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Everything posted by fireblade274
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Anyone like these guys? Their new EP just happens to be titled Space, maybe you guys could appreciate it, give it a listen! Here is the first song on the album, Planet A It would be awesome if someone made a KSP video using it, I would explode Any thoughts? Best parts at 2:20 and 2:45
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Crashes When in Vehicle Assembly.
fireblade274 replied to Ursi's topic in KSP1 Technical Support (PC, unmodded installs)
Hey Sal! I'm having this problem too; how do I find, reset and disable precisionX? Also my GPU is overclocked, do I need to default it in addition to altering "precisionX"? -
Show kerbal profession in rescue contracts
fireblade274 replied to Snark's topic in KSP1 Suggestions & Development Discussion
They should be labeled with their profession. We "pay" for them by saving them. period. -
The hot keys used for opening fuel tanks would be used for craft that need to open/close fuel draw from more then one tank at the same time, as opposed to having to manually right click on each one, and toggle the fuel draw button. I have a Multiple stage spaceplane that drops oxy and liquid fuel tanks in 2 stages, and i close the liquid fuel parts off at the beginning of the flight so the turbojets don't draw liquid fuel from them. It would be more convenient if i could open/close them all at once
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Delta-V Readout in VAB
fireblade274 replied to Holo's topic in KSP1 Suggestions & Development Discussion
Yes lots of struts indeed. I do use Kengineer for my delta-v, but I would love to see it come stock. It is in my opinion the less mods, the better. I wish i could run it stock but: KIS/KAS for placing struts in space Kengineer Claws stock bug fixes I wish all these came to stock. -
SO yea those two things sound cool; being able to open/close fuel tanks via action groups so that you dont have to click on 10+ tanks that need to be activated for a stage A stock flight recording option would be cool, along with a stock free cam while flying A new "building" upgrade that lets you carve out a valley in the mountains along the runway 90 approach; this would be helpful for space planes returning with Wheezly engines, which work best at low altitudes. The mountains can make a hazardous obstacle for such crafts that are not dead on with their re-entry ASIDE from clouds, which I know know are not to be mentioned It would be cool to have actual weather, such as rain and maybe even storms! I can imagine having to get a rocket up in a timely fashion to, say, intersect an out-of-fuel ship on an escape trajectory after failing to catch an orbit or attain reentry; but you have a storm with heavy winds outside with pelting rain going on for who know how long!? So you put Bruce Willis the cockpit and--hope lol Being able to place struts in space! Using landing gear angled in to support cargo in the cargo bay from falling through the mesh has not worked for me, especially on re entry. Using struts fixes the problem wonderfully! but it would be nice to have that feature stock. I have to use KIS/KAS to use it, and that's really the only feature I use from that mod, at risk of providing new sources of bugs The inside of command pods being visible through the windows looking in from the outside would be cool!
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When I say a dedicated fuel system, I don't even know what I mean atm lol. But maybe something that lets you Exactly specify the order that tanks are drained from. The game has its own fancy set of rules, and attaching a fuel line from one thing to the next in a complicated fuel setup does not necessarily mean fuel will draw in that order. I'm thinking of something that lets you click on one tank and then click on the next and so on to determine fuel draw order I guess, maybe even with its own new HUD interface, but like I said action group activation seems like a clear and simple way to accomplish expanded fuel-flow mgmt Another thing I would like to see is an upgrade that carves out a part of the mountain range leading up to Runway 90; this would make returning spacecraft (primarily using Wheezley engines that need to stay low) to not have to go around them during approach. Idk I would really like it One more thing off the top of my head; dedicated float parts would be cool, I haven't really experimented with the intakes yet; I know they apparently work good but dedicated floats could be a nice addition, further expanding boat design aspects and amphibious spacecraft. With all the cool new jet engines coming out a stock turbo prop would be nice too!
