-
Posts
464 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Aeroboi
-
Aerospike shuts off mid flight
Aeroboi replied to Feelinfroggy's topic in KSP1 Gameplay Questions and Tutorials
Welcome 1: Press launch vessel. 2: Left click the resource tab in flight (The Gasoline jerrycan icon in the top right corner of the screen) 3: Then left click "liquid fuel" and "Oxidiser" so that they're highlighted. This brings up UI parameters for all the fuel tanks holding LF and Oxidizer on your vessel. 4: Launch your vessel until the aerospike dies then spam F1 to make a screenshot 5: Go to your KSP directory in which there's a screenshot folder with screenshots you just made. 6: Upload it to a image hosting site like imgur and paste the link of that image here. -
@LaieGetting a airplane back to the KSC never covers the cost for the time it takes to retrieve it in which time one could have done a entire other contract. So my advice to the TS is to not recover your air/spaceplane in any case. @SNDThunderfist With very early tech using a Juno it is easy to get to the other side of Kerbin with reserve fuel if you take some practice into building airplanes. There are a lot of tutorials on building small space or airplanes. A typical craft for your purpose is a mk-1 cockpit with 2 junos on a Mk0 liquid fuel fuselage with small circular intakes on either side. Another 1 juno at the back on a FL-A10 adapter that is connected to a mk1 liquid fuel fuselage behind the cockpit. 2 elevons at the back (pitch), 1 elevon at the back (rudder), 2 wings either side (whatever is available) which each have 2 elevons for roll. Then 2 x LY-01 at the front just under the wing and a LY-05 at the tail (tailsitter aircraft) That is 21 parts. So you can still tug in a service bay with goodies in between the cockpit and the liquid fuel fuselage. End result is small lightweight aicraft with 3 junos that can do sub 300 m/s at 10-11km altitude. Use Mechjeb autopilot to keep her there. The higher you can fly, the more gas mileage you get because the air gets thinner. The result is that you have fuel to spare and may just circumnavigate. You can also put small incidence on the wing during construction (wing incline) that lessens drag so you can go a little faster higher up.
-
Functional Crawlerway.
Aeroboi replied to I likeOxidizerrfuel's topic in KSP1 Suggestions & Development Discussion
NO to this idea. First of all, it isn't cool. Waiting for a rocket to roll out of a building to a launchpad simply isn't cool. If that is what people find cool then they're lame while stuck in their own sense what cool isn't, got that? Realistically this takes many hours. So now you have to plan when to roll out because you never want to launch at dusk/night.... right? Whereas the unrealistic version is that this all happens in 30 seconds in a animation, which is just stupid, then why even request this at all. Why want this for that purpose, go to youtube and watch the spaceshuttle being walked out from the VAB if that is your tea time fill in. Such ideas begin as a feel good idea. The OP might be bliss for the first 2 times liking how cool the new animation is, then makes the same conclusion I do that it is cumbersome and unwanted and a waste of your time and of Squads service. Now for some practical arguments. We have very small rockets, very big rockets and rocket bigger then the VAB itself. The last 2 class rocket sizes (the last definitely) usually require launch clamps, which are static objects to be remained in place and often stick out from the launchpad because you tried glueing 6 saturn 5 lower stages together which overlaps the base of the launchpad and consequently the crawler also. So how is the crawler going to carry all that without looking mismatched with Stratzenblitz 109.000 Ton launcher? Are the launch clamps going to walk along with the crawler or spawned at the launchsite? The last one is a solution, but will look pathetic, just saying. High part count vessels tend to slow down the system to a crawling state got the word joke? So what we will get is a random rocket of anybodies making that I or anyone could have made that is badly scaled for possibly a few size varieties of crawlers with launch clamps sticking out while traveling along with the crawler and then we can't also make high part count rockets (500-1500 parts) because that freezes most systems to 1 fps where waiting for a rocket of kiloton sizes to roll to the launchpad actually becomes torture. But somehow, somewhere somebody thought this was a good new idea. -
Building the Future, logical next DLC?
Aeroboi replied to NSEP's topic in KSP1 Suggestions & Development Discussion
So we got "Making history" So the next logical expansion is "Making present" thereafter "Making future" Maybe the name of the current expansion is already telling us the concept of the other expansion titles. So this conclusion of mine is based on logic. Witness what to expect folks. There's history to spaceflight, there's is present but also future. Of course, this concept matters to all. Making present may involve current: NASA SLS, boeing, lockheed, SpaceX, blue origin, ad astra, rocket labs, XCOR, bigelow inspired parts among other things. Each having their modern associated hardware in a part list. I could think of certain parts like lockheeds linear aerospike engine for the X33, bigelows crew habitation modules, tiny rocket parts to mimic those of rocket labs, spaceX styled legs, grid fins and capsules and having ad astras plasma rocket technologies with nuclear powered reactors. Of course there's much more to summarize but there is that. Maybe making future comes after it. The R.A.P.I.E.R. engine is future tech. It cannot exist yet so there's that. So now we need a lot more of this non existing future stuff like scramjets and free energy lol. -
More science experiments
Aeroboi replied to Cheif Operations Director's topic in KSP1 Suggestions & Development Discussion
I'm in love with this mod You want this, trust me. Also to expand upon what is discussed. I don't understand the default science multipliers in place, and I know the setup of career is a subject of discussion to many. But if Squad actually played their own game, they know it doesn't make sense. Conclusion: Squad does not play their own game. When I first started to play KSP I tried playing with the science multipliers and I really need to go down from 100% to 30% to make it hardish while the preset science multiplier for "hard" is 60%. Aaaaaaahh! So apparently hard is twice the goodies and freedom from the point where hard begins for me. 60% is nothing. You can do multiple contracts, multiple flybys and advanced docking to sack all the science from the same Kerbin, Mun, Minmus biomes and still gain enough science to at least unlock all the wanted nodes from the tech tree. I know there are beginner players but "hard" was never hard for me and I also started like a moron not knowing how to point towards the Mun. Career also should be trial and error. There is no shame in failing career mode when you run out of something. It's as if Squad intended your are 99.9% likely to never run out of anything so you can never complain to us how hard career mode was to begin with. But isn't that why we got a career mode, to give challenge to the game? Otherwise we would do with sandbox only imo? These values seem *cough* are arbitrary and nonsensical. The point of reference for who would be playing the career mode was unthought of by Squad. Sorry to say that, because I'm wrong of course, but it seems the case to me. -
New space background image (skybox)
Aeroboi replied to eldorim's topic in KSP1 Suggestions & Development Discussion
I AGREE EIN HUNDERT PROZENT! The stock one is fake, bland, low res, filthy and cumbersome for trained eye lids. It's a shame that a 2d curtain that takes up no space or processing requirements can't be a more natural skybox by default. So yes, the sky needs to be fixed, even if this neil degrasse guy is required it must happen. There are already mods for this so if you can't wait... I use this one But there are others to... -
Logical tech tree
Aeroboi replied to MajorTomtom's topic in KSP1 Suggestions & Development Discussion
