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Everything posted by Spraki
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Doh. Didn't think about that with the inflatable one. Yes - You will have issues with flipping and stuff. I've had a few "rover-gliders" go up in fireworks because the entry velocity is just waaay to high. Wasn't the best of engineering btw. And just a tiny part at the wrong spot can send you spinning. ,_,
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I recently did my first ever interplanetary encounter with Eve (talk about going straight to one of the big bosses of KSP lol). One thing I learned was that Eve's atmosphere will BURN the hell out of your ship. And even if you have a heatshield, multiple aerobrakes (not sure if that was the right term) will eat away ablator padding fast. You can still use them for entry but it will go away fast. Your entry is also roughly some 4km/s or so, IIRC. Or maybe you get get the entry with a part that can eat the heat and which you can ditch right after via staging. Dunno. I haven't sent Kerbals yet to Eve. My mission mod said to send unmanned there first. So I cannot help with ascend-stuff. I must remind though not to over-engineer on too many parachutes either. Last time I dropped something off on Eve, it took like almost an hour or something until it got to the ground. xD I am no expert so don't take me that seriously lol.
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Ship Escaping camera
Spraki replied to Gauga159's topic in KSP1 Technical Support (PC, modded installs)
I had that too, though it really seems I am using faulty mods. However, my inflight remedy was to simply timewarp 2x (above atmo timewarp, that is), and turn off again. The camera would shift back. It is annoying though. -
Darn ! But I know that feel well enough since that's something that keeps happening. Been always using a seperate word processing software since for anything forum-related. Suppose that is nothing new. I spent quite a while writing a detailed response to this but the forum went down for maintenance just before I posted it... So, I'm not going to type it all again but the tl;dr of it was that your installation is a mess. You need to totally remove KER and reinstall it from a release download rather than the GitHub repository download you currently have. Lots of your mods are throwing the same toolbar related exception so I presume that is also installed incorrectly or is out-of-date. There are also a number of other plugins that are failing to load because they are either built for the wrong version of KSP or for the wrong version of the .NET runtime. ContractConfigurator is also reporting a lot of errors about duplicate names, use of obsolete features and unexpected attributes which would appear to imply that several of your contract packs are out-of-date. I would be seriously tempted to start again from a fresh install, installing only those mods you actually need or want (and only if they are clearly advertised as being 1.1.2 compatible) making sure to follow any installation instructions for the mods carefully. First, thanks for interpreting the errors. I will see that I try to follow-up what you said. Ok, that's true that there are mods that always have an error exception or such when launching KSP. Somewhere, I decided to live with those as 1.0.5 also had the same issues. Difference was that it worked there. Since the 1.1.x conversion was so immense, it is no suprise that stuff broke. Anyways. I will consider what you say. Darn. Looks like I will never leave Kerbin SOI. It's hard to stay stock when certain mods are so darn crucial like KER (especially the dV readout). Already hard to live without the Fusebox mod too :(. Oh well, I could go on with the tears. Ok thanks. I will do a fresh install.
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KSP: 1.1.2 64bit Window7 Samsung Laptop RV520 - GT520m Graphic card - 8 GB RAM Problem: A variety of mods, such as KerbalFlightIndicator, NAVHUD and others are not appearing in blizzy's Toolbar mod, nor elsewhere. Re-Installed multiple times but still with no success. Mods installed: Mod heavy. some 60 and I am not sure why miniavc won't give me that button to copypaste all mods either. Might be affected by the error as well. Note: The mod that shows ErrorExceptions revealed so far only that the MKS mod (it's plugin) is "throwing an error". However, I don't know if I can get rid of that error. I also tried reinstalling it, but the error still pops up. Doesn't seem like it will allow the other mods to work though. I had problems with KerbalAlarmClock ErrorException notes as well, and just decided to remove it. For now, I want to see if the log file can help. Log: Output_log.txt: https://www.dropbox.com/s/2dwdmugxt2btett/output_log.txt?dl=0 edit: Now 12mb I wanted to ask how I can interpret an error, to see for instance where KerbalFlightIndicator mod is hitting the speedbump. Thanks for any