use needs to be adapted for it (parts, engines, visual mods, anything using the Kerbin system planets names...), not having half the mods supporting it is kind of sad honestly. Having it stock would make sure that mods are compatible with it. Plus it would add challenge to the game once you get bored of Kerbin and its 3k m/s dV to orbit and open the game towards better implementation of alternative systems. Keeping it an option would prevent the game from becoming too hard for new players.
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The N1 which destroyed the pad it was launched from was the second one, launched the 3 July 1969. About 2 weeks before Apollo 11 landed humans on the Moon. So even if the launchpad wasn't destroyed, the Soviets had pretty much lost the race. They still launched 2 N1 after that (in 1971 and 1972), but they were test rockets, with a fifth one planned for 1974: the designed was flawed since the beginning, and this way before launching anything so I doubt it would have made any difference. Also, the Americans used the Saturn V to put 3 astronauts in orbit around the Moon only a few months after the Soviets were supposed to do an unmanned flyby of the Moon with a rocket which had nothing to do with their lunar rocket. So even if it succeeded it would have made really no difference.
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I think that due to the Oberth Effect (and possibly other orbital mechanics), it would be better to set your apoapsis straight at the final orbit height. Don't quote me on that though. Edit: Actually I don't think I understood your post correctly; but as said below you'd still have to do your gravity turn, not go straight upwards. The difference between the two solutions would arise in high atmosphere: either to set your rocket to circularise (first option, usually head 0°), or you continue burning with a small angle wrt the horizon before reaching LKO apoapsis (else it will essentially be the same as the first solution).
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Have you at least read the OP ? It translates what's written in French on the link. Anyway, should I've been closer to Paris, I would have considered looking at it ! Seriously, playing KSP as a job, isn't it great ? Edit: Ninja'd by OP
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Best way to get out of orbit and back to Kerbin
Gaarst replied to JackBush's topic in KSP1 Gameplay Questions and Tutorials
What's your problem exactly ? A capsule with a parachute should have no problem landing either on land or water. Do you have one at all or does it burn up during reentry ? -
If by burn up you mean having reentry effects, then it's normal and not dangerous at all. In 1.0.3/.4 reentry effects are common in high atmosphere but are not linked to actual heating of your rocket. If you really explode, I suggest taking a look at you physics.cfg to see if any value is abnormally high.
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What is the most dangerous chemical that you know about
Gaarst replied to Ethanadams's topic in Science & Spaceflight
Botulinum Toxin (known as Botox) is pretty bad also, with a LD50 of 1-2 ng/kg. Most lethal toxin known according to Wikipedia. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Gaarst replied to TriggerAu's topic in KSP1 Mod Releases
The ejection angle shown in your precise node manoeuvre is 83.2º to prograde (heading 0.31º north) while the transfer manoeuvre mentions an ejection angle of 129.38º (heading 85.34º). If you set your manoeuvre angle correctly I'm pretty sure you'll get an encounter (or at least get closer to one). Edit: ninja'd -
Bugs, bugs everywhere...
Gaarst replied to Gaarst's topic in KSP1 Technical Support (PC, modded installs)
OK, so after thinking a lot about what could cause the bugs, searching inside mod folders/files for any possible cause, removing and reinstalling each mod at least one million times, trying almost every combination possible, I finally did what I should have done first and start a new game on the original install. And for the best (or the worst, still haven't decided), after playing a few hours on the new save, testing kind of every mod part or functionality, it seems that the bugs I'm whining about do not occur in this save. This has led me to think that my savefile could actually be the source of the bugs. (This kinda makes sense when you think that even though I did not add any mods, the bugs got more and more frequent as I played). I'll start to investigate that way, and if anyone would like to help me, here is the persistent.sfs file. I'll also continue to search my mods or general install to see if I find anything. OP updated. -
Bugs, bugs everywhere...
