Jump to content

Tukas

Members
  • Posts

    14
  • Joined

  • Last visited

Everything posted by Tukas

  1. Did some more testing and it seems that you were right! I just did not have enough force! First time I use these mods so I thought 4 of them would be enough but it seems that it's enough only in space and they do actually nothing in atmosphere! Thank you. Damn it's so hard to get to orbit with these mods, I had no problems at all getting to other planets at stock... I even followed the tutorial to get to orbit but my ship is not making a good gravity turn, it just turns 90 degrees at 12km altitude... I just can not place the fins in the right position, the ship either turning too fast or too slow or even turning upside down... :/
  2. Last time I took 9000L and I was just watching how it disappears at ~200l/second, if I press IJLHN it starts to drain it for ~500l/s, but I get no thrust or RCS effects and the vessel goes in the straigth line anyway even if I turn off all of my engines. Did a lot of testing with it and I'm sure that RCS just do not work, it just drains the fuel.
  3. I've come to a problem where I cant use the RCS's... I tried filling the tanks with different fuels and still no luck. Even the RCSAid shows that the RCS units have 0 dV. I've opened the GUI and bought all available fuels, tried to fill up the tanks with them and yet no luck. Maybe someone have some suggestions? EDIT: After some testing I just noticed that as soon as I enable RCS, it just drains all of the Nitrogen, if I use IJKLHN it drains more quickly but I can not see any RCS effects nor feel the thrust... It just drains the fuel but do not actually give me any thrust and control... The problem is that I cannot control my vessel unless the engines are running, so I cant fire in the right direction... I thought I would use RCS but they do not work too.
  4. I've come to a problem where I cant use the RCS's... I tried filling the tanks with different fuels and still no luck. Even the RCSAid shows that the RCS units have 0 dV. I've opened the GUI and bought all available fuels, tried to fill up the tanks with them and yet no luck. Maybe someone have some suggestions? EDIT: After some testing I just noticed that as soon as I enable RCS, it just drains all of the Nitrogen, if I use IJKLHN it drains more quickly but I can not see any RCS effects nor feel the thrust... It just drains the fuel but do not actually give me any thrust and control... The problem is that I cannot control my vessel unless the engines are running, so I cant fire in the right direction... I thought I would use RCS but they do not work too.
  5. I see, thank you. One more question... I just researched a few tech trees and noticed that not all items appeared in the building hangar. For example I can't find Univ. Storage (DMagic item), which combines barometer, termometer and geiger counter into one unit. Also I can not find the Procedural Diameter Upgrade(I have no idea what it used for tho...). Both items seems to be supported by RO and RP.
  6. Thank you! Seems that it worked. But there's still some stock parts which are not supported. Should I use them while I play or I should try to avoid them? Even Drill-o-Matic and scanner parts are not supported. Is there some alternatives now or I may use them at some point? Sorry for dumb questions, but it's my first time using these realism mods which are still overwhelming for me... :D
  7. I have just downloaded the latest RP-0 release which supports 1.0.5 and it seems that everything works fine including every dependencies. I also have RO with all the dependencies. And these are the only mods I installed on the clean installation of KSP. But when I started a new career I saw a bunch of parts in the starting tech node and all of them are "Not supported by RP-0". So I looked at the hangar trying to build a rocket, but all of the parts are not supported, also all the parts in the tech tree are not supported too... Is this a bug or it's fixable somehow? I couldn't find any information on this. Maybe I'm doing something wrong?
  8. [COLOR=#333333]-force-d3d11 worked like a charm! Texts are a bit weird now but that's totally not a problem. :) Didn't crash for hours.[/COLOR]
  9. I have 4 x 1GB 1066Mhz, 4GB total . Well that may be the case. But why it doesn't use hdd space then if it lacks it for some textures which are not in use atm? Anyway, since I have no fps drops and the game runs smoothly, how can I try to fix it without lowering texture quality? Also going to test it while viewing ram usage. EDIT: I just saw a sticky at this forum... Going to give it a try. Thank you for an idea. :)