help Edit2 Mods installed (After reinstalling miniavc, it now pointed out that several new versions are available. I will update all and see what's going on). : KSP: 1.1.2 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Infernal Robots - 2.0.1 Filter Extensions - 2.6 Toolbar - 1.7.12 USI Tools - 0.7.2.1 Ambient Light Adjustment - 2.5.7.4 B9 Animation Modules - 1.0.2 B9 Part Switch - 1.1.4 B9 Aerospace - 6.1.1 B9 Aerospace HX Parts - 6.1.1 CactEye-2 - 2.7.2 Chatterer - 0.9.8.1230 Community Resource Pack - 0.5.2 Contract Configurator - 1.11.5 Contract Pack: Giving Aircraft a Purpose - 1.2.5 Contract Pack: RemoteTech - 2.0.2 Spacetux - 0.3.10 Contract Pack: Unmanned Contracts - 0.3.20 Discontinued Parts - 0.3 DMagic Orbital Science - 1.2.4 CapCom Mission Control On The Go - 1.0.2.2 Contract Parser - 1.0.3 Contracts Window Plus - 1.0.6.3 Progress Parser - 1.0.4 Dynamic Deflection - 1.2.1 Firespitter - 7.2.4 Fuel Tanks Plus - 1.9.3 Interstellar Fuel Switch - 2.0.7 RasterPropMonitor - 0.24.2 Kerbal Attachment System - 0.5.7 KerbalAtomics - 0.2.2 Kerbal Engineer Redux - 1.1.1 KIS - 1.2.9 KSP-AVC Plugin - 1.1.6.1 Lithobrake Exploration Technologies - 0.3.5 Infernal Robots - 2.0.2 Modular Rocket Systems - 1.12.6 ModularFlightIntegrator - 1.1.3 NearFutureConstruction - 0.6.1 NearFutureElectrical - 0.7.1 StageRecovery - 1.6.4 NearFuturePropulsion - 0.7.2 NearFutureSolar - 0.6.1 PAPIPluginContinued - 0.4.6 Pilot Assistant - 1.12.5 Precise Node - 1.2.3 Procedural Wings - 0.11 RCS Build Aid - 0.7.7 RCS Sounds - 5.0 Regolith - 0.1.2 AmpYear - 1.3 SCANsat - 1.1.6.1 SpaceY Expanded - 1.1.9 SpaceY Lifters - 1.12.6 StageRecovery - 1.6.4 TAC Fuel Balancer - 2.6 ThrottleControlledAvionics - 3.1 Toolbar - 1.7.12 TweakScale - 2.2.12 KSP Interstellar Extended - 1.8.22
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[WIP][1.5.1]PAPIPlugin Continued: v0.4.10 2018-10-28
Spraki replied to bssthu's topic in KSP1 Mod Development
I will try it out as soon as stuff works again. HOWEVER before I can, I have several mods that are 1.1.2 ready, but are not showing up (PAPI included). I am about to upload the output_log.txt into a seperate thread. -
Silly question about output log file
Spraki replied to Spraki's topic in KSP1 Technical Support (PC, modded installs)
Thanks. Mmh. yeah, I am certain that you are right on the spot. Cool - I didn't know that existed. Maybe I can dig up the error without having to bug the modders after all (yet). May you never run out of dV. Or something. haha -
Silly question about output log file
Spraki replied to Spraki's topic in KSP1 Technical Support (PC, modded installs)
Ok cool. Thank you, Rather be safe than sorry . Had other weird stuff happen in games for far simpler actions ,_, -
Hi. I seem to have particular issues with certain mods not showing up anyhow(like Kerbal Flight Indicator and NavHud). They are not visible in blizzy's Toolbar either. Before I molest the modders for this issue, I wanted to ask first something abotu the output_log.txt. Right now, it seems to be a whoopin' 400MB. Been playing since KSP 1.0.5 My silly question: If I want to share the output_log, would I have to upload the 400mb or is this actually filled with a lot of old entries from older KSP versions and I can delete it so "I get a fresh, small log file"? I don't know if the log file is naturally that huge. If not, i don't want to waste people's time unnecessarily Thanks for any advice
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Oh, it's considered a gas giant. Ok Thought it was a BIG solid snowball. Thanks for response
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Spraki replied to blizzy78's topic in KSP1 Mod Releases
Ugh thanks. Really missed out on that one. Strange. This was on by default back then I guess. At least when I was playing 1.0.5 Many mods are still going wonko with 1.1.2 Nonetheless, love the efforts the modders are doing, so kudos to all! -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Spraki replied to blizzy78's topic in KSP1 Mod Releases
I probably have to check the logs on this one. I noticed with the recent version that I am unable to see the Apo/Periapsis readouts on PN. It shows only ejection angle. Before 1.1.x, it was possible to see the orbital altitudes of the desired maneuver node. I did not get to read the previous pages yet, but here I will ask after all: Is this intended, or a random 1.1.x "feature" interfering with PN mod? -
I have a question about the ice giant. Probably a silly one - but is it possible to also land on the ice giant? Was just wondering since you said it was have the size of Jool. So I'm not sure if it is possible to land without going boom by kraken or something.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Spraki replied to Athlonic's topic in KSP1 Mod Releases
Cooooool! *looks at HL2's Combine radio and random police dispatcher records*....- 751 replies
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edit: somebody asked already lol.
