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Speadge

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Everything posted by Speadge

  1. [quote name='Red Iron Crown']WIP-EVE is the overhaul fork, which is different from the just-updated main branch.[/QUOTE] well- i thought with version 1.05.1 the latest WIP version(as of nov.10th) became the official release, while the WIP-fork will be the experimental-branch forever... [See in the missing clouds on menu & stuff that just occured in WIP until then] thats not true? seemed to me like this was an overhaul to the master-branch itself ;)
  2. [quote name='MegaUZI']Correct me if i'm wrong Proot, but you are waiting for a new release of scatterer, which just happened btw, introducing multiple planet support, and the release of a new version of WIP-EVE right ? Thanks.[/QUOTE] for me that sounds like hurrying someone - which wont help. im pretty sure proot is one of the first that got the new versions - so just wait for what he ha to say about his progress - and if he doesnt say anything - so he has a RL perhaps? btw: "WIP-EvE" is no WIP as it got released - see just 2 posts above yours. just keep cool and get some tea ;)
  3. hi, i dont use RT anymore and still have the transmitter problem. To bad i cant remember how the problem occured back in June - but it feels familiar. i did a whole flight without switching to KSC. while launching and in LKO everything worked, but as soon as i entered Mun's SOI, the problems started. White transmition dialog appears, finishes, but without a green line saying that science has been added before ""Done" appears. Also switching to KSC DOES NOT fix it anymore. I have a scansat in LKO that i switch on every test to - problem always happening. BTW, im on Win-x64 - if it matters - but it didnt before. But i'd understand if you wouldnt support it due to x64 i pasted the output_log. cuttet down to where the Exceptions started (perhaps you can get more out of it than i can):
  4. which pack was it? Have a similar problem - on starting a flight everything works well -but after some time / celestial body change, i cant transmit anymore. I remeber there was a kind the same proble few month ago with ship-manifest by PaPaJoe... but i cant believe its the same... Edit: nope, it wasnt ShipManifest, but remotetech: http://forum.kerbalspaceprogram.com/threads/76793-1-0-4-ScienceAlert-1-8-9-Experiment-availability-feedback-%28July-13%29/page62 https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/439 so they fixed it back in june... SA dev Evil posted sth interesting: so - lets just hope he can have a look back into this.
  5. i know this error happening with modulemanager cache bugged - i often just restarted with wiped MM cache - and there was no error anymore :-/ donno
  6. ...still not supported (even by using another forum)....
  7. can you guys post a list of mods that could be a Problem since the update? Did you try it without modding?
  8. Rendezvous is not for interplanetary transfers :-/ The Hohman-Transfer is what you want
  9. which propellant did the rocket on the picture use? *-/ Topic: gratz: watched the whole show. was sad that you "just" got the upcommer-place on another category (cant remember right now)
  10. Yeah, sounds like. as beatz mentioned, check the Manley videos on Youtube. they give really good hints for the startup. And: always build rockets beginning with the last stage (which needs to come back). In Kerbal engineer you have to be aware of the two different dV scenarios that are displayed: Atmospheric / space. build all your stages that are for transfer, orbiting and else with the best ISP(Vac)-Engine you have available. Mainsail i.e. has a lousy ISP(vac), but a high thrust - so you should just use it on the launch (/when more experienced you will need it for other scenarios, but not in the beginning). so just try this: 1 stage: mk1 pod, ~200 liquid fuel & oxidizer, terrier engine, parachutes, solar panels (2500 dV) 2. stage: 4 radial decoupler around the tank of stage 1, same tanks on the decoupler, terrier engines and landing legs (5000 dV) 3. stage: below the middle poodle (stage 1) put a decoupler, an orange tank and a skipper (8000 dV) 4. stage: 4 radial decoupler around orange tank and some good srb. (9000 dV) with stage 3 & 4 you should be able to reach orbit. some spare might be in the orange tank to start mun-transfer. finish with stage 2, orbit & land with it. stage 1 should be enough to bring you home now. done you will want to experiment a bit as i just typed that out from memory and estimated a bit - but thats almost a basic edit: fun fact: just tried it - works flawless (sure - you have to add landing legs, battery & co - but that wont change much)
  11. hey there best hint for starters is often to go wit the mod "kerbal enginer" to check your delta-V before you launch anything. afte that its easy math: ~5k dV for orbit, 800 for mun transfer, ~800 for landing, 800 for reorbit, 400 for suborbital-kerbin return. so you might be safe with a rocket that gives you 8k dV with some spare for mistakes. After having your first successful transfer done, you can work on more efficient flight path & control. so you will learn fast how to plan & spend your dV,
  12. Hey,great to see your reply. respect your efforts and idnt want to push you. Just wanted to give you Feedback that the idea is reat and m and many others are looking for something lik that for ever so... if you need some idea for a new Project... for me it would be one of the most essential mods Reason fo me: it happns very often that i am in flightmode and want to land on one specific point.. but in mapview i cant scroll near enough to see the exact trajectory - so its often more a guess if i have to burn more or less - with a flight-mode trajectory that problem would be gone. regards
