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VoidSquid

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Everything posted by VoidSquid

  1. I wouldn't go that far yet. As per the error log, you have an "HP Pavilion 15 Notebook PC" with an Nvidia 840M. Many notebooks (including my own) have two graphic card chips nowadays, can you check the Nvidia one is enabled for KSP? Can you try the other, not-enabled chip (there should be a utility program allowing you to select which graphics chip would be used by what application)? Quite possible the low-power-consumption standard chip is used and that that one can't do DX11 properly.
  2. Blarg... as you can see the Microsoft Symbols Server isn't available (same with Steam, btw, they seem to have worldwide issues atm) , I tried from two different computers, two different ISPs with different backbones: The little I can say from this without the symbols, it is clear that this is a problem between Unity, DirectX, and your graphic card/driver, but we knew that before... Interestingly (but that might be due to the lacking symbols) I don't see a single dll from a graphics driver mentioned, only DirectX and normal Windows stock stuff. But as I said, w/o the symbols, can't make any good statement.
  3. Just as @linuxgurugamer said And if you have a crash.dmp, we could see was the debugger says.
  4. Any additional software/drivers doing something graphically? E.g. Riva Tuner, MSI Dragon Eye, Duet Display, ...? Maybe try an older graphics driver, a few versions back? I disagree, the access violation was about an attempt to read/write an address in memory, not a file.
  5. I see, thanks. In that case, would canceling all strategies followed by uninstalling Strategia revert to stock w/o any further issues, I hope?
  6. This: Kerbal Space Program by Squad [version: Unity 2019.2.2f1_ab112815d860] dxgi.dll caused an Access Violation (0xc0000005) in module dxgi.dll at 0033:8845ec68. dxgi.dll is the "DirectX Graphics Infrastructure" library. So DirectX had an issue, a graphics problem then. Suggestions: reinstalling DirectX, updating graphics driver, also make sure you're using the correct graphics mode (KSP 1.8 uses DX11, earlier versions used DX9)
  7. Yes, as they allow you dorsal/ventral/starboard/port and reverse movement, not just forward like a rocket engine. Not much, but yes: orbital drift. The two orbits are