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CitizenVeen

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Everything posted by CitizenVeen

  1. Any help with this? Is it because of memory outage? (I have no idea how to read the crash logs). I am crashing pretty much everytime I go back to the station from a rocket in space, or from the VAB. It's really annoying :(. Any tips at all anyone? Would be a great help! thanks!
  2. Nope neither. It was a bug, I did solve it though. As you can see the rocket had a bit of a weird shape, after changing to much bigger fairings (a less optimal rocket though, because of the added mass), the bug was gone. I guess FAR got confused by it. It did land on the moon in the end
  3. Hi Everyone, I am getting frequent crashes, they mostly acure when entering the VAB, the tracking station, going back to KSC, loading a ship etc. (So when you load something up). I play modded with all the core Realism Overhaul mods, pretty much nothing besides that. I use Open gl mode, I read that you can also force DX11. Can you also force both? Or is that of no use. Any tips on how to counter these crashes? Seeing the long loading time of the modded game crashes quickly make the game unplayable :(. Comp: Ram: 8G Intel i7 5500U NVIDIA Gforce 940M Windows 8 64bit HDD Here is the latest crash info: https://www.dropbox.com/sh/vthvo6uubto7ucs/AACe4qRXmNdNrmIIwwScysQxa?dl=0 List of mods: Thanks alot!
  4. So I am encountering a really strange situation. I have a rocket which starts out 1.6 TWR, ramping up to 3.00 while the SRB burn. After it drops them it has 1.7twr with 2 engines. Climbing till 5 when they burn out. Then second stage, transorbit burns etc. Its about the first stage. Seems a perfectly smooth TWR curve. When I launch the rocket everything seems to be going fine untill it reaches 270 m/s (about ~30s into the launch). Then its speed stalls, and actually starts to drop steadely. Even if i keep pointing the rocket straight up during the entire flight. There is no loss in thrust on any of the engines (neither the solids nor liquids). MechJeb and Engineer tell me my ship is above 2 TWR. If the weight of the ship is dropping (the fuell is burning) but the thrust stays the same, and I am reaching a higher altitude, it seems phisycly impossible to me that the ship would actually loose speed So I guess its a bug, but I no idea whats going on. Maybe FAR is suddenly calculating and insanely high drag on the ship? Something like that? here is a picture, as you can see the TWR is 2.3 when I took it, the surface (as well as vertical speed of the ship) is dropping at this point. Anyone any idea whats going on? Or what addon is causing this?
  5. I'm getting a bug where rcs randomly stops working. I am positive that I placed The rcs thrusters right, and they have acces To The right type of fuell. Just sometimed the rcs thursters on the craft suddenly don't fire when I get to Orbit. Sometimes some do and others don't. Sometimes they do fire, and drain fuell too, but randomly stop working suddenly (while only a small portion of The fuell they require is drained). I have been unable to Discover any circumstances in which this bug occurs, it seems To be completely random.
  6. yep, if Multiple antenna multiplier is set to 1. With 2 of the smallest omni antenna's I can reach the entire Earth-Moon system. But I play realism overhaul, not stock, so I don't really know what the ranges are in the Kerbin-Mun system :).
  7. @Dant3s if you have MultipleAntennaMultiplier set to 1.0 in settings, multiple omni antenna's will count as 1 bigger antenna. For example, if you need 1Gm range, but your biggets omni antenna only has 500Mm (0.5Gm), you can take 2 antenna, and it will function as one, getting you the 1Gm range you need.
  8. @Dant3s I don't think such an option is available in remote tech. You can only target specific objects, like the earth, satalites etc. And the antenna will connect to everything that is both in range and within its beam and its line of sight. It's not possible to set up something that switches between various targets, depending on whats in line of sight. However, I suggest putting an omni antenna on your station. It will connect to everything thats in range and LoS automaticly, and for kerbin orbits, the omni antenna's have enough range to connect to satalites. Right clicking an antenna shows you the range. You can check how much range you by being in control of your space station and setting one of your sats as target. It will be able to tell you the distance towards your target, and hence you can figure out what omni antenna you will need. Also, check here: https://remotetechnologiesgroup.github.io/RemoteTech/guide/settings/ for more info on antenna ranges, depending on your settings. Good luck!