Isn't a tech tree like, super simple to create. simple is relative. At least, comparing to actually writing new code for new parts and features that is. So if people bring this question up this often, how can it not be a idea to create several, wait what, a whole plethora of tech tree configurations for your desired playstyle to toggle through during career setup? They're here as mods now already and for me personally that is fine. But for those apparently in need of this it isn't much of a overhaul to write several tech trees. IS IT? I think it's also good to open such topics with some kind of battle plan. You really want this? Open a poll with different tech tree options and other questions. Give your own ideas and expand your own thread with pointers of all the different supporters of this idea. This may help feel people accepted to this idea rather then commenting in a manner "Oh, it's this type of guy with that idea again" Nothing much spoken in this thread in about the content, what to conclude, and where to bring the idea. So far, a clear sign people do not care about this? edit: It is not a impossible and unwanted thing because the thread has a overall 3.3 rating. So that likely means there's a camp in favor, and a camp that is poopooing it. That 50% think this is stupid and unwanted says nothing. Even actually unwanted ideas can bear fruit. Just not with a lousy thread and a lousy attempt to get it done. -
Landing on a Mun and returning
Aeroboi replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
Forgot to mention. The KER module is the part in "Command and control" construction tab. It should be the part with the circuit board thumbnail, just smack it on your craft. I usually put it in a cargo bay. If you don't have cargo bays yet i'd smack it straight on to the Mk-1 command pod and use the move tool to drag it inside so it is hidden for aesthetic purposes. The move tool is this icon shown in the upper left corner during construction. Anyway, the Delta-V shown in KER during construction is the same Delta-V at launch, so if that hits the proper value your craft should be good enough. -
Fun topic. Kerbin is beautiful There are many other home planets from other planetpacks. Kerbin is beautiful because the tendency is that all home planets are prettiest because that's where the seas are blue, grass tall, beaches white and the girls are pretty. You have galileo's home planet, gamelinx's home planets and moar moar moar. Are pics of these homeplanets worthy of this thread? Isn't it better to change the thread to allow pictures of all these planets? There's only good to come of it since more blue, green and pearly white landscape pictures are to come of if from other lookalike planets. As a second it might promote a few planet packs and most of these other home planets are Kerbin inspired. Most of these planet packs have even better looking landscapes then Kerbin or are just different for variety and most of them also work with EVE and scatterer so pictures should be of same or better standards then those already posted.
-
Landing on a Mun and returning
Aeroboi replied to Actually_New_KSP_Player's topic in KSP1 Gameplay Questions and Tutorials
Install this little mod called Kerbal Engineer Redux https://github.com/jrbudda/KerbalEngineer/releases It creates a seperate UI during vessel editing and in flight interface that shows the amount of Delta-V. Delta-V is the amount of velocity displacement a vessel can exhaust when burning all the fuel onboard. It more or less tells you your gas mileage. You can do a manned return to the Mun for a Delta-V of just under 6000. If the KER mod shows this or there above then you should be good if you have decent thrust at launch. Thrust has a ratio to vessel weight that indicates how fast it can lift of the ground in toddler terms. This ratio is shown in KER also and is called TWR or SLT. The number shown should be at least 1.00+ to lift of the ground but you want it to be near 1.50 and never lower then 1.30 for fuel efficiency. My advice for beginners is to have a vessel with a TWR / SLT at launch of 1.40-1.60 packed with 7000 meter per second of Delta-V to do a Mun surface return mission. Install Kerbal engineer, fire it, see how much Delta-V and TWR you have, if Dv is around 6500-7000 you should be able to go to the surface and back to Kerbin. Keep practicing to pilot your vessel if KER shows it can do so because then all that is required is for you to be a good pilot. Give us a proper screenshot Pressing F1 takes a in game screenshot which is send to the "screenshot" folder which is in the default KSP directory. Upload it to a image sharing site and link the pictures to us. If you use Steam to start KSP you can also use F12 to take screenshots. Make a picture of your craft on the Munar surface ready for departure to Kerbin with amount of fuel in the resource tab shown and Delta-V shown with KER. Now make another screenshot with the whole rocket in the editor window of the VAB with KER readout. Also signup to KerbalX Here you can upload your craft (craft files are located in KSP directory/saves/yoursavename/Ships/VAB or SPH) Now I or anyone could test fly your craft, this probably gets the best advice of all. My assumption: You have close to 6000-6500 Delta-V so you should just make it but you are inexperienced at piloting so you made mistakes so you waste to much fuel and fall a little short. So the solutions are... 1: Check your Delta-V and increase it with more fuel. or... 2: Your rocket is ok but you can still improve your efficiency with piloting, in which case you should keep on practicing with your current vessel. For personal reference: My first successful Mun mission attempt and back was in 2014 I believe. I recreated my rocket I used that day and apparently I used one with a Delta-V of just over 9000!!!! and I needed 7 attempts to pull it of. These days I do it with more then 1500 less and complaining while I brought so much extra fuel along the way. As for piloting, you can only watch videos and practice. There's very little to put into words that might help you with this. As for heatshields: Just re-iterating what @bewing said because it will definitely help you to make the necessary requirement to complete your mission. If you use a regular 1.25m sized capsule with 1.25m sized heatshield (I'm guessing this is your craft) you can empty pretty much 90% of all the ablator which consumes most of the default weight the heatshield comes with and you still have enough to survive re-entry from the Mun without overheating. If you have no heat intolerant parts you require no heatshields when coming back from the Mun. The reason all that ablator is there to begin with is because the game might think you attempt to do a aerobraking at high interplanetary speed to the Gas Giant Jool among other such places. Such a thing is one of the design implementations one might require in this game, but for aerobraking from the Mun it really isn't necessary to have all that ablator. This ablator saving trick saves quite a lot and if you managed to get Pe to 250km on Kerbin you'll definitely make it just by removing the ablator. Another tip is that crew capsules hold monopropellant by default which is also weight. If you do not use RCS on board you don't need this monopropellant, which saves weight and you'll have a greater mileage albeit marginal. Also, you should know that wing segments also work as radiators and protect all parts behind it when strained under re-entry heating. I'm just saying to expand your horizon in terms of build options. I'm also saying this because I myself have unorthodox configurations of my SC-9001 science Jr. Sometimes I do a re-entry where weight displacement causes me to bank slightly into the incoming air. Having a heatshield on the bottom of the science instrument bay then fails to protect that part anymore. So often I just put a wing segment on the science jr. Firstly this acts as a radiator so it doesn't blow up, secondly it actually shields it from the air assuming you can actuate your vessel during aerobraking so that the wing covering heat intolerant parts can actually shield it properly. It is trickier because you'll have to know how to balance lift versus weight for which no mod is needed by the way. Lots of blablabla but maybe you don't like wings on a rocket upper stage. It's just a design option I use myself very often that I wanted to get of my plate, maybe you like this. -
Hello there sir.
