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Gaarst

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Everything posted by Gaarst

  1. If you deleted the entire GameData folder, then go to KSP_win (assuming you're on Windows), and "saves" folder; then backup your save folder (the one with the name of your game). Do a clean install, ie: delete KSP_win, and download it again from the website or Steam, and paste your saved folder in the new "saves" folder inside KSP_win. For this kind of problem, doing a clean install will always solve your issue. If not, then either you haven't done your clean install correctly, either your save is corrupted, or the bug comes from the stock game itself. Just remember to never delete GameData (or the Squad folder inside), it contains a lot of important stuff for the game. When uninstalling a mod, make sure you delete only the mod folder inside GameData. (Or use CKAN and don't worry about it anymore) Welcome to the forums also (almost forgot about that ) !
  2. Went to the Moon: Yes, the black spot at the top is Earth. This probe is landed in Mare Nectaris (near side), and I have a second one in the Korolev Crater (far side).
  3. On a LEO space station with Bob and Bill as he and the two others sneaked into the capsule and did the launch by themselves instead of letting the planned crew do it. They cut communication with the ground, so no one knows what they are doing up there; although they have about 230 days of supplies, so they will eventually get back down, and have to explain themselves...
  4. OK, I get what you mean now. Thing is, an adapter, and docking port and panels are not that massive compared to the overall shuttle, so I doubt it will help that much in moving the CoM. Thank you for the advice anyway, I will try it asap.
  5. I'm not sure I got your point with the "docking/payload adapter" thing (though I already have reaction wheels and docking port Sr. behind the crew cabin adding a little mass); but I indeed do not have any fuel storage for the SSMEs in the orbiter itself (only a little for the OMS), also, the CoM/CoL balance for the orbiter gliding is made with dry CoM.
  6. Also having the stowed issue with Mk3 cargo bay: I have boosters placed with symmetry in BigS wings close (not that close) to a cargo bay, and the right boosters do not fire because they are "stowed". The craft file can be found here. The craft is entirely stock, but I'm using Ven's Revamp, so some parts may appear differently than in the screenshots (also using the Stock Bug Fix Modules). The craft as it is in the craft file does not have the stowed issue: move the boosters around on the wings, and it will appear.
  7. Having the same problem here. :/ Displaying aero forces shows that the cargo bay creates massive amounts of lift (cyan arrow) whenever the angle of attack is non-zero. Even after tweaking the CoL/CoM, the cargo bay screws things up and ruin my shuttles (several designs suffer the same problems, each using Mk3 bays). As the cargo bay is at the front of the craft (usually), and also in front of the CoM, this immense lift created completely changes the lift vector: because this lift is so huge, the CoL moves in front of the CoM and therefore the shuttle flies backwards; trying to correct this by any pitch/yaw movement is pointless because of this lift appearing as soon at the cargo bay is exposed to airflow. I know that body lift is simulated in KSP, but this cargo bay should never give a lift vector several times greater than the one generated by the Big-S wings (it is just ridiculous when seen with aero forces overlay). Does anyone have a solution ? Or can we agree that this is a bug, so that it can get fixed (quickly is better) ? Right now, none of my crafts with Mk3 bays (I have only 2 but, still, it is annoying ) are flyable...
  8. Landed a probe at Venus (RSS) and made the mistake to open a chute: went from 20 m/s terminal velocity to 0.8 m/s. The descent was long... very, very long...
  9. Their mass is added to their parent part, but the drag is still applied at the physicsless part I think.
  10. I grab a Klaw with another Klaw: it doesn't break the universe but the very fabric of space and time
  11. Sent a probe to Venus, ETA in 150 days; going to the Moon in the meantime.
  12. That day when you just can stop flipping that launcher you already launched dozens of times with no problems...
  13. You must be new to Holywood... Anyway, I would care about the black hole redshift if there wasn't all the utter BS with the blackhole in the end... and in the whole movie actually: ever heard of tidal forces ?
  14. Sudden overheating of parts, and their subsequent explosion, is a known bug that can happen when parts are clipped. Though it usually occurs when service bays are involved, and your craft doesn't seem to have clipped parts (at least the docking ports seem fine). Greater time warps (>100 I think) disable thermal simulation, and it is re-enabled when exiting warp. There also have been reports of overheatings of some parts in this situation. Also, sudden/random overheat of the craft can occur, but that is usually the whole ship overheating, and exploding, not just one part. Anyway, I see two options here: either you redesign your craft and hope that the issue will not be present with another ship, or you can download Claw's Stock Bug Fix Modules which includes a WIP fix for overheating problems: It is not 100% guaranteed to solve your problem, but it might help.
  15. Didn't find tutorials, but I found this, could be useful
  16. The struts on the docking port may cause some explosive clipping. If you can reproduce the issue, press F3 afterwards to get and tell us what destroyed the docking port, it might help solving your issue.
  17. If you're reaching 4GB memory and not crashing then you're definitely running 64bit, because it is not physically (or informatically or whatever) possible to get over ~3.7 GB in 32bit. You'd know if you were running KSP 64bit before, because it is highly unstable on Windows, so you'd have had a lot more issues/crashes that on 32bit, and not memory-related.
  18. I think we will probably have nuked ourselves on Earth before we even consider colonising Mars...
  19. Someone linked your tanks to the nuclear electricity plant of the KSC. Your million kredits worth Jool-5 vessel is stuck in LKO because engines are mysteriously "stowed".
  20. Or you can just go to your save file and move your unwanted crafts to a separate folder. There is no access to the moved crafts from the game, but it is a cheap/easy solution for your problem, which doesn't require making a fancy mod...
  21. Vessels are not simulated unless closer than 2.2-2.5 km (2.2 is physics load range, 2.5 unload range, AFAIK) while in space. This means that they are just points on on-rails orbits, described by a few simple calculations, so they take close to 0 memory. You can have thousands of ships in orbit (maybe not thousands, but at least way more than 20) and still be fine. A list of your mods would be useful here, and I don't think RT is one of the most memory-consuming mods out there, so the memory issue is probably not from there. You can try to change textures to half-res, it might help. If it doesn't work, you can try removing mods, using aggressive release of ATM; and you can also run KSP on OpenGL or DirectX.
  22. IMO, the irrational number example would be more appropriate in a "infinite universe" theory. Here we are talking about infinite number of universes (finite or not). So technically, yes a universe with kerbals is possible. And I'll add that, if those universes have different laws of physics, then an exact copy of the game (with physics, patched conics, and all the conventional-physics-breaking stuff KSP contains...) can exist.
  23. I'm not sure I understood everything you said, but from what I got, here's what I can say: Real Fuels has options that increase the thrust and specific impulse of engines depending on your tech tree level, and several mods exist (TestFilght for example) that add a "reliability" factor which increases with the number of uses of different parts. Both these mods are not only doing this though: Real Fuels completely changes the fuel system, and TestFlight is more about parts failure; so they might not be what you're looking for. On the other hand, they show that such a mod is possible, and maybe already exists (I know none myself).
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