  9. Is there a way to switch on and off the delay function (for example, when I want to perform a landing on a distant planet) while in the game? Rather then going to the config file, changing the numbers and restarting the game? thanks!
  10. @XpertKerbalKSPI made a step by step imgur guide for getting to LEO in Realism Overhaul (was making it anyways for someone else): http://imgur.com/a/JNHCi Please let me know if it helps, or if anything is unclear.
  11. You want To do a gravity turn. Once you reach speed of 50 m/s pitch over a few degrees East. Then keep following your prograde marker. You will raise your AP while gaining horizontal speed. When you are at 45 degrees, tour AP should be arround 80-90 km. When you reach your AP it should be arround 200km (your prograde is horizontal then). Try To not let your vertical speed drop To low (not more then 150 m/s downwards). My first stage usually starts at 1.3 SLT, with a max TWR of ~5. My second stage usually starts at just below 1. Thats more then enough. Youll need atleast 9.4 km deltaV. If you have like 10 km Dv you can safely put tour AP at 300km zo you have alot of time after reaching tour AP to reach Orbit. Good luck!
  12. @berkekrkn, did you work ik out? The engines I used most are the RL10, and J2 engines, and bigger more powerfull one for lower stages, the F1's or so. Often multiple if 1 doesnt get me enough TWR on that stage. Deriving from the fact that you keep asking for either throttable or multiple ignitions engines, it appears to me that the problem does not lie with choosing wrong engines or rocket design, but with the way you ascend into orbit. If you want multiple ignitions, it seems to me that you first raise your AP to out of the atmosphere, then switch of your engines, wait untill AP, and then circulize. Thats (not the most effective) but a possible way to gain orbit in stock, in RO its really a very bad way though. What you want to do is pitch a few degrees east pretty much straight from the launchpad (I usually do this when I reach a speed op 40 m/s). Then keep following your prograde marker. You will slowly increase your AP while you gain alot of horizontal speed. I often make orbit after reaching my AP (which is usually 200km or so). If youre still having problems I can make you a imgur tutorial?
  13. Changed the title and editted the post, how do I flag it as answered?
  14. Is that realistic? Wouldn't any debris burn up at even much lower velocities? Still looking how to set the distance multiplier
  15. Thanks for the nice mod! Where can I edit the modifier for money recovered based on distance from KSC? I use this with Real Solar System, and switching arround the launch site sometimes doesn really go well with it. Sometimes I only recover 10% (because of distance) from a stage seperated like ~1min into the launch. I guess I want to remove the distance modifier, and only use the speed modifier. Another question: What method do you guys use to recover upper stages? Even a big first stage usually surpasses the 2k m/s to be able to not burn up in the atmosphere. Or do you guys just let m burn? Thanks!
  16. AH wait. I also pruned alot of parts (changing their extension To .pruned, so the game doesnt load then anymore), because i was having a gazillion fairings/fuel tanks and i only used the procedural parts anyways. Looking at the kind of error, i think that is what caused it. Sorry, forgot that i did that before :).
  17. I installed several mods at once (not throug ckan, but by hand, because of kerbalstuff being closed), and got a continues crash when the loading completed. I deinstalled all the mods, afterwards i got this error
  18. Hello sir, I've had an error ingame, and the error reported requested that I would post it here: I'm having no ingame issues (that I noticed) for now. thank you for your mod!