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Dissapearing Spacecraft around Kerbin
Spraki replied to MattQGamingHD's topic in KSP1 Technical Support (PC, modded installs)
No idea on how to get your stations back. And i am not sure if my comment will help, but I remember having the same issue where my ships would disappear suddenly. It happened when I was on a rendevous-orbit and the ships were soon to meet in the same area (or "grid", as EVE Online people would say it). Then I would some day notice a "BOOOOOM!". Looks like the ship I always wanted to meet went boom. IIRC, the forums mentioned that if ships have closed cargobays with monoprop tanks (or something alike), it will somehow just get this heat spike when loading into your vicinity and just blow up the ship. The fix was to leave cargo bay open. At least I did it and the disappearing stopped. Not sure if this is the same thing. But sounded so familiar -
This is probably a no-brainer, as I am playing with the windows 64bit-workaround. But this probably might show up in unmodded/32bit as well. The game runs fine with low parts count and I've been playing sandbox for a very long time (including unexpected disassemblies and whatnots close to KSC). But meh Q_Q... I started a new career mode game and obviously have to start off with very short pocket rockets and early staging. However, when I decouple a stage and that discarded stage hits the ocean or ground, the game locks up ;/. Not sure if this is due to some debris memory leak. Will of course try to play with no staging, but staging is clearly essential to things throughout the game. I'm guessing this is a common issue that had shown up in the past? I am well aware of the 64bit-workaround being frowned upon and I may revert to the 32bit version. But I wanted be sure if there was magic tweak one could do or whatever is causing this Thanks for any advice!
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edit: nvm. was actually considered haha
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Kraken skyline, if you ask me. Or maybe the graphics settings might be a bit low. Then again, Aqua's assumption is most plausible.
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Any way to remove animated kerbal portrait?
Spraki replied to Spraki's topic in KSP1 Technical Support (PC, modded installs)
It works great: As RocketInMyPocket had recently said. The fps is indeed better. And is somewhat nicely playable with higher part count too. I really like it. Many many thanks for that one. I now wonder if more fat can be cut here and there just by them oneliner-codes lol. I'm guessing the IVA has a lot of shadows/ambient occ and, well, animation that just tears the fps down. Even feels a bit like a memory leak. After all, no kerbals/using drones and things runs ultra smoothly. So yeah, this really helped. I was trying to get IVA done manually, but I couldnt even find the hatch. Was a bomber cockpit of the Firespitter mod. Maybe it odesn't have it or I screwed up finding it (or even blocked it with a Canard without looknig at Engi report. Hmm. Oh well. I still have to see about that stock smoke generation (SmokeScreen mod doesn't kill all of the smoke really). I will try out turning off camera wobble too, maybe that too will give frames. Though the wobbling really fits the atmosphere of flying. -
Any way to remove animated kerbal portrait?
Spraki replied to Spraki's topic in KSP1 Technical Support (PC, modded installs)
/edit Oh, so you did that. I was really confused right there just a moment ago. Thanks a lot, I will try it out right now. Just did a cleanup of KSP to vanilla first. Now adding in a very very few mods and then this one. Will respond when done (but you know the result already haha. Let's see if it helps with my lowend stuff) -
I installed steam gauges mod but KSP loading screen already tosses an "incompatible mod" window. I'm using version 1.7.3d, Toolbar also working fine/installed. Not sure what to do from here on EDIT Never this. Seems to work after all! The Hud is quite out of focus. Not sure if this is happening by my crappy graphics settings or if this due to ATM. Had removed it a long time ago, but some of the textures may still have been compressed to oblivion.