You made a splendid stock bearing system used in a sentry gun.
It is this topic,Unfortunately the download link stopped working, do you still have the example craft or bearing mechanism available somewhere?
I really hope you can be there for me, I can really use this system on one of my new builds. -
Bouncing Lander on the Mun
Aeroboi replied to Frida Space's topic in KSP1 Gameplay Questions and Tutorials
1: Minimize spring and dampening. Spring should be lower then dampening, dampening slightly higher. If problem still persists you should drag these values down as close to zero. 2: This option works regardless, but, should be used also if method 1 doesn't work. Which is, use tinier landing legs! I see you already have these. 3: Use 3 legs instead of 4. A craft only requires 3 legs to stand upright. Also saves you weight from the launchpad while making the entirety a flea length more efficient. So what if you just changed to 3 legs, lowered spring and dampening, then what do you do? A: You might feel that the other tiny rover wheels or landing gear parts can substitute landing legs like the ones you got currently installed. Your decision... B: Use other parts like cubic octagonal strut or smallest wing segments to use as stationary legs to substitute the actual ones. The problem with KSP is that the part on terrain collision effects are not that optimized to simulate the proper physical interactions one might expect. Bugs like this will appear. Even the parameters like spring and dampening are arbitrary but do work. In a way, lowering both dampening and spring creates the same effect to deter bounciness as if you were installing a smaller leg which has lower spring and dampening by default while it's spring and dampening can be lowered also. The effect of spring and dampening on the terrain is in some way calculated on the spring, dampener and I suppose a few other factors relative to the weight of the vessel it carries. So the lighter the craft the less legs, the tinier the legs and the least spring and dampening should be applied. There comes a point where the least legs, the tiniest one and the absolute 0 spring and dampening setting doesn't work. In that case you need smaller landing legs or the tweakscale mod to scale it down. edit: I might have improperly watches the .gif But is the vessel moving with the surface as the legs retract and extend or is the rest of the vessel still while the legs move in and out? Are the ends of the legs touching the terrain? Or do they retract away from the surface and then lower down again. It's not clear to me on the gif where the surface is because of you graphics settings. In a way it seems it itself is completely still and only the landing leg animation plays. In which case it's still useful if you even cared for it but then what I wrote isn't very helpful as this then is something else. -
Active steering self-propelled landing gear
Aeroboi replied to ARS's topic in KSP1 Suggestions & Development Discussion
Isn't it true that there aren't such landing gear in real life, mainly because one would require a electric motor in the landing gear which will overheat long before the brake discs turn red when braking? Ever seen the brake disc of a aircraft that just landed? Good luck keeping a direct drive motor cool enough next to it. Any cooling solution is overly heavy. If it is a indirect drive it will become unnecessarily heavy and complex especially since landing gear needs to extend and retract. Cool kid that can think of a mechanism involved to make it work. Weight and complexity will be added just to make it work which goes against aero/astronautical logic. Weight and complexity is bad for aircrafts and rockets alike you know? While it still would be possible (I guess) using heavy batteries for on surface taxiing on a air worthy craft like a plane goes against most economic concepts since it's far more economical to have the fuel onboard in exchange for the heaviness of any such batteries or motors just for the purpose of on ground taxiing. That fact holds true for aircraft, it would be worse for rockets. As for KSP, battery weights and units of electricity converted to power really don't make sense in this game. As long as electricity in this game makes NO SENSE whatsoever nothing else should be electricity driven imo. If a concept by itself can't be explained or partially conceptualized to even work or be logical in a game, much less in real life then I think such a idea should be ignored. Also, I haven't had a single issue to create self roving aircraft before. Assuming you don't want to go faster then 20 m/s in all directions and over all terrain (and you don't need to go faster, thus...) I'm of the mentality by the way to optimize my craft so that they can land where you intend to land, at worst you would require a couple dozen Delta-Vee fuel to reposition your craft from where it landed to where you wanted it to be. If self propelled landing gear were to be introduced then the hardware required to motor the landing gear and store that electricity over the full course of a space mission is not going to save the few dozen amounts of Delta V saved with self propelled landing gear regardless for what destination you need it at (and you don't need it, which is the biggest point of them all) If you want to make a U-turn, well, you can. If you build your craft with one condition you always can. That condition is having 2 outboard engines instead of a single one or cluster of several in the center. I make my spaceplanes that way, in that they usually have at least 2 engines (rapiers or nervas) on the larboard and starboard end. For a proper U-turn to succeed I activate the brakes, if necessary I right click