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kstark

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Everything posted by kstark

  1. Climberfx, locate your INPUT_DEVICES block in settings.cfg and look there. Probably you have something like " = 0", i.e. you have device 0 without a proper name. Than locate your axis settings. There for every axis you probably have "name = Joystick 0". If it is your case, than you can't change INPUT_DEVICES block, but you can change axis settings block so it will have "name = " instead of "name = Joystick 0". It worked for me.
  2. Thanks swjr-swis. But it looks pretty kerbal-like and gives a floating in vacuum docking port after separation, nevertheless attached firmly. And generally looks very tricky. I have no place for docking port at the fore end of my payload and, I think, additional weight of struts is not a problem.
  3. Hi 5thHorseman. Probably I can't get your comment right, but if I attach my single payload to the fairing base through decoupler or through decoupler again to interstage node - then I don't get any more stiffness to the structure because connection goes through week point only or have helping trusses but inseparable payload (decoubler explodes and that is all). So I feel EAS-4 struts necessary. Thank You, Deddly, I'm new to KSP forums and learned about Gameplay Questions from your post.
  4. I think I got it. Interstage nodes and trusses are for multiple small payloads in one protective shell. To make my one payload attached firmly I need to use EAS-4 struts. Not an elegant solution, but at least it works... reliably.
  5. Hello. Can anyone please explain me how to use interstage nodes and truss structure that available and turned on by default for Airstream protective shells in KSP v1.2? I have relatively hefty payload with weak attachment point - so truss structure supporting it during ascent would be just fine to make assembly stiff. But I can't figure out how to detach my payload from that Airstream protective shell when I place my payload at interstage node inside it to have truss structure supporting it.
  6. Just thinking about troubles at runway with speed as high as 100 m/s... my designs mostly have 70-80 m/s take-off speed and honestly... 100 m/s is freaking 200 knots! But Concorde take-off speed for example is about 110 m/s, so, that's real by the way.
  7. Nearly the same performance. Rolling faster than 30 m/s is risky on lvl1 runway. Have no lvl2 runway in 1.1 so far. Launching and landing my planes vertically
  8. Is anyone have issues with the LY-1 and LY-5 wheels at time warp (higher simulation speed)? My 'plane' is rolling at just 2 m/s and stress on wheels is 5-10%. But when I use time warp to x2 it starts to jump wildly and some wheel quickly explodes due to overstress.
  9. Thx @HebaruSan, inspired by your success in turning prefs file into working state and write-protecting it I made the same thing. Mine already was full screen 1, it was UnityGraphicsQuality set to 4 that caused launch failure. Setting it to 2 or 0 solves the issue. But I'll use script, I need command line option and don't want to start steam every time to play KSP.
  10. If you don't know how to do something in linux you should start with googling it, something like "How to do 'that thing' in Linux". At first you need to figure out what you need to make KSP working. I have Kubuntu 14.04, Intel CPU and AMD Graphics and mine script looks like that: Aside from being a text file, script should be marked with executable flag as @HebaruSan have mentioned above. Generally you can set that flag through gui in file properties of your script text file. Actually mine script deletes prefs file so my KSP is able to start and passes command line option -force-glcore to KSP binary to counter some glitches.
  11. Stone Blue, my prefs file also looks OK, but nonetheless I need to delete it before launching KSP cause it won't start if prefs file is present. And I'm not alone with that. Have launch script to do the task.
  12. At first Linux Version of KSP 1.1 looked completely broken, but after rummaging that thread I managed to work around all major issues encountered so far. Thank you! The "-force-glcore" command line option cured missing terrain around my craft flying low at Kerbin.
  13. Experience the same bug as @ChewieRolo but not with AGU, with small docking port. Thanks to @ChewieRolo, I know that thing happens with undocking in general. In my case ships looked like separated, but still attached to each other by invisible string and considered one ship. FL-A5 Adapter with docking port attached to it was catapulted outward - looked very much like gravity was not affecting it. I'm playing Steam 1.05 so all available fixes should present and bug still happens. Not found any output_log.txt (I'm on Linux), but KSP.log have some warnings regarding that flight. [WRN 15:23:41.114] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) ===================== [WRN 15:23:42.235] ApplicationLauncher already exist, destroying this instance [LOG 15:23:42.238] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP' [LOG 15:23:42.261] ------------------- initializing flight mode... ------------------ [LOG 15:23:42.355] Target vessel index: 4 vessel count: 11 [LOG 15:23:42.356] [FLIGHT GLOBALS]: Switching To Vessel Mun Multipurpose Bus ---------------------- [LOG 15:23:42.356] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 15:23:42.356] Reference Frame: Rotating [WRN 15:23:42.371] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'. [WRN 15:23:42.378] [Part]: PartModule TransferDialogSpawner at mk1pod, index 7: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [WRN 15:23:42.378] ...no TransferDialogSpawner module found on part definition. Skipping... [WRN 15:23:42.378] PartModule is null. [LOG 15:23:42.588] Camera Mode: AUTO [LOG 15:23:42.592] stage manager resuming... [LOG 15:23:43.527] all systems started [LOG 15:23:43.548] Reloaded override drag cube for zeroed cube root part mk1pod (Mun Multipurpose Bus) on vessel Mun Multipurpose Bus [LOG 15:23:43.640] [ScenarioDestructibles]: Loading... 0 objects registered [LOG 15:23:43.640] [ScenarioUpgradeableFacilities]: Loading... 0 objects registered [LOG 15:23:43.641] Loading Depletion Nodes [LOG 15:23:43.641] DepNodeCount: 0 [LOG 15:23:43.641] Loading Biome Nodes [LOG 15:23:43.641] BiomeNodeCount: 0 [LOG 15:23:43.641] Loading Planet Nodes [LOG 15:23:43.641] PlanetNodeCount: 0 [LOG 15:23:43.672] [FlightIntegrator]: Vessel Mun Multipurpose Bus has been unloaded 11.1400000110734, applying analytic temperature 230.3619555228 [WRN 15:23:43.714] [PartJoint]: None of the provided nodes was valid! [LOG 15:23:43.774] [PlanetariumCamera]: Focus: Mun Multipurpose Bus [LOG 15:23:43.964] Flight State Captured [LOG 15:23:43.973] Saving Achievements Tree... [LOG 15:23:43.973] Saving Achievements Tree... [LOG 15:23:43.973] Saving Achievements Tree... [LOG 15:23:43.973] Saving Achievements Tree... [LOG 15:23:44.020] Game State Saved as persistent [LOG 15:23:44.533] Unpacking Mun Multipurpose Bus [EXC 15:23:57.237] NullReferenceException: Object reference not set to an instance of an object PartJoint.SetupJoint (Vector3 jointPos, Vector3 jointOrt, Vector3 jointOrt2, Int32 size) PartJoint.create (.Part child, .Part parent, UnityEngine.Transform nodeSpace, Vector3 nodePos, Vector3 nodeOrt, Vector3 nodeOrt2, Int32 nodeSize, AttachModes mode) PartJoint.Create (.Part owner, .Part parent, .AttachNode nodeToParent, .AttachNode nodeFromParent, AttachModes mode) Part.CreateAttachJoint (AttachModes mode) Part.SetHierarchyRoot (.Part root) Part.SetHierarchyRoot (.Part root) Part.Undock (.DockedVesselInfo newVesselInfo) ModuleDockingNode.Undock () BaseEvent.Invoke () UIPartActionButton.OnClick () [LOG 15:24:07.337] [PlanetariumCamera]: Focus: Mun Multipurpose Bus [LOG 15:24:14.205] Camera Mode: AUTO
  14. I'm personally don't care much about nationality of that or those part. What I'm really appreciate about KSP is that while NASA, Roscosmos, EASA, JAXA, and so on are very cash-strapped now and can't afford the pace of space exploration of the 60-s, at least we have that game to play with! I'm really much more inspired with ability to replicate possible near-future space missions with near future hardware no matter whose national space program designs it fits most. But for now I need to place a man kerbal on the Moon Mun, or develop and launch a probe to nearby planet - passed stage for Earth space programs, but I need some experience to go further.
  15. Also make no mistake - I'm only beginner with KSP and my tech level is low I personally just see the game without missions and money/science limitations a way too boring for me now. Also I'm not having played a lot with simple designs to the point that I'll want something really cool and hi-tech and need all the parts unlocked now. So I play Carrier... and have found it very comfortable at Normal difficulty. But it can be better of course. I do. Have bought 1.05 and know nothing else. In my case there were two - both Jeb and Valentina - and both while I have learned recovery from steep suborbital. I replayed of course. I also have found learning 1.05 a bit tough at the very beginning and it should be fixed in 1.1 with more detailed tutorials. Also having Stayputnik from the start would be enough in my case.
  16. I'm perfectly aware about similarity between MK1 pod and IRL Mercury spacecraft. Sometimes I wish it have attitude trusters as in IRL, cause you stick with it for long early on. And IRL you have drogue chutes. Probably I just don't like to have my eyes stick to the speed indicator during descent all the time so feel uncomfortable when unable to aero-break with much reserve. Yes, mods can handle this. But I'm playing stock game for now and even stock game has good solutions - i.e drogue chutes, just not avalable from the start. Agree. I have found only Unpaid research program useful for now. But hey! I have enouph money and I want to pay these guys... but not so much as for outsourcing, cause gain 90 sciense for 1M money is not a deal, better I build more Mun and Minmus landing probes.