  19. I'm still getting major bugs with engines that should be gimballing not being able to gimbal completely at random (so it seems). It usually happen with upper stage engines (either an upper stage, or an engine which only fires after reaching LEO), happens to alot of engines from different mods (FASA, RO engines, AIES). Had the same bug on a different computer, so its not my setup I think. It also makes the game really complicated to play, because half the time I launched a vessel its suddenly useless in space because I only brought RCS for ullage/turns and not for keeping it alined during burns. The engines still have a 'lock gimbal/free gimbal' button, but they simply dont move (and neither does my ship) when trying to jaw/pitch. I have no idea what causes this issue, but I can't imagine I am the only one encountering it, because it happens on different installs (only with RO), and on different computers.... EDIT: I finally found out what causes this issue, when you activate an engine through staging (hitting space) it DOES gimbal, when activating it by hand, it doesnt gimbal. Took me some time to narrow that down. So its easely worked arround. I understand why I only had the issue with RO, and upper stages now too. Don't know if it's a bug or intended, and if its stock or RO related, but pretty much problem solved now :).
  20. When installing RVE it tells you To replace an .assets file in Ksp_data, it was that file that caused the crash. Took some time To narrow it down, but the issue is solved now. So it wasnt the ram. Thanks alot for the help though
  21. How do i open the crash.dmp? With notepad? And what will it say when the problem is/isnt ram shortage ? I allways play with openGL, and got 8gb of ram with pretty much everything available, i also use the dynamic texture loading, and have not experienced any lagg, game slowing or framerate drops, even with all mods and big ships, so i doubt its my Ram.... What way would you guys recommand To (re)install RO and the dozen other mods i use now that ckan won't work?
  22. EDIT: crash solved (took some time to figure it out though). RVE asks you to replace the sharedassets9.assets file in the KSP_Data folder with one of their making. After I did this, the game would crash every time it completed loading on start up. After restoring the original .assets file, the problem was gone. Hi all, my game crashes the moment it fully loads. It does this every time, I think it has to do with RSS Visual Enhancements (RVE), when I installed it it asked if I wanted to replace ~6 files which were allready in GameData (but not sure, I installed like 5 mods today). Normally I'd simply do a full reinstall of the game and the mods and that would probably fix my problem, but with kerbalstuff being down, and because of that ckan not working, I won't think I'd be able to install all mods succesfully (I play with RO, RSS, RP-0, visual mods and lots of others). Here's the crash log https://www.dropbox.com/sh/vthvo6uubto7ucs/AACe4qRXmNdNrmIIwwScysQxa?dl=0 I tried to read it, but couldnt make sense of it... Anyone that can offer any help? thanks alot!
  23. Alot of engines can't, throttling an engine usually has a bad influence on efficiency, and are more expensive to develop. Some engines could (like the space shuttle, which can in RO aswell). Also, for early stages, it isnt really needed to throttle engines. With the Saturn V, they switched of 1 of the 5 F1 engines half during the first stage, to ensure that the G's on the astronauts wouldnt exceed 4g. As for getting orbit, do you use MechJeb? It tells you your starting Thrust to weight ratio, as well as your maximum TWR per stage. 15g seems a bit much yeah. My stages hardly get above 4. Do you use multiple stages to get orbit? Some advice: -build a multiple stage rocket, first stage should start at arround 1.2-1.7 TWR, and get no greater then 5. Second stage can start at arround 1TWR, and should also not get much greater then 4ish. -You need about 9.5k m/s to get orbit. Build a rocket with 10k m/s to be able to adjust for mistakes during ascent. -Use a gravity turn! Meaning that at arround 50 m/s (just after take-off), slowly pitch over east, and then just keep following your prograde marker, untill your prograde is horizontal arround 250km. Its no problem to archieve orbit after Ap. Again, mechjeb has an ascent guidance feature, you can set the orbit altitude (and some other functions if you wish, or let mechjeb fill them in automaticly), and let it place a target on your navball, if you keep your prograde near the target marker, you get a very smooth and efficient gravity turn. If you have any more info on exactly where the problem lies with archieving orbit, its no problem to help you more. Good luck!
  24. Hello there, I've installed EVE and EVE config files using ckan, both the EVE folder en the BoulderCo folder are there in my ksp/gamedata folder. However, clouds and lights do not appear in game. I checked the log file, it does mention loading them up though... Here's the log file: https://www.dropbox.com/s/44na9iu1w9vxco8/output_log.txt?dl=0 I use Realism Overhaul/RSS/RP-0 thanks !
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