my landing gear and play with the friction as much as required which you can do in flight (which is absolutely ridiculous by the way but cool nonetheless) Then I use any of both engines (which depending on where I want to turn) and fire it. The friction on the wheels should be set so that the engine firing rotates the craft but still having enough friction to stay in place. Your craft should turn sharply in any direction you want its nose pointed at. You can do this at the cliff of a crater even if the front gear already plummeted over the edge. Ironically self propelled landing gear would get stuck in this position as they shouldn't be able to deliver the force to get out of said stuck position. On most worlds a small amount of velocity keeps you rolling for somewhat of a while. Done right you probably need 2, maybe 3 dozen, perhaps 50 m/s of delta V if your clumsy to U turn your craft and roll another 1-200meters to where you want to be. Also, I don't know about you, maybe there's some hardcore mentality to keep yourself from quickloading and quicksaving, O heck, I just said it, why don't you? I'm sure if you miss your landing zone by several hundred meters you can reload and try again, right? Personally I explain this behaviour away by argumenting that Kerbal kind has similar autopilots, computers and automative maneuvering functions we humans use to plant our vessels on the ground with sub 1meter precision. Because we lack this in KSP and we have to do everything by hand I use that fact to argument myself to reload everything as long as the piloting wasn't executed perfectly. With modern programming a vessel should be able to land at X marks the spot. Therefore a air or space worthy craft would NEVER, I repeat NEVER require any form of surface powered motorization because there would be no need for it. Only if you desire to drive around then you would, but then you don't require to haul the air/spacecraft around anyway, so what do we do? We invent cargo bays and roll out a dedicated roving craft to enable this function for us, in a cooler fashion, at a greater speed with roll cage safety. -
Mk3 Drone Core
Aeroboi replied to I likeOxidizerrfuel's topic in KSP1 Suggestions & Development Discussion
You ask 2 questions into a single sentence. How interesting I'm going to answer these 2 questions in reverse order, because lets get all disturbed Answer to contract Question. Contracts have a expiration date. I think it's healthy to have such a thing. Logistics (which spaceflight is) is also economical. And whether it's launching tourists into space or knowing your local supermarket is going to be resupplied with tacos, sodas and broccoli each day it does need to happen based on appointment and schedule. Which is why such a system is in place, I guess... If these things are a nuisance you should just keep track of the contract expiration dates which the contract clearly states in the mission control building. Otherwise you can play sandbox mode instead of career. Then these tasks of management are not required. You may like this better! Nobody is forcing you to play career, ya know? Answer to drone core question. Well, one could ask why there isn't a substitute of any part and its variety of form factors? This can include a probe core of Mk3 size as it is lacking in the requested size. My answer to my own above question which should answer yours i.m.o. is that parts in ksp are used with a intended function or build concept. Of course the freedom to use any part outside it's intended function or build concept is up to the user which could use it in infinite ways as far as creativity goes. For a proposed Mk3 drone core you should ask yourself, why is it necessary to have this? A drone core fulfills one function in this game, and one only. It is to have remote control over a vessel and that only. The difference in between other types of drone cores whether they're 0.625, 1.25 or 2.5meters is the stability assist/autopilot functions, amount of electricity onboard and reaction wheel strength. In my opinion nothing other then a Probodobodyne-OKTO2 (smallest drone core available) is required to remote control any vessel because even if my craft is far larger and heavier I could use both SAS and Electric charge utilities required by large using the seperate reaction wheels or battery parts themselves. In terms of weight efficiency it is better to use a small Mk 3 cargo bay, put a drone core of your choice (mine is the OKTO2) inside with batteries, reaction wheels (assuming you would want to) and all the other equipment like science experiments inside. You usually would want to bring any such hardware along for your ride regardless so whatever you intend to install inside any of your onboard cargo bays any small drone core could be tucked inside easily. Conclusion: By all means, a separate Mk 3 drone core is just a scaled version of a already existing drone core that by itself is going to be heavier and therefore less economical to use then using a smaller one. And since you can use the smallest drone core for a craft of any size or weight you should ask yourself why you want a Mk3 drone core in the first place? -
