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Rryk

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Everything posted by Rryk

  1. This is an excellent idea. If at some point EL will get deprecated and DIY can be built off world via Ground Construction, one can just blow up that small EL station with survey sticks.
  2. Amazing mod. Thanks so much for creating it. Is there some issue on GitHub where I can watch to see progress / contribute to make this possible sooner? I'd really like to get rid of the need to launch anything from Kerbin (due to deep gravity well) as well as make Kerbals a space-faring civilization where there is no dependency on the home planet at all. But I don't want to be using something that is deprecated (EL) and have to reconstruct all my ships/bases later on.
  3. Frequently, when I start KSP, it hangs during the loading process: the progress bar goes to the end, but menu never appears. Also during the load which eventually hangs, the progress bar moves considerably slower than during a load when it succeeds. The only workaround that I have found so far is to move all folders except Squad from GameData to some different folder, load the game, quit, move them back and load the game again. Although workaround allows to load the game with mods, after some time the failure happens again (typically at least once a day). KSP.log does not seem to contain any errors at the end, although I am not sure what exactly I should be looking for. Are there any mod-specific mods that can be useful? Where can I find them? I run KSP 1.3.1 with the following mods: https://photos.app.goo.gl/sY0B45Lz4taF7zaN2 P.S. I run 64-bit version and never get even close to the physical memory limit, so I don't think this is related to the memory issues. P.P.S. I've read the "How To Get Support (READ FIRST)" and learned about output_log.txt. I will post it here as soon as I can reproduce the failure again. P.P.P.S. I've tried removing mods in groups to reproduce this, but haven't nailed down which mod specifically causes this, since once I remove the group of mods that contains the one that's causing it, the game loads just fine with all mods. Next time I'll try removing them one-by-one. Also this is my output_log.txt: (redacted, see below), but unfortunately it does not have timestamps and I am not sure if it contains logs from the last game run (which worked and I played the game for several hours) or whether it includes enough historical logs to include the moment when the game was hanging earlier today. P.P.P.P.S. Just tried loading the game again and it hanged once more. I've actually erased the output_logs.txt just before this load, so it should only contain logs from the hanging load. The hanging load seems to keep logging the same error over and over: (Filename: Line: -1) UnauthorizedAccessException: Access to the path "C:\WINDOWS\system32\MiniAVC.log" is denied. at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0 at System.IO.StreamWriter..ctor (System.String path, Boolean append) [0x00000] in <filename unknown>:0 at System.IO.File.AppendText (System.String path) [0x00000] in <filename unknown>:0 at MiniAVC.Logger.Flush () [0x00000] in <filename unknown>:0 at MiniAVC.Logger.LateUpdate () [0x00000] in <filename unknown>:0 The full log is here: https://drive.google.com/file/d/1IUa_H3TS1iZxYNesr7R5MAJbDMDDxr5o/view?usp=sharing
  4. I've added them independently and aligned manually. Upgrading my whole setup from KSP 1.2.2 to KSP 1.3.1 has solved the problem. I've lost 2 mods since they do not support new version, but got a lot of new stuff from other mods :-).
  5. I can't seem to build anything that would have two Flat Hinge Pivotrons attached to the same part and work. They do work in the Editor, but not on the Runway after launching. See video here: https://photos.app.goo.gl/PUVNgopqVPV9fOaF3. Craft file is here: https://drive.google.com/open?id=1vlOaLGfchvSFRErm1sme_0tkpo2Kw9sf. Can someone please confirm that it behaves in the same way as in video on their installation?
  6. Hi Bob. I was told that you wrote http://www.braeunig.us/space/orbmech.htm. Thanks a lot - it's really useful, but I am a bit stuck on the math in the article. I've posted my questions on reddit. I would appreciate if you helped me to understand your article better and perhaps you could also improve it to make it more easy to understand for dummies like me :-).

     

    1. OhioBob

      OhioBob

      It looks like you've already received some answers to your questions on reddit.  Are those answers adequate or do you require additional help?  I'm not on reddit so we'll have to discuss it here.

  7. Hi, I am trying to build my first ship for drilling ore and producing fuel on Minmus. Before I flew it to Minmus, I've decided to test it on the launch pad: Unfortunately despite many solar panels that I expect to be used as radiators, and despite the engineer on board, the drill gets too hot and mining efficiency drops to mere 12%. What am I doing wrong? The craft file is here: https://drive.google.com/open?id=0B9S8km6a08YmeUdrWkFzLVlOTk0 The game is KSP 1.2.2.1622 with the following mods: xScience EnvironmentalVisualEnhancements KerbalAlarmClock KerbalEngineerRedux InterstellarFuelSwitch-Core PlanetShine InterstellarFuelSwitch Scatterer-sunflare SVE-HighResolution KerbalJointReinforcement PersistentRotation TextureReplacer CommunityResourcePack KSPInterstellarExtended PreciseManeuver ModuleManager TweakScale CommunityTechTree UniversalStorage PlanetShine-Config-Default Scatterer SVE-Scatterer-Config DistantObject DistantObject-default HideEmptyTechNodes Kopernicus ModularFlightIntegrator FilterExtensions FilterExtensionsDefaultConfig MechJeb2
  8. Thanks so much for this mod and for linking other awesome mods. Now I can finally make use of that GTX1070 that I bought a few weeks ago :-).
  9. I've been using the Rocket Equation to estimate produced delta-V to estimate whether I can get into orbit or not. For example, my Mun Savior NG (prototype) rocket has a RE-I5 Skipper Liquid Fuel Engine with a single Rockomax X200-32 Fuel Tank on the first stage. Fulled mass is 28.045 and dry mass is 12.045, therefore, assuming maximum thrust at MSL, produced deltaV should be 568.75 * 9.8 * ln(28.045 / 12.045) = 4710.71 m/s. According to Kerbal Space Program Δv Map, this is more than enough to escape Kerbin atmosphere and reach low orbit (70-80km). Despite this, I haven't so far managed to reach orbit without using my second stage. Is it because my ascent profile is so inefficient or did I make mistake when calculating deltaV or reading the map? Is there a way to compute most efficient ascent profile without using MechJeb mod? EDIT: I've just realized I've been using Max. Thrust in place of Isp, therefore my first stage actually produces 280 * 9.8 * ln(28.045 / 12.045) = 2319.12 m/s, which is significantly less than 3400 as suggested by the map.
  10. +1. I've started making copies of the old versions on my own, but I only have 1.1.3 so far. Since they are commercial, I won't be sharing them widely. Does anyone know how regularly do KSP versions get released? I'd like to set up a reminder to download new versions regularly.
  11. This is awesome. I am going to download them all and post here: https://drive.google.com/folderview?id=0B9S8km6a08YmcFNFdFRCajJkb3c. Please let me know if you get more versions - I will be adding them there as well.
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