  10. Hello, I've recently installed Interstellar extended mod for 1.0.5 and I get crashes when something loads, but not everytime. Sometimes I get a crash when going to building hangar, sometimes by going to space center etc. Logs at the end shows this: ========== OUTPUTING STACK TRACE ================== (0x1011940A) (mono): (filename not available): mono_gc_max_generation + 0x103e4 (0x10106F61) (mono): (filename not available): mono_set_defaults + 0x18cea (0x10106FB5) (mono): (filename not available): mono_set_defaults + 0x18d3e (0x101072A7) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x9c (0x1010742D) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x222 (0x10107468) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x25d (0x10107649) (mono): (filename not available): mono_unity_liveness_calculation_end + 0x43e (0x101078CB) (mono): (filename not available): mono_unity_liveness_calculation_from_root + 0x1e (0x014ECD6A) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x912ea (0x014ECE26) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x913a6 (0x01500317) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0xa4897 (0x014F1579) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x95af9 (0x014F1A44) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x95fc4 (0x014F2BE8) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x97168 (0x014F2D94) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x97314 (0x0156BD1B) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x11029b (0x0156D805) (KSP): (filename not available): Behaviour::Transfer<SafeBinaryRead> + 0x111d85 (0x017E0728) (KSP): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0x123458 (0x01815610) (KSP): (filename not available): AnimationEvent::Transfer<StreamedBinaryRead<1> > + 0x158340 (0x75C6337A) (kernel32): (filename not available): BaseThreadInitThunk + 0x12 (0x77B49882) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x63 (0x77B49855) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x36 ========== END OF STACKTRACE =========== **** Crash! ****
  11. Thank you all very much for the suggestions! I'm going to try one last huge rover for the minmus, because I just must have a rover there, even if it wont work so well, maybe I'm just going to get some contracts near by. And also I'm going to build a "jumper" style lander which will be able to extract fuel from the outpost and get it to the station. On the over hand, maybe I could combine both...
  12. Hello everybody! I'm new to this forum, but I'm not new to KSP, I was playing it from time to time, from the very first beta version. Still... I never got too good at it until now when I viewed all the Scott's Manley youtube videos. But still I have a lot of questions and one of them is about rovers on minmus and other low gravity moons. Can the rovers be useful at very low gravity? How they must be designed to be driveable? I was designing my rover for about 2hours, put a lot of things on it, then I was designing a rocket to get it lifted and get into minmus orbit and then to land it of course. And after about 4 hours in total I was on minmus with it to realize that it CAN NOT DRIVE AT THAT GRAVITY....:D:confused: Well, it has a docking port so I will lift it back to orbit and get it to Mun maybe or even Duna, it will be very interesting mission which will eat all my money in my carrier but... Still, how can I make a rover or should I be aiming for something else to explore the Minmus? I want some kind of rover/lander to be on it with Engineer and maybe Scientist so they can do contracts there, do all the science and of course extract the fuel from the miners and get it to the station which is already orbiting minmus.
  13. This is really a great mod! But this causes a problem with transmitting science data... Everytime I try to transmit a data after gathering it and clicking Transmit Data, nothing happens. Can't even transmit data from Science Labs. This is what shows up in the logs: MissingMethodException: Method not found: 'IScienceDataTransmitter.TransmitData'. at ScienceAlert.MagicDataTransmitter.Update () [0x00000] in <filename unknown>:0 Anyone has this problem? Maybe there's a known fix? I couldn't find nothing about this tho... BTW, I'm using these mods: ModuleManager [x] Science! BoulderCo Chatterer CustomAsteroids DistantObject EnvironmentalVisualEnchancement img_viewer KerbalEngineer KittopiaSpace KSP-AVC NavBallDockingAlingmentIndicator RCSBuildAid ScienceAlert Squad TacFualBalancer TriggerTech Tried to delete ScienceAlert and then everything starts to work properly.
  14. This is really a great mod! But this causes a problem with transmitting science data... Everytime I try to transmit a data after gathering it and clicking Transmit Data, nothing happens. Can't even transmit data from Science Labs. This is what shows up in the logs: MissingMethodException: Method not found: 'IScienceDataTransmitter.TransmitData'. at ScienceAlert.MagicDataTransmitter.Update () [0x00000] in <filename unknown>:0 Anyone has this problem? Maybe there's a known fix? I couldn't find nothing about this tho... BTW, I'm using these mods: ModuleManager [x] Science! BoulderCo Chatterer CustomAsteroids DistantObject EnvironmentalVisualEnchancement img_viewer KerbalEngineer KittopiaSpace KSP-AVC NavBallDockingAlingmentIndicator RCSBuildAid ScienceAlert Squad TacFualBalancer TriggerTech Tried to delete ScienceAlert and then everything starts to work properly.
×
×
  • Create New...