@Dicapitano How is making KSP 2.0 going to make the developers do updates faster or greater? They will still only be able to maintain the same pace. Things would be worse actually, all the modders will go hop over to ksp 2.0. Then they won't have time to support the mods of this game because they're occupied with the new game and things will be a total mess, at least, this is what I predict will happen. Also, KSP out of the box is called vanilla and this is for a reason. KSP can only deliver Vanilla. When it first started it came with only one ice cream ball, but as the game grew older we could get 2 or 3 ice cream balls. It are the mods that add the i.e. cocolate, mango and mocca flavors and is continuously expanded with confetti, cookies and pieces of fruit. Asking them to create a 2.0 is like asking to start with 3 vanilla ice cream balls instead of just one. The reason is, they apparently can't do more then they've already done otherwise they would have done it. Making a 2.0 is only going to encumber their workload. I don't see some kind of drop down in content creation for ksp or that the game is entering state of slumber for a KSP 2.0 to be necessary, or worse that KSP is dead like some non herded mountain sheeps on here like to exclamate.
-
@blackrackWhenever I try to run scatterer 0.0331b in KSP 1.4.3 with directx 11 or opengl mode my game crashes. It then reads as if 2 processes of ksp_x64 are running in taskmanager even while I only executed to open ksp once. It happens only with scatterer and Squad folder in my gamedata folder. I require the rendering modes for textures unlimited to work. Kerbal Space Program [version: Unity 2017.1.3p1 (02d73f71d3bd)] KSP_x64.exe caused an Access Violation (0xc0000005) in module KSP_x64.exe at 0033:3b2fc6f5. Error occurred at 2018-07-03_132124. D:\KSP 1.4.3 (2)\KSP_x64.exe, run by hejo. 33% memory in use. 16320 MB physical memory [10842 MB free]. 33399 MB paging file [18949 MB free]. 134217728 MB user address space [134207838 MB free]. Read from location 0001affc caused an access violation. Context: RDI: 0xfffd20d4 RSI: 0x0021a7f0 RAX: 0x00000023 RBX: 0x000298c0 RCX: 0x22681918 RDX: 0xdd9996f4 RIP: 0x3b2fc6f5 RBP: 0x00000031 SegCs: 0x00000033 EFlags: 0x00010202 RSP: 0x14dbf2c8 SegSs: 0x0000002b R8: 0xffff1e8c R9: 0x00000000 R10: 0x00000000 R11: 0x226901cc R12: 0x00000001 R13: 0x00000014 R14: 0x00056678 R15: 0x226389e0 Bytes at CS:EIP: 4c 8b 54 0a f0 4c 0f c3 49 f8 4c 0f c3 51 f0 4c Stack: 0x14dbf2c8: 3a95b0cc 00007ff7 000298c0 00000000 ...:............ 0x14dbf2d8: 00000031 00000000 0021a7f0 00000000 1.........!..... 0x14dbf2e8: fffd3cd4 ffffffff 00024178 00000000 .<......xA...... 0x14dbf2f8: 226389e0 00000000 00000014 00000000 ..c"............ 0x14dbf308: 00056690 00000000 00056678 00000000 .f......xf...... 0x14dbf318: 00056678 00000000 00024120 00000000 xf...... A...... 0x14dbf328: 3a955f0d 00007ff7 00027cc0 00000000 ._.:.....|...... 0x14dbf338: 09fed10c 00000000 000298c0 00000000 ................ 0x14dbf348: 00000000 00000000 00000000 00000000 ................ 0x14dbf358: 3b36723c 00007ff7 000001db 00000000 <r6;............ 0x14dbf368: 00000000 00000000 00056678 09fed10c ........xf...... 0x14dbf378: 00000011 00056690 00000000 00000000 .....f.......... 0x14dbf388: 00000000 00000000 3b67a068 00007ff7 ........h.g;.... 0x14dbf398: 00000080 00000000 ffffffff 00000000 ................ 0x14dbf3a8: 14dbf508 00000000 00024120 00000000 ........ A...... 0x14dbf3b8: 3a95696e 00007ff7 14dbf558 00000000 ni.:....X....... 0x14dbf3c8: 09fed10c 00000000 00000000 00000000 ................ 0x14dbf3d8: 00000000 00000000 00000100 00000000 ................ 0x14dbf3e8: 00000000 00000000 00000000 00000000 ................ 0x14dbf3f8: 00000000 00000000 3b74f801 00007ff7 ..........t;.... 0x14dbf408: 3a3777c1 00007ff7 f8e25460 00000000 .w7:....`T...... 0x14dbf418: 1144d600 00000000 00000000 00000000 ..D............. 0x14dbf428: 00000000 00000000 3b74f930 00007ff7 ........0.t;.... 0x14dbf438: 3a3779f7 00007ff7 3b74f880 00007ff7 .y7:......t;.... 0x14dbf448: f8e25460 00000000 0384c310 00000000 `T.............. 0x14dbf458: 14dbf5a0 00000000 f8e25460 00000000 ........`T...... 0x14dbf468: 3ab36c9e 00007ff7 3b74cf30 00007ff7 .l.:....0.t;.... 0x14dbf478: 03857750 00000000 ffffffff ffffffff Pw.............. 0x14dbf488: 0384c310 00000000 3b3dfdd5 00007ff7 ..........=;.... 0x14dbf498: 3a95730c 00007ff7 00000000 00000000 .s.:............ 0x14dbf4a8: 14dbf5a0 00000000 03857750 00000000 ........Pw...... 0x14dbf4b8: 3b3dfdd5 00007ff7 3b367200 00007ff7 ..=;.....r6;.... 0x14dbf4c8: 00000000 00007ff7 00000000 00000000 ................ 0x14dbf4d8: ffffffff 00007ff7 f8e25660 00000000 ........`V...... 0x14dbf4e8: 00000014 00000000 3b74cf30 00007ff7 ........0.t;.... 0x14dbf4f8: 00000014 00000000 00000042 00000000 ........B....... 0x14dbf508: f8e26200 00000000 00000032 00000000 .b......2....... 0x14dbf518: 14dbf7b0 00000000 00000032 00000000 ........2....... 0x14dbf528: 00000042 00000000 00000000 00000000 B............... 0x14dbf538: 53736572 00007f00 112d1fc0 00000000 resS......-..... 0x14dbf548: 00000004 00000000 00000042 00000000 ........B....... 0x14dbf558: 00000000 00000000 00000000 00000000 ................ 0x14dbf568: 00000000 00000000 f8e25460 00000000 ........`T...... 0x14dbf578: 00000037 00000000 14dbf670 00000000 7.......p....... 0x14dbf588: 00000037 00000000 00000042 00000000 7.......B....... 0x14dbf598: 14dbf690 00000000 14dbf7b0 00000000 ................ 0x14dbf5a8: 112d1d80 00000000 112d1d20 00000000 ..-..... .-..... 0x14dbf5b8: 0384c310 00000000 00000003 00000000 ................ 0x14dbf5c8: 00024d4c 00000000 14dbf690 00000000 LM.............. 0x14dbf5d8: 3a957b90 00007ff7 00000000 00000000 .{.:............ 0x14dbf5e8: 00000004 00000000 14dbf670 00000000 ........p....... 0x14dbf5f8: 3b74cf30 00007ff7 00000004 00000000 0.t;............ 0x14dbf608: 0384c3d8 00000000 0341a9d0 00000000 ..........A..... 0x14dbf618: 14dbf7b0 00000000 00000000 00000000 ................ 0x14dbf628: 14dbf740 00000000 00000000 00000000 @............... 0x14dbf638: 14dbf6b9 00000000 00000000 00000000 ................ 0x14dbf648: 3a3f9dca 00007ff7 0384c310 00000000 ..?:............ 0x14dbf658: 00000001 00000000 00000000 00000000 ................ 0x14dbf668: 14dbf670 00000000 112d1d50 00000000 p.......P.-..... 