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I might make some adjustments to this list, as I've forgotten a good deal of things I thought up in game (usually when something went wrong) that I think the majority of people who play KSP would like. So please let me know if im wrong lol SO the only thing(s) I can remember atm: Clouds should come to stock ksp. The realism mods are out there, but my game is buggy enough already to not want to press my luck, and I only use KIS/KAS, Engineer and Claws stock bug fixes Landing gear deployed should incur a drag penalty (10 min later) AH yes, a dedicated fuel system, although I would accept at lest the ability to open/close fuel tanks with hot keys. Staging and fuel displays inside command module to improve usability during IVA
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Can you?
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Congratulations on joining the 10,000 post club, Red Iron Crown!
fireblade274 replied to KasperVld's topic in 2015
You rock Red! -
Canceling the craft wont really do anything helpful at this point; once I was able to finally get though the lag and click back to KSC, everything was fine. its also cool to see their progress out of the system as years go by.. I just wish I knew what causes this as I wont be doing any more solar ejection missions till this is fixed (good $$$) Good to know there is at LEAST one other person who's had this issue
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Weird Balls appear in Space
fireblade274 replied to R.Bobby's topic in KSP1 Technical Support (PC, modded installs)
The truth is out there.. -
I would like to bump this, as I just ejected a class E sized asteroid with the same effect. It has been 15 min since my orbit reached Sol ejection, and im still getting 1 frame every like 10-15 seconds waiting for it to "circularize" and not just jut off in a str8 line. Please see pictures: has no one else seriously had this issue? I have Claws stock bug fixes Kerbal engineer KAS & KIS thats it, and there is not one modded part on my craft. If no one responds to this I think im going to re post in un-modded section to get more coverage of this issue im having. Its now been 30 min of mindboggling slowness. It took 5 hours real time to get the class E out, praying that I would not get the same lag problem again. It happens, I check my post I made 10 days ago when i first ejected something out of the solar system, and still zero response. I just cant believe no one has had this issue. its like the game is frozen; literately a frame every 10-60 seconds, and I have a high end rig and 99.99% of the 2000 hours ive played this game Ive had zero lag. WHATS UP please see pictures below https://www.dropbox.com/s/22cal8kf8g7jg2f/2015-09-25_00012.jpg?dl=0 Just before the super ultra extreme lag https://www.dropbox.com/s/2od9k7h68l4kclo/2015-09-25_00013.jpg?dl=0 right when it happened https://www.dropbox.com/s/tj5u8cmqbs71ew8/2015-09-25_00014.jpg?dl=0 attempted to rotate camera during lag (got response after like 30 seconds and this is what it looked like) https://www.dropbox.com/s/oulx829ga2xfdt4/2015-09-25_00016.jpg?dl=0 MEH. EDIT: I was finally able to get back to the space center again, but holy crap i am never doing an asteroid eject mission again. I WANT TO THOUGH you get good money, but its not worth it if i have to go through this every time. Another thing thats weird: https://www.dropbox.com/s/a141d6rc4pg4vll/2015-09-26_00001.jpg?dl=0 upon going to tracking center after this issue, you can see the orbits of both objects ive ejected. https://www.dropbox.com/s/xh9kgu39ylf3629/2015-09-26_00003.jpg?dl=0 upon zooming in, the orbit line--only on the most recent and 2nd ejection--begins to fade https://www.dropbox.com/s/yr7emltvrffu9rt/2015-09-26_00002.jpg?dl=0 the 2nd ejection line then fades, and returns upon zooming out.