Gaarst replied to Gaarst's topic in KSP1 Technical Support (PC, modded installs)
Considering I cannot even revert anymore without my game breaking I have to abandon this install of KSP. And considering this is my main install, with my saves relying on almost every mod, I cannot test every mod one by one (also I have 30+ mods) and anyway it will probably not give any result while testing mods alone. I don't really want to start another save from scratch with half my mods, and these bugs kinda sap my will to play, so I'll just stop playing KSP until I or someone else finds a solution to these problems. I just hope 1.1 will fix those. This really bothers me, and I love this game, but too much is too much: I want to be able to launch more than 1 rocket without crashing. I may start a new install if I get bored but still, I'll have to work on my anger management if this continues. I'll try to find solutions if ever I'm in the mood to... I think I'll stay around in the forums though, and will continue to follow this thread to see if anyone comes up with a solution or idea. Thank you, Gaarst - - - Updated - - - ModuleManager.TechTree I'll try deleting the cache files some day... Anyway, this one bug doesn't brake my game, just going to KSC view solves it; so even if this works, my problem is still there. -
Bugs, bugs everywhere...
Gaarst replied to Gaarst's topic in KSP1 Technical Support (PC, modded installs)
I run the game to see if your solutions work, and... meh Sal's solution does not work properly: I changed the following line in persistant.sfs from: TechTreeUrl = GameData\ModuleManager.TechTree to TechTreeUrl = GameData\Squad\Resources\TechTree.cfg But after running the game, the bug occured again and I realised that the game changed the modified line back to ModuleManager.TechTree... So am I doing this wrong or is it really the game not wanting me build rockets anymore ? On the other hand, Padishar's solution works: I removed the "time to atmosphere" readout on my KER preset and the spam in the output log is gone, so that's at least one bug fixed, not the most important, but I'm still happy. -
The Supermoon Total Eclipse - Who Watched It?
Gaarst replied to The_Rocketeer's topic in Science & Spaceflight
Scottish weather... -
Bugs, bugs everywhere...
Gaarst replied to Gaarst's topic in KSP1 Technical Support (PC, modded installs)
Thank you Sal, I will try editing the tech tree path as soon as I'm able to. -
How Close are YOU to Your Next Reputation Rank?
Gaarst replied to michaelsteele3's topic in Kerbal Network
4 rep to next "rank", 54 to next bar. -
Even though I still don't have solutions for these, after searching for a while, it seems issues #1, #2 and #4 are all linked and somehow caused by my savefile, which seems corrupted. It is available for download here, if anyone would like to see if they find anything. If your require the whole save folder, and not only the persistent.sfs, please ask and I will provide it. OK, I usually don't really care about bugs, I just ignore them and run the game again and continue where I left. But, there is a point when reloading the game almost every launch is more than annoying. I have come to a point when memory crashes do not happen anymore, because a game-breaking bug happens before and I have to Alt-F4 KSP and hope my save not to be corrupted. Specs, mods and other stuff: Bug 1: Black screen on launch When loading a ship onto launchpad or just switching vessels in map view, Earth disappears, but KSC is still there, or sometimes I'm sent in space. GUI also bugged with nothing written on the GUI things. No NaN though. Unable to move camera or to display any menu. It doesn't seem to corrupt the save, as launching KSP after that works fine, but maybe because it doesn't autosave. Steps to reproduce: Play KSP a little Launch a ship or switch vessels Corresponding output_log.txt: bug occured, and I Alt-F4'd my game, as it is the only way to quit the game. Bug 2: Outside of KSC clipping into VAB or SPH When going inside VAB or SPH, sometimes the outside of the KSC appears to be clipping inside the VAB. Editor is not broken, and I can get back to KSC view, but if I launch a vessel with this bug in the VAB or SPH, then Bug 1 will happen, every time. Steps to reproduce: Play KSP a little Go into SPH or VAB Corresponding output_log.txt (with bug 1 occuring when launching afterwards) Bug 3: No parts appearing in VAB This bug is very probably linked to ModuleManager and its tech tree system. It seems that the issue is caused by (re)installing MM on an already existing save (including updating it, or removing an older version). MM changes the tech tree path in the persistent.sfs file to its own tech tree and will not allow to restore it to the orignial location: manually editing the path is useless as MM restores it as soon as you launch the game or load the savefile. No issue found yet though. The tech tree issue might also be caused by Community Resource Pack or orbital scans (issue discussed in this thread). But the actual cause is not clear, as users reported having it on an install without CRP, and RoverDude denies it being the cause. A workaround found in the thread is to delete every planetary resource scan manually in the save file, and possibly not doing any anymore. Sometimes, when reverting a flight to Vehicle Assembly, all parts will disappear from the editor menu. Can be solved by leaving VAB to KSC view, and getting back to VAB. Steps to reproduce: Play KSP Revert to "Vehicle