0x14dbf678: 00000001 00007ff7 00000004 00000000 ................ 0x14dbf688: 00000004 00000000 112d1d20 00000000 ........ .-..... 0x14dbf698: 00000001 00000000 00000004 00000000 ................ 0x14dbf6a8: 00000004 00000000 3b36723c 00007ff7 ........<r6;.... 0x14dbf6b8: 000001db 00000000 14dbf740 00000000 ........@....... 0x14dbf6c8: 3a547b85 00007ff7 00000000 00000000 .{T:............ 0x14dbf6d8: 03851b70 00000000 00001b20 00000000 p....... ....... 0x14dbf6e8: 00000001 00000000 00000000 00000000 ................ 0x14dbf6f8: 00000000 00000000 00000000 80000000 ................ 0x14dbf708: 00000000 00000000 03851b70 00000000 ........p....... 0x14dbf718: 3a40181d 00007ff7 14dbf849 00000000 ..@:....I....... 0x14dbf728: 00000000 00000000 14dbf7b0 00000000 ................ 0x14dbf738: 0384c310 00000000 112d0160 00000000 ........`.-..... 0x14dbf748: 00000001 80000000 00000000 00000000 ................ 0x14dbf758: 000000d9 00000000 02bb5d10 00000000 .........]...... 0x14dbf768: 3a92f1f1 00007ff7 000000d9 00000000 ...:............ 0x14dbf778: 14dbf849 00000000 14dbf849 00000000 I.......I....... 0x14dbf788: 00024d40 00000000 00000000 00007ff7 @M.............. 0x14dbf798: 3b367200 00007ff7 000001db 00000000 .r6;............ 0x14dbf7a8: 3b2fce06 00007ff7 00024d40 00000000 ../;....@M...... 0x14dbf7b8: 00000025 00007ff7 000000d9 00000000 %............... 0x14dbf7c8: 000000d9 00000000 02b37f80 00000000 ................ 0x14dbf7d8: d94b5060 00000000 d94b5060 00000000 `PK.....`PK..... 0x14dbf7e8: 00000768 00000000 00000000 00000000 h............... 0x14dbf7f8: 00000000 00000000 3b71eb68 00007ff7 ........h.q;.... 0x14dbf808: 407192f8 00007ff8 d96df1b0 00000000 [email protected]..... 0x14dbf818: 00000001 00000000 00000000 00000000 ................ 0x14dbf828: 00000000 00000000 00000000 00000000 ................ 0x14dbf838: 3a92ce0f 00007ff7 00000048 00000000 ...:....H....... 0x14dbf848: 00000001 00007ff7 00000000 00000000 ................ 0x14dbf858: 00000000 00000000 3b71e550 00007ff7 ........P.q;.... 0x14dbf868: 3a92e67c 00007ff7 00000000 00000000 |..:............ 0x14dbf878: 00000000 00000000 00000000 00000000 ................ 0x14dbf888: 00000000 00000000 0341a9d0 00000000 ..........A..... 0x14dbf898: 0387adb0 00000000 3b71eb68 00007ff7 ........h.q;.... 0x14dbf8a8: 3a92e781 00007ff7 0001853c 000003a5 ...:....<....... 0x14dbf8b8: 00000002 00000000 3b71e550 00007ff7 ........P.q;.... 0x14dbf8c8: 00000000 00000000 00000000 00000000 ................ 0x14dbf8d8: 0387adb0 00000000 00000000 00000000 ................ 0x14dbf8e8: 3a92eac9 00007ff7 1277de60 00000000 ...:....`.w..... 0x14dbf8f8: 3b3d9fe0 00007ff7 00000000 00000000 ..=;............ 0x14dbf908: 00000000 00000000 00000000 00000000 ................ 0x14dbf918: 3aa155dc 00007ff7 00000000 00000000 .U.:............ 0x14dbf928: 00000002 00000000 00000000 00000000 ................ 0x14dbf938: 0387adb0 00000000 00000000 00000000 ................ 0x14dbf948: 41a73034 00007ff8 00000000 00000000 40.A............ 0x14dbf958: 00000000 00000000 00000000 00000000 ................ 0x14dbf968: 00000000 00000000 00000000 00000000 ................ 0x14dbf978: 44321431 00007ff8 00000000 00000000 1.2D............ 0x14dbf988: 00000000 00000000 00000000 00000000 ................ 0x14dbf998: 00000000 00000000 00000000 00000000 ................ 0x14dbf9a8: 407cbf10 00007ff8 14dbe3d0 00000000 ..|@............ 0x14dbf9b8: 14dbe3d0 00000000 00000000 00000000 ................ 0x14dbf9c8: 00000000 00000000 00000000 00000000 ................ 0x14dbf9d8: 00000000 00000000 00000000 00000000 ................ 0x14dbf9e8: 00000000 00000000 00000000 00000000 ................ 0x14dbf9f8: 00000000 00000000 00000000 00000000 ................ 0x14dbfa08: 00000000 00000000 00000000 00000000 ................ 0x14dbfa18: 00000000 00000000 00000000 00000000 ................ 0x14dbfa28: 00000000 00000000 00000000 00000000 ................ 0x14dbfa38: 00000000 00000000 00000000 00000000 ................ 0x14dbfa48: 00000000 00000000 00000000 00000000 ................ 0x14dbfa58: 00000000 00000000 00000000 00000000 ................ 0x14dbfa68: 00000000 00000000 00000000 00000000 ................ 0x14dbfa78: 00000000 00000000 00000000 00000000 ................ 0x14dbfa88: 00000000 00000000 00000000 00000000 ................ 0x14dbfa98: 00000000 00000000 00000000 00000000 ................ 0x14dbfaa8: 00000000 00000000 00000000 00000000 ................ 0x14dbfab8: 00000000 00000000 00000000 00000000 ................ 0x14dbfac8: 00000000 00000000 00000000 00000000 ................ 0x14dbfad8: 00000000 00000000 00000000 00000000 ................ 0x14dbfae8: 00000000 00000000 00000000 00000000 ................ 0x14dbfaf8: 00000000 00000000 00000000 00000000 ................ 0x14dbfb08: 00000000 00000000 00000000 00000000 ................ 0x14dbfb18: 00000000 00000000 00000000 00000000 ................ 0x14dbfb28: 00000000 00000000 00000000 00000000 ................ 0x14dbfb38: 00000000 00000000 00000000 00000000 ................ 0x14dbfb48: 00000000 00000000 00000000 00000000 ................ 0x14dbfb58: 00000000 00000000 00000000 00000000 ................ 0x14dbfb68: 00000000 00000000 00000000 00000000 ................ 0x14dbfb78: 00000000 00000000 00000000 00000000 ................ 0x14dbfb88: 00000000 00000000 00000000 00000000 ................ 0x14dbfb98: 00000000 00000000 00000000 00000000 ................ 0x14dbfba8: 00000000 00000000 00000000 00000000 ................ 0x14dbfbb8: 00000000 00000000 00000000 00000000 ................ 0x14dbfbc8: 00000000 00000000 00000000 00000000 ................ 0x14dbfbd8: 00000000 00000000 00000000 00000000 ................ 0x14dbfbe8: 00000000 00000000 00000000 00000000 ................ 