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Phoenix1945

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Everything posted by Phoenix1945

  1. Hello, great mod. But I have a little problem. I am using airships of hooligan labs. They work fine by their own. But When I park one of them in mid air, something weird happens. The the one I park explode when I get close (<2km). I use the same kind of ship with the same name to close up. Sometimes craft parked explode, sometimes not. So I am not sure what really happens. Any suggestions?
  2. The fallback mode was my doing I think, I copied old settings file to cut time. Other than that it seems I need to change the graphic card. Thanks, sorry for the trouble.
  3. Ok give me a minute - - - Updated - - - https://www.dropbox.com/s/wuik3wnqrxdeipc/KSP.log?dl=0 here it is, I was just reinstalling the game. Still got the problem
  4. Textures like Sputnik and 3-person command pod, 1.something size long fuel tank and many other stuff is missing including mod ones. But its not mods because they were missing before I install mods too. Its like 1 in 5 parts lost their textures. https://www.dropbox.com/s/wuik3wnqrxdeipc/KSP.log?dl=0 here is the log, I also have some issues with parachutes, but its most likely a mod problem. Yeah, I was surprised that it worked with earlier format, I was expecting a crash. But it opened with 0.90 files it still had black textures. It was confusing. Texture problem was present without any mods installed. I was actually hoping mods might fix it somehow. This is what terminal says on video card VGA compatible controller: Advanced Micro Devices, Inc. [AMD/ATI] RV505 [Radeon X1550 64-bit] (prog-if 00 [VGA controller]) Subsystem: PC Partner Limited / Sapphire Technology Device 0920 Flags: bus master, fast devsel, latency 0, IRQ 16 Memory at d0000000 (64-bit, prefetchable) Memory at febe0000 (64-bit, non-prefetchable) I/O ports at e000 Expansion ROM at febc0000 [disabled] Capabilities: [50] Power Management version 2 Capabilities: [58] Express Endpoint, MSI 00 Capabilities: [80] MSI: Enable- Count=1/1 Maskable- 64bit+ Kernel driver in use: radeon
  5. Hello, I have exactly the same problem. I have 2 os, one ubuntu one windows. I had kerbal installed on windows first, but it was crushing when it hits memory ceiling. But the problem of textures was not present. When I pass to ubuntu, I can play as long as I want but of course have some of the textures missing. And its annoying. I tried to change the textures with 0.9 version of kerbal, but the texture was still black. Also can we use texture replacer mod to fix this somehow? Thanks.
  6. Nope that's not it. This is earlier stages of my space program so nothing to dock up there. Atmosphere works fine since it slows me down to 250 m/s as I said.so 2 is not it. RCS ports doesn't matter since I am in atmosphere, chutes should slow me down even I am not oriented well. But still I am oriented well, all systems work fine including sas and rcs to point me retrograde. So 1 is also fruitless. Again, I dont think engines are any use in kerbal landing so 3,4 also has no relevance. I just successfully avoid being burned in atmosphere, slow down but fail to chute safely. I dont understand why, next time I'll try to get the craft lighter by getting rid of stuff in orbit. But I dont think it will work either.
  7. Hello, I need some help with chutes. First , my version is 1.04 not sure if it related. I have craft in orbit which I am having trouble to land. after reentry, I try to land my 3 tonne craft to ocean with 2 side 1 main chute for the craft manned by the Valentina. First I deployed the chutes at altitude 1000 meters with the speed 250 m/s, with no effect. Then I tried to deploy them at 5000 meters with the speed 260 m/s, still no effect. I crashed with the speeds exceeding 200 m/s. to the ocean. So chutes dont slow me at all. Is this real chute thing? Do I have to do something different with it when landing? Or is it the game version, last time I played I used 0.90. Has the game dynamics been changed? Or Is it something broken with my game? Thanks.
  8. I have the same problem in ubuntu system, the icons of the mod is missing. The game works fine other than that. But the mod seems to be broken despite of reinstalling the mod. I didnt quite get the solution, and I also like to try it. In which file I should edit the screen positions, and what kind of code should I use? Thanks.
  9. I installed ATM as a suggestion of solution I got here, normally my game works without it too. Yes after I installed ATM some textures got really bad. But the problem is the game runs good without EL, but when I install it I get this. And I cant just uninstall EL because I have a big space station with its parts. I uninstalled all mods, reinstalled them one by one and when I install EL I get this problem. It might be a problem with MKS. The station has this parts, a cupola -attached and missing- , 2 stock big solar arrays -attached and missing- , stock 2 seated lander can, small 3m(which fits under lancer can as you see, I think its 3m) rocket fuel tank, MKS command pod, stock extendable dish comm array -attached and missing- , MKS landing pod (the one on the bottom), 1 inflatable habitation part -attached and missing- , a small karbonite drill -attached and missing- , 2 karbonite tanks (yellow one on the side in picture), 1 8m expandotube -attached and missing-, 4 small liquid fuel engines, 2 monopropellant tanks, 8 rcs thrusters -attached and missing-, stock backup antenna -attached and missing-, 4 stock batteries -attached and missing- and 2 1x6 stock backup solar arrays -attached and missing-. Also got some kis tools at various seats. One of these most likely causing the problem. If there isnt a solution about this yet at least the owner of the mod should know about this.