Assembly" Corresponding output_log.txt Bug 4: Frozen tracking station From recent threads (namely this one) that bug may be linked to Distant Object Enhancement. Even though I do not have it on this install, I had it but removed it due to conflicts with RSS. It is possible that it altered something in the save file that stayed after removing the mod. That would explain why the save that I created after removing DOE (and that therefore never had it) seems to work fine while the older one is bugged. But users report the bug being gone after removing DOE, so this is still only a hypothesis to be investigated. I just had this bug with a different install (that never had DOE), but with the same save, so if it is linked to DOE, then the problem definitely lays in the savefiles. I had this bug recently: after having bug #2 while in the VAB, I went to the tracking station, and the bug occured. So it is almost certainly linked to bugs #1 and #2. When accessing the tracking station, it sometimes freezes with nothing moving. Things in the GUI are written on others, no vessels on the left bar appear, and parts of the GUI (select objects type and information about focussed objects mainly) appear only when cursor is at particular places on the screen. Unable to move, choose any vessel or do anything. Exit button is also bugged so I have to Alt-F4 to get out. Corresponding output_log.txt While hovering cursor over GUI: [solved] Bug 5: Massive spam of output_log.txt Solved by removing "Time to atmosphere" readout on KER preset Take a look at any of the output_log I uploaded: half of them is these lines spammed thousands of times: (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) dT is NaN! tA: NaN, E: NaN, M: NaN, T: NaN Steps to reproduce: Play KSP Open output_log.txt --- These are getting more and more frustrating, as well as more and more frequent. To give you an idea, here's what I did to get the screenshots: Open KSP Deorbit a station from LEO Build a rocket in VAB Launch and revert from standing on the launchpad to vehicle assembly And the bug appears As it goes on, I am seriously considering dropping KSP until 1.1 and hope for all these bugs to be fixed... Any idea or clue on what causes these bugs, should it be a mod or whatever, is greatly appreciated. Thank you for reading, and possibly helping, Gaarst
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0 credits on Gilly as jetpacks have enough dV for a kerbal to put himself into orbit (and back to the ground if done correctly).
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So, a while ago, when I sent my first probes to the Jool moons, I managed to put one on orbit of each moon, quite low for some. After doing a few other missions, and therefore warping time a little, I realised the probe orbiting Bop was gone. Due to the shape of Bop, I assumed that the map view did not correspond to the actual surface (like Gilly) and that the probe crashed. More recently in my RSS save, I put a probe in very low orbit around the Moon (50x15km), and the same thing happened: after a while, the probe was gone. I'll add that in both cases, I did orbit the body more than once while focussing the vessel, and I did not crash. Furthermore, while the average surface altitude on the Moon is 8km, I haven't found any feature reaching 15km (it went maybe up to 10-11km at the borders of the greatest craters) so the lunar probe did not crash with the surface. So, I was wondering if there is a sort of minimal altitude/height below which a probe is considered to crash on the ground ? If so, is there a way to determine that altitude or height above ground ? Maybe using the surface features or radius of the body. Also, does this happen for all airless bodies, or just some of them are glitchy ?
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Can you apply your magic on one of these screenshots ? I don't really know what I want, but try to make them look more "real" or make the launch seem really impressive. Thank you !
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Are you talking about planes or rockets ? For rockets, adding fins at the bottom will make your rocket stable enough to not flip is piloted correctly. For shuttles, you'll have to make sure the CoT vector is aligned with the CoM when dropping the boosters; in the phase with the boosters, simply modifying your shuttle engines should balance the craft. For planes, the best way is to build your plane so that the CoM moves as least as possible. Jet engines drain fuel evenly from all tanks, so if you approximately even your fuel tanks in front and behind you CoM, it shouldn't move too much. You can also try to add fins/canards to have better control to compensate the CoM shift.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Gaarst replied to Nereid's topic in KSP1 Mod Releases
Is there any chance to make this mod compatible with RSS ? A mod update or a config file out there, I don't really care. Or if anyone knows how to do it, can they tell me so I can do it myself ? Thanks -
A multiple choice poll would be better for tis kind of question IMO. Anyway, while I don't watch many KSP videos or streams, I watch almost all of DasValdez' streams. He makes nice ships, explains everything he does (good for beginners, and even teaches things to older KSP players), has a great knowledge of the game and its physics, and overall is a very nice guy. I can only recommand him to whoever watches a few streams (or not, give it a try still).