0x14dbfbf8: 00000000 00000000 00000000 00000000 ................ 0x14dbfc08: 00000000 00000000 00000000 00000000 ................ 0x14dbfc18: 00000000 00000000 00000000 00000000 ................ 0x14dbfc28: 00000000 00000000 00000000 00000000 ................ 0x14dbfc38: 00000000 00000000 00000000 00000000 ................ 0x14dbfc48: 00000000 00000000 00000000 00000000 ................ 0x14dbfc58: 00000000 00000000 00000000 00000000 ................ 0x14dbfc68: 00000000 00000000 00000000 00000000 ................ 0x14dbfc78: 00000000 00000000 00000000 00000000 ................ 0x14dbfc88: 00000000 00000000 00000000 00000000 ................ 0x14dbfc98: 00000000 00000000 00000000 00000000 ................ 0x14dbfca8: 00000000 00000000 00000000 00000000 ................ 0x14dbfcb8: 00000000 00000000 00000000 00000000 ................ 0x14dbfcc8: 00000000 00000000 00000000 00000000 ................ 0x14dbfcd8: 00000000 00000000 00000000 00000000 ................ 0x14dbfce8: 00000000 00000000 00000000 00000000 ................ 0x14dbfcf8: 00000000 00000000 00000000 00000000 ................ 0x14dbfd08: 00000000 00000000 00000000 00000000 ................ 0x14dbfd18: 00000000 00000000 00000000 00000000 ................ 0x14dbfd28: 00000000 00000000 00000000 00000000 ................ 0x14dbfd38: 00000000 00000000 00000000 00000000 ................ 0x14dbfd48: 00000000 00000000 00000000 00000000 ................ 0x14dbfd58: 00000000 00000000 00000000 00000000 ................ 0x14dbfd68: 00000000 00000000 00000000 00000000 ................ 0x14dbfd78: 00000000 00000000 00000000 00000000 ................ 0x14dbfd88: 00000000 00000000 00000000 00000000 ................ 0x14dbfd98: 00000000 00000000 00000000 00000000 ................ 0x14dbfda8: 00000000 00000000 00000000 00000000 ................ 0x14dbfdb8: 00000000 00000000 00000000 00000000 ................ 0x14dbfdc8: 00000000 00000000 00000000 00000000 ................ 0x14dbfdd8: 00000000 00000000 00000000 00000000 ................ 0x14dbfde8: 00000000 00000000 00000000 00000000 ................ 0x14dbfdf8: 00000000 00000000 00000000 00000000 ................ 0x14dbfe08: 00000000 00000000 00000000 00000000 ................ 0x14dbfe18: 00000000 00000000 00000000 00000000 ................ 0x14dbfe28: 00000000 00000000 00000000 00000000 ................ 0x14dbfe38: 00000000 00000000 00000000 00000000 ................ 0x14dbfe48: 00000000 00000000 00000000 00000000 ................ 0x14dbfe58: 00000000 00000000 00000000 00000000 ................ 0x14dbfe68: 00000000 00000000 00000000 00000000 ................ 0x14dbfe78: 00000000 00000000 00000000 00000000 ................ 0x14dbfe88: 00000000 00000000 00000000 00000000 ................ 0x14dbfe98: 00000000 00000000 00000000 00000000 ................ 0x14dbfea8: 00000000 00000000 00000000 00000000 ................ 0x14dbfeb8: 00000000 00000000 00000000 00000000 ................ 0x14dbfec8: 00000000 00000000 00000000 00000000 ................ 0x14dbfed8: 00000000 00000000 00000000 00000000 ................ 0x14dbfee8: 00000000 00000000 00000000 00000000 ................ 0x14dbfef8: 00000000 00000000 00000000 00000000 ................ 0x14dbff08: 00000000 00000000 00000000 00000000 ................ 0x14dbff18: 00000000 00000000 00000000 00000000 ................ 0x14dbff28: 00000000 00000000 00000000 00000000 ................ 0x14dbff38: 00000000 00000000 00000000 00000000 ................ 0x14dbff48: 00000000 00000000 00000000 00000000 ................ 0x14dbff58: 00000000 00000000 00000000 00000000 ................ 0x14dbff68: 00000000 00000000 00000000 00000000 ................ 0x14dbff78: 00000000 00000000 00000000 00000000 ................ 0x14dbff88: 00000000 00000000 00000000 00000000 ................ 0x14dbff98: 00000000 00000000 00000000 00000000 ................ 0x14dbffa8: 00000000 00000000 00000000 00000000 ................ 0x14dbffb8: 00000000 00000000 00000000 00000000 ................ 0x14dbffc8: 00000000 00000000 00000000 00000000 ................ 0x14dbffd8: 00000000 00000000 00000000 00000000 ................ 0x14dbffe8: 00000000 00000000 00000000 00000000 ................ 0x14dbfff8: 00000000 00000000 ........ Module 1 C:\WINDOWS\SYSTEM32\xinput1_3.dll Image Base: 0x00400000 Image Size: 0x0001e000 File Size: 107368 File Time: 2007-04-04_185422 Version: Company: Microsoft Corporation Product: Microsoft® DirectX for Windows® FileDesc: Microsoft Common Controller API FileVer: 9.18.944.0 ProdVer: 9.18.944.0 Module 2 D:\KSP 1.4.3 (2)\steam_api64.dll Image Base: 0x56980000 Image Size: 0x0003e000 File Size: 235600 File Time: 2018-06-23_170856 Version: Company: Valve Corporation Product: Steam Client API FileDesc: Steam Client API FileVer: 3.42.61.66 ProdVer: 1.0.0.1 == [end of error.log] ==
-
@ShadowmageI play KSP 1.4.3. My game crashes just after the startup loading screen which is when the right lower loading icon shows just before the main menu should pop up. Only when I run with TU. I use the force Direct X 11 mode. edit: KSP_x64.exe says it has 2 processes running. But I really didn't told it to. There should only be 1 process running. But it starts with one process then near the end of the loading process it turns into 2 processes and then crashes. I'm a noob at reading these kind of things. 2nd edit: It only happens when launching ksp in either opengl or directx while using scatterer. So it has nothing to do with TU. If people can still help me with that then don't hesitate to post.
-
Yeah lol. Personally I would agree. But he posts lots of ridiculous high part count vessels so I'm assuming he really doesn't care. That many engines on the other hand, you know about the N1?
-
@Kronus_Aerospace You got 909 problems but fps aint one
-
Transporting Cargo Off of Eve?