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Thank you Sal!! U da man. I'll try out the dropbox save a little later after I do some errands EDIT: Oddly enough I loaded the save, and my Ore seeker is flyable and controllable, but it looks like this: https://www.dropbox.com/s/2f4qf378pg...00012.jpg?dl=0 https://www.dropbox.com/s/cwmcewik5u...00003.jpg?dl=0 The craft still works like everything's attached properly. I'm going to try using it like nothings wrong now, and look at sp333 and drone 1 (fingers crossed)
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Are these the correct logs? I got them from the KSP_Data folder: https://www.dropbox.com/s/kay6r5ocnb3ohs8/output_log.txt?dl=0 Here is persistent file, though you should know this is after the ship vanished: https://www.dropbox.com/s/n09fmnup907fbxx/persistent.sfs?dl=0 Here is my most recent quicksave, I just tried it and I believe it was saved while I was controlling the ship that disappeared. It overwrites the persistent file once loaded, and now all I get when I load my Kerbodyne career is https://www.dropbox.com/s/kawg12gifn...00009.jpg?dl=0 If i copy the Persistent file I just attached to this over the Persistent I have now, maybe I can continue and count it as a loss... But in the one I posted, i tried it out first and clicked on yet another ship "drone 1" from the tracking station and the same error occurs.. I feel like this file is now a goner. Dam this will be the 3rd time I've had to restart, if i do, and I've put over 500 hours into this one alone. This is disheartening. But thank you for taking a look at it Sal EDIT: I very much think this was brought upon by docking with an asteroid with my "pass the time" mission that I sent to Jool. So I somehow restarted my game a second time and it seemed to have loaded up persistent or an autosave correctly; i think it loaded an auto-save, because I wound up where everything was fine shortly before I encountered the glitch, and contact with the asteroid. I viewed the 2 ships that were previously missing and they were there, so I saved a new save. I had yet to dock with the asteroid I was going to move from Jool; I realized I encountered the glitch after i finished moving the asteroid to a Jool encounter. So since the game loaded 50min before I was to intercept the asteroid, I decided to check once more that I could visit the 2 ships the glitched out. They worked fine and did not induce the HUD glitch. So I decided to do as I did last time and move the asteroid. The second after I docked with it, I went to the tracking station and went to fly the SP333. It glitched out in same exact way If you load https://www.dropbox.com/s/x2m95a26smn9myx/everything%20seems%20fine.sfs?dl=0, Validate you can Fly and take control of the ship SP333, and Drone 1 with Ista Kermen. Dock the vessel Ore Seeker 1.1NE (at bottom of tracking center list, the only Ore seeker with a maneuver node) with the targeted class C asteroid. See pic: https://www.dropbox.com/s/2f4qf378pg7id85/2015-09-16_00012.jpg?dl=0 Go to space center, and view the Academy. The 4 crew members on it are all MIA, and you should not be able to control or even view the SP333 once switched to it. Some elements of the HUD glitch out and change. In addition, once you go to fly the ship, upon return to KSC, you will not be able to see KSC, but only space, with no planets or anything. https://www.dropbox.com/s/kawg12gifnvklgi/2015-09-16_00009.jpg?dl=0 The save file https://www.dropbox.com/s/ur543arj5igiv57/quicksave%20%2311DEY.sfs?dl=0 Was saved after I docked with the asteroid. In that save file, clicking on SP333 or Drone 1 should trigger the glitch. everything is not fine: https://www.dropbox.com/s/d4t6edfvuhexkzj/Everything%20is%20not%20fine.sfs?dl=0 this save is the glitch once you cant see the space center and everything becomes kraken I hope this helps!