  10. It got frozen this time, barely took a screenshot. Some of the mods are there just for dependencies.
  11. Well, Its not different from what I mentioned in previous posts. MKS station I have on minmus is completely unresponsive, kerbals in it missing, when touched it says parts missing, and habitations and stuff attached to it seems completely gone. At first minmus itself was gone too, but after a reinstall of the mod minmus is back but the base is still problematic. Framerate drop to 2 fps or something around the station.
  12. Nope, it didnt work I installed ATR and opened the game mod installed, but still the base is acting funny. I really dont understand why this happens. Its seems like its not a memory problem.
  13. Nice suggestion, it is possible. I will try to run it with active texture management mod, it should sole the problem if it is a memory problem.
  14. Well, I installed the mod a second time and this time minmus is there, but around the station frame rate dropped exponentially. Still cannot control the vessel, and its habitats are gone. I read something about kis on front page is there a way it might be related? If I cannot find anything else to do I will reinstall kerbal, but it seems when I remove just EL it works fine. I can use the station again, my kerbals sit there smiling So I dont think game is broken. Also I cannot just turn back, I have a OKS orbital station with 20/43 kerbals which has a shipyard this mod adds. So I lose the whole station If I just delete this mod
  15. I have a problem, After installing the mod minmus is disappeared. Literally. I have a MKS station on minmus (1 module) and 2 satellites in orbit. Deleted all mods and added them one by one, this is the one causing problem. MKS station and some parts around it float in space but (still looks like its landed) and when I touch it it says "parts missing". Satellites are ok. I see right trough where minmus supposed to be. Stars other side visible.Anyone had something similar?
  16. I know. That is what I want, for everyone. Seeing the formulas and actual methods in action you would learn something. They dont even have to be too informative either. Just a peek on whats going on would be enough to spark curiosity. - - - Updated - - - Not helpful, even offensive. Please speak only if you have something worthy to mention. - - - Updated - - - Its better than not seeing them at all. That way you do see it in action. Its like when they give hints on science in Star trek, you dont do it, you dont understand it but you do get curious about it. That is the point. - - - Updated - - - Thank you for the suggestions, I will check them.
  17. First, The issue is not the CPU, its the operating system. It is 32 bit version of windows. So if you have a free version of 64x copy of windows I would gladly take it. Second, as I stated before I want the system to be informative about science behind the calculations. As always, mechjeb is too convenient on this too. Showing actual formulas and letting people change variables manually should be the goal. I want people to see what happens to an equation when they play with a node from the map or with the equation itself. Even if they are not making anything, with seeing it again and again they would familiarize the science of the stuff. Look at the picture https://www.flickr.com/photos/98594803@N06/17018223156/ taken from this http://disciplinas.stoa.usp.br/pluginfile.php/66104/mod_resource/content/1/OrbitalMechanicsForEngineeringStudents-AerospaceEngineering.pdf I want them to tweak with this and learn how it works. There are many good stuff can be demonstrated in game and actually help planing for missions. Mechceb is a good mod if you want to relax but it s not designed for this(I think). Also I dont expect any change to be done in 24H, or anything at all. This is just an idea I had for the game. It doesnt even have to be too complex or trough like the textbook above. Its just an example what might be included to the game.
  18. Nice Idea. I installed it from ckan, but having some problems. I had a problem and wanted to turn back to a save state. But including the very first backup it didn't work. And it says all the saves are corrupted, but when I use the save its working fine. Maybe I am doing something wrong, any ideas?
  19. I didn't want this just for myself, I was just pointing out a hole in the game. The planning section. That is the actual science part. Otherwise I am capable of calculating staff by myself, a pen and a piece of paper is just fine. The point is attracting every bodies attention. But thanks for the suggestion anyway.
  20. Nope, KSP TOT. only support 64x, I dont have an 64x operating system. Like most of the world.
  21. I know MechJeb, and its literally doing the all the stuff for you. That is not what I want. I want calculations but not AI help to guide the craft. What is the point of playing if it is gong to do it for you? But I will check KSP TOT. Alt-tab crashes the game for me, since I have memory leakage problems crashing the game regularly. Still, an in game calculator will create more attention. We all know how the human brain works, some will not look for the stuff if it is not already in there.
  22. There are lots of stuff around to calculate different aspects of the rocket science. But there is no single program or add-on which can show stuff like launch window, whether to use Hohmann or Bi-elliptic transfer ,delta V calculations or orbit calculations. You have to quit the game to make your calculations most of the time. This game's purpose is to teach science of space exploration, so having a calculator with equations needed with blank variables will help a lot, both for learning the actual science and for saving time. Game has a spectacular tool to visualize the possible outcomes of the equations, so learning the equations like of the Newtonian physics also will be a lot of fun! Please someone consider to make a calculator add on which might work like nodes in a simulator mode for actual mission planing. This is the missing part of the game. And since its not mandatory to play the game, it wont make the game boring for trill seekers. https://www.flickr.com/photos/98594803@N06/17018223156/ This, shouldn't be hard to implement in game. Thank you for peeking out.
  23. I have 20 or so mods like most of the pals here, and some of them give a lot of science. I already researched all the tech without leaving Kerbin's influence. But I want more stuff to research, so I appreciate any suggestions of mods adding new branches to the tech tree. Thank you already
  24. Is it possible to modify this to make it warn you when you are stalling or under high dynamic pressure? Note: Nope, checked it and its out of my league to do that. Could you please add support for FAR? That would be great! Or just add a blank audio warning so we can add a variable to it, if you dont want to entangled with FAR thingies. Great mod!
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