Aeroboi replied to DefenderX1's topic in KSP1 Gameplay Questions and Tutorials
My idea is to use FMRS with it. This creates save states for 2 seperate vessels, the airship in this case and the stage you launch from high altitude into orbit. You then revert back in time using FMRS to lower the airship back to the surface and lift up another shipment of ore with another rocket. For full reuseability the rocket getting the ore into orbit also has to get back down again to the right spot. So some wings are in order, think about a shuttle type craft. The only downside is that you will have to sink the airship back to the surface after every shipment which can take a while. -
Explaining things simple is always a challenge, I will try. I also hope you can understand. If you didn't you can always ask me. Below are steps to update your rocket if you want the quik fix. The green alien = a Kerbal, green aliens = kerbals RCS = Reaction control system (used to control roll, pitch and yaw in space) It only works if you have (A) small tiny thrusters installed which are in the control tab during construction (B) has a fuel tank that got monopropellant. Check this by right clicking on a fuel tank and see it's contents. Otherwise activating RCS does nothing. You seem to have no RCS SAS = Stability assist system. It only works if you have control on your vessel to begin with. For controlling you have engine gimbal (pivoting engine bell), wing control surfaces or reaction wheels to navigate your rocket. Reaction wheels can be part of a manned capsule, probe core part or reaction wheel parts themselves. If you right click on any of these parts it lists the reaction wheel torque in a menu that then opens, if it is listed to haven't any you won't be able to steer the rocket when you leave the atmosphere unless you have the above RCS installed. If you have no wing control surfaces, engine gimbal or reaction wheels then SAS has no function and thus provide no stability whatsoever. Conclusion: You have no RCS or SAS ability because you have no way to control your rocket in your current design. Your rocket is basically completely unguided at launch. Note: You currently have fins installed but they have no control surface. There are other types of fins you can select that do have control surface ability. If you right click on a wing piece it is listed with a control authority parameter and buttons to activate pitch, yaw and roll. These parts are control surface parts. Right click on the fins on your current rocket to see it hasn't got this to see your error. Many of the other fins do have this function. Also, fins only deliver stability inside the atmosphere. After you've burned your second solid rocket booster you should be very much into space. This means you should drop the fins on the top. Drag: Every part creates drag. The part of a rocket with the most drag wants to stay near the bottom. The bottom part of your rocket is where the engine is, you want to make sure it always fires to the ground. In other words, you want your rocket to remain upright during the ascent where the nose stays forward and the engines faced backward. Since everything creates drag you don't necessarily need fins. You can also build your rocket wider near the bottom by having several tanks on the sides. That is just a idea for you. The simplest solution is to make sure there's more or bigger wings near the bottom then at the top. Heating: Every part in this game has a tolerance level for heat. The science jr SC-9001 part that overheats is notorious for overheating quikly. I can see why this happens in your case. You use the long white solid rocket booster as a engine on the first and 2nd stage. You cannot throttle the gas on these engines. That means they keep providing maximum thrust until they run out. If you only use these engines to get into orbit you have to guide your rocket very shallow through the atmosphere. It's best to use these solid rocket boosters for assist of the ground and to accelerate speed while using other engine types like the LV-T45 swivel with fuel tanks to go into space. If you go to fast on these engines you can hold CTRL to lower the throttle and SHIFT to increase the throttle. On the solid rocket boosters this doesn't work. All you can do to alter it is to change the thrust limit during construction. Right click the booster during construction and set the thrust limiter to a lower value. Play with this a bit, and don't set it to low because then you wont have enough thrust to launch or get up to speed. Questions: 1: Are you getting the red glow effect on your current rocket most of the time on your way to space? 2: Does this effect persist for a long period while your engines are still firing? If answers to the above questions are "yes" you are likely going to fast through the atmosphere. The idea of a ascent to orbit is to have decent control from launch using engine gimbal or winged control surfaces to get to a high enough altitude before accelerating to orbital speeds. Generally you want to stay below 1500 meter per second anywhere below 30km altitude for your science container to survive if it isn't protected. STEPS: 1: Remove Fins near the top. 2: Remove the white rings (cargo bays) 3: Exchange the other fins (4 in the middle and 4 at the bottom) for types that have surfaces (flaps/ailerons) that can navigate your rocket. There are 3 other fins in the part list that have a identical shape that can do this. Also put these in quad (4 x symmetry as in your current design) 4: Right click on the 2nd long white tank in the construction building. That is the one that fires after the bottom one. When right clicked a menu opens, in that menu you change thrust limiter from 100 to 50. 5: Start the flight. 6: Activate SAS (Can use "T" key on your keyboard) 7: Launch and use the WASD keys on your keyboard to yaw and pitch. Try to aim so that you don't go faster then 1500 m/s below 30km altitude for the science SC-9001 to survive. If you do go faster you have to launch steeper by pitching the rocket over a bit later. If you go much slower at 30km your should go shallower by pitching a bit more. 8: Always aim for 90 degrees on the navball (towards the ocean from the launchpad) I remember that piloting requires some practice from my first KSP attempts so feel free to press ESC and revert flight to try again.
-
That! And I'm not surprised by it. The audience is selective because it's for the creative nerds. Anyone with a creative mind a bit of knowledge and a fondness for engineering and/or spaceflight is going to love this game. Whenever we are, 5 years ago, present or 5 years into the future, a lot of people will be going to love this kind of game and while the audience is selective or not the people getting into this kind of game will remain steady, or so I think. I've read this forum plenty of times and I can't remember I've seen people actually leaving where they stop playing this game. This should be telling! Most games become boring after a while because it becomes samey and repetitive especially when it's a story based game or being closed ended. In KSP this isn't the case. In addition, throw in all those mods and creativity of doing things becomes near infinite. In a way, it already is without mods to begin with. The human mind/spirit wants freedom, KSP gives this to you. This isn't the type of game that you make, then sell millions of copies over the course of a few years and then it's dead. Stopping to expand, improve and revolutionize this game is a fools job, especially for a company that makes money off of it. I wouldn't be surprised if KSP is such a game that can really last forever as long as developers keep pumping money and new ideas into it. It's a good thing they still do because I would want to see this game improve and expand forever.
-
Playing my new career using 20% Funds and 20% Science progression is a long haul. What makes it more difficult is that many of the early funds come from survey contracts. In Gamelinxs Planet Overhaul you start on Gaia, however, Gaia's KSC is surrounded by tall mountains, and many of the cashing in contracts require me to do temp, press, seismic scans and surface EVA's next to the KSC, sometimes at 60+ degree slopes. Having only a few parts and a 30 part limit seems a bit of a problem, not for a well equipped rover that is. Now the real challenge begins... Some good friction/traction settings and pulsejet engines give me the necessary control and oomph to climb the distance. I made it! I'm a sucker for good views. After I've gotten down I went for a speed test. How does 400 Kph + sound? Am I the only one that thinks this rover looks like a battering ram ready to batter the spaceplane hangar gates!?
-
Help with Crashes
Aeroboi replied to FedorKruglov's topic in KSP1 Technical Support (PC, unmodded installs)
How do you stresstest? You use Prime 95? I have a 8700K that does 10 hours small FFT's but with Blend test it crashes at 5.1 ghz after ~0 to 10 minutes. That's why I run it at 5 ghz. In some games it also crashes at 5.1ghz even although small FFT's passes 10 hour mark. Some people do use one stress test type or simply using a single program then figure out it lasts a while and think they're good to game on it 24/7 which is where people go wrong. Also, if you say everything was okay but things went problematic after the overclock then then it's obvious to look there first to remedy this. So try to downclock and see if the problem persists. Also, what are your temperatures? That liquid cooling isn't going to do any good if you haven't installed it properly. And lastly, does this only happen in KSP? -
Transporting Cargo Off of Eve?
Aeroboi replied to DefenderX1's topic in KSP1 Gameplay Questions and Tutorials
@DefenderX1 You may like this and this You can stack these airship parts until it can lift whatever you want. I never tried it on Eve, I assume it also works there. Getting one to Eve is a challenge, but once you manage you can lift anything mined to a high altitude and use a single stage to get decent quantities of Ore to LEO.