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This is the second time this has happened to me, but its with a different and expensive ship. I had a ship going to Eve and needed to wait 3 1/2 years to get to its next node, so I left it in space and launched another mission (to jool) to pass the time once I had that on a Jool encounter, I switched back to my Eve ship from the tracking station, the SP333, and when it went to the ship this happened: https://www.dropbox.com/s/rt0yexn5m0og5ip/2015-09-16_00008.jpg?dl=0 I click to go back to KSC and this happened: https://www.dropbox.com/s/kawg12gifnvklgi/2015-09-16_00009.jpg?dl=0 Pressing escape and quitting the game got me out. I restarted, but now SP333 is no longer in the tracking station, and the kerbals are listed as MIA. https://www.dropbox.com/s/2m885ssfji0jvn0/2015-09-16_00010.jpg?dl=0 This is not the first time this has happened to me. It happened previously with another craft that had 1 crew member on board. Everything happened the same, and after it did, the 2nd time I started up the game, he was listed KIA in the Acadamy. I suspect this will happen once I quit the game and start it again, but for now they are MIA. This bug, if unable to recover from, lost me 4 astronauts (like 300k+ each) and a ship that was 400k. This is ridiculous. Can anyone tell me what happened? I am running Claws stock bug fixes, KSP Engineer, KIS, and KAS. I believe this belongs in the un-modded section because when I previously encountered this error, I only had Claws stock bug fixes and KSP Engineer, correct me if im wrong but I do not believe the bug is related to mods If i need to provide anything else please let me know, i just want my ship back Windows 8.1 steam version i5 4690k 8gb RAM HD6950 2gb
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I've seen the fuel rules but they kinda confuse me. im moving an asteroid using this simple mover https://www.dropbox.com/s/y0h7j1fz0jnh9h3/2015-09-15_00005.jpg?dl=0 I have 4 fuel lines radially placed from the center out so once the center tank is empty, they will draw on the exterior mk2 tanks, Evenly. But they are not drawing evenly once the center tank is empty. The fuel first fills up in the upper right tank first and you can see this on my picture. shouldnt they all be refilling evenly?
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Since i upgraded my computer almost a year ago I have had zero performance issues with KSP. However upon breaching the point of ejecting my first asteroid © from the solar system, ive been getting literately 1 frame every 6 seconds, its almost like its freezing, but not really.. Anyone else had this problem? it happened once the blue trajectory got pointy.. pic: https://www.dropbox.com/s/yqkbcmypn64p9l7/2015-09-15_00004.jpg?dl=0 The line was going left to right with an exponential function look, but then it just jutted off str8 forward as once I passed the gravity of the sun Windows 8.1 4 mods: Claws stock bug fixes KIS KAS Kerbal engineer The vessel has no modded parts on it I could not change gimbals on the atomic rockets but maybe you just cant with those anymore, thought u could. 8gb ram i5 4690k watercooled CPU HD 6950 2gb GPU if you need any other information please ask Has anyone else had this problem? Its been going on since then, about 10 min ago and i'm now finishing typing this up and its still happening Pic:its so choppy this is happening https://www.dropbox.com/s/y0h7j1fz0jnh9h3/2015-09-15_00005.jpg?dl=0 Edit: Managed to click return to space center and everything is fine. The Kraken didn't want it to leave..
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Night vision for dark side of planets?
fireblade274 replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
I got around it, just had to look realllyyy hard. Thanks guys! waiting for jool to go around orbit is a good fix (though i didn't have to do that) -
I'm trying to land on Laythe, and my periapsis just happens to be on the dark side of the planet. I do not want to waste any delta v adjusting this so its on the light side, so I can make sure I have enough to get back into orbit. However, since you need to be precise when landing on Laythe, I cant really see visually where the land masses are on the dark side so i can plan my entry accordingly. Does anyone know of any mods that lighten the dark side of planets, or another way to see? thanks guys! Heres a picture of the predicament: https://www.dropbox.com/s/ac8c9ge7nzz9cf7/2015-09-13_00004.jpg?dl=0 Waiting for the planet to orbit to a different position does not change anything sadly
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Are super long burn times managable?
fireblade274 replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
I remember seeing a graph somewhere saying that above 1300t, ion engines become more efficient fuel wise then nuclear. That doesn't mean its practical though. my largest ship has 4 nukes and has a burn time to jool of about 45 min, so your craft must indeed be massive; probably too massive. You should definitely consider making a smaller ship and even then if your trying to visit all jool moons you WILL need a drill to refuel on each landing. You should post a picture as im quite interested in how large this is -
No orbit shown in map view
fireblade274 replied to Gloom Demon's topic in KSP1 Gameplay Questions and Tutorials
Did that work once nav ball was up? i thought you had to change it back in the tracking station