  13. Thanks for your reply never heard of JDAM. is it part of BD Armory or a standalone mod?
  14. Hey BahamutoD, wha happened to your trajectory Project that was meant to work with BDarmory? I'd like to see that in a mod as the current trajectory mods only work in mapview. thanks
  15. Hi. I know this from some 1.04 interstellar WIP versions. As of one of the latest changelog said, they fixed some lagging in it. I am not sure if it is what you / we were experiencing. P.S.: i had it o giant solar sats i tried to get in orbit around the sun. Giant == 400t
  16. i think its not about prefering parts but to find out which causes the crashing... so just try to play some hours with half of the parts- after that with the other half. (Or better: start with stock-parts only) so you can break down the list of mods that might cause a crash to the half... repeat this with that half that still caused a crash basic debugging step-by-step
  17. ...and again: physic-engine does use multiple THREADs, not cores. The Processor (Core) handling is an OperatingSystem-Task, not something the application can manage on ist own. Above that, Multithreading of the physic-engine has absolutely NOTHING to do with Memory Management / fixes in Memory handling. the one is the data that is stored and you can work with, the other is how fast you can work with that data on Tasks. hope that helps in understanding, that 1.1 propably wont use (significantly) less RAM than 1.0 did.
  18. How many parts does it have? nvm. found it in youtube comments: > 190
  19. dont think its a selling argument as you have to know the game to get an idea of what the box is displaying at all - wont catch someone (new) in an electronics store
  20. as far as i know, just use the parameter " -nolog" on your start-link
  21. Thanks, i have seen this, but as i have this behaviour just near the sun and not randomly, i didnt post it in there. didnt know if ist a bug or intended.
  22. well, that was my question: in previous Versions the game didnt care about the distance to the sun, as ppl even tried to land on it on 1323METERS distance. Thats is why i was wondering about burnimg at 1Mm even with stock Radiators.
  23. I have had this several times, as well. Either its caused by 64bit or 32bit hitting ram-borderline I think to remember its the second, as it always happend after some time ingame and when it was time to crash once again There are several problems like this that i experienced, when the game hit the limit -and so it crashed in the next scene-/focus-change. Pretty sure its the same Problem here - just check your RAM when it happens again.
  24. Hi, i might have missed it, but has there been some change that a vessl gets hotter when getting near the sun? I checked some videos and it didnt seem as anyone else had those problems. i am currently in an 1Mm Orbit around the sun, no engines running, and suddenly my ship is gettin hotter and hotter - and after some warp the first parts, later the whole ship explodes. Its no "sudden overheating". First i thought it may be becaust of the tons of solar panels on it - but even in retracted state the ship is gettin hotter. Im not sure if some of the following mods could have caused it: - interstellar 1.3.7 - tweakscale - NetherdyneAerospace (Parts) thats mostly of what i used. I even installed tons of radiators (stock and interstellar), but even they do overheat. Is that normal (for the game) that ships get THAT hot in an orbit just as low as 1Million meters? Any idea of fixing? thanks for help
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