  17. You are so unlucky! You have missed that challenge! But yes, it's mostly true. You need to strip your ship down to the cockpit alone to brake with blunt side of the cockpit and nevertheless you have very little time to deploy chutes in that case. May be I have landed in mountains so I decided that time that it is impossible at all. But challenge was fun nevertheless. Next flight I have attached Science Jr. instead of Flea, I lost stage so not reached space, but have gained science points while 'flying high over Kerbin' and landed safely.
  18. I found that basic aicraft tail makes all the trouble with instability during hi speed taxi runs. Now I build my designs without it (for example with structural fuselage and aerodynamic cone to close the hole) and these ones are perfectly stable during takeoff!
  19. It seems we're speaking about strait up suborbital flight early on carrier mode. Yea, it was first challenge that I personally really enjoyed When you have decouplers and RT-10 Hammers there is not a challenge to gain speed, but to break your speed enough to deploy chutes is challenging. And you are not having drogue chutes or dedicated aero-brakes to do the task. Google replied that most ppl goes orbital and not performing dedicated suborbital flight. But I have found multiple solutions. 1. Add girder segment just behind your cockpit. It produces drag heavy enough to stop a 1.5-tonn ship falling steep on Kerbin to deploy chutes. But it also symmetrically produces drag during lift so you need more powerful booster. 2. Add more power to hit 70 km height in more easy trajectory so your path through dense lower atmosphere is longer and enough to brake. But again - add more boosters. 3. I don't like that 'add more power' idea when I recognize that what I already have is powerful enough. So I personally carefully designed that craft on the picture. It has slightly aerodynamically unstable upper-stage so mk1 cockpit's flywheels have enough power to interrupt that nose-down descend and effectively break with all the broadside. You can achieve less than 100 m/s speed during final few thousand meters that is overkill. Piloting that craft is tricky and the whole thing was very fun Of course, when you have control surfaces later on you can effectively brake while exceeding maximum angle of attack. Also you can than build cheap 'one stage to suborbit' liquid rocket that will land intact at KSC (i.e. for tourists) so you'll pay only for fuel.
  20. Playing about 2 or 3 weeks now and quite agree with people defending carrier mode. Played sandbox for few hours at the very start to learn about building and launching stuff and to come familiar with game mechanics. After that switched to carrier. Carrier at Normal difficulty looks not like 'grinding' at all. At very fist launch I have spend some 200 money (fuel inside flea + 2% reduced cost from landing at KSC) and got about 50K in return mostly for braking records. At least at my current tech level every mission is quite profitable and most of it even interesting to do. I need to earn less than some additional 2M funds to be able to upgrade all the KSC buildings to the 3rd level, and I'm just figuring out how to perform very first mission around Duna and not even touched surface of Minmus. And about Minmus! Quest to take a temperature measurement below 2700 m at some point was very challenging because mountains around that point restrictive to most orbital trajectories that are that low and Minmus also rotates quite fast comparing to Mun.
  21. Now with chutes. Not a news to anyone, I know, but hey, it's not fun at all! After long and exhausting flight you end up with failed chute! Luckily only one of two. But they were placed with symmetry on. If all this because of safety, then why on Earth we not have stowed chute issue in Engineer's report? It reports chute not placed on cockpit, but pretty happy with stowed chutes, while that is much more dangerous. Extremely interesting game after all. Hope we'll have that 'stowed' mechanics fixed in 1.1 or reworked... or abandoned as someone suggests. But have that fixed and just having mod to disable it is ok, if you ask me.
  22. All was staged correctly - separation (no fairings in craft), than ignition, and still not works. One more chute makes engine on another end of a rocket inoperable - it is a mess. That feature is pretty buggy now and kills my crew more often than prevents bad things.
  23. 'Cannot activate while stowed'. That thing now haunts my second flight in a row, but previous one was OK. The only thing I have changed - that is placed one more parachute on MK1 cockpit. And that rocket not uses any fairings, cargo-bays or service-bays at all. So problem occurs even with 'solid' designs. And that LV-909 Terrier is not stowed at all! It looks like the game teaches me that Red is a shade of Blue there! KSP 1.0.5 Steam version. Kubuntu Linux 14.04 64 bit. The very unpleasant thing there that my ship have no effective means of aero-braking so falling that steep from 90km have good chance of killing the crew.
  24. Thanks again for quick answer, sal_vager! It seems that I have grasped all that Dynamic Font idea. But I can't fathom what Unity should do with it, because here, in documentation, we have: "Unicode support. Unity has full unicode support etc." But it worth to mention that I'm not a game developer and not familiar with Unity.
  25. Found an answer to my question in that thread: "The problem is, that some Texts in KSP use a non-Unicode font, the letters aren't in the font, so they aren't displayed." So my question mostly is: how hard would it be to make the game use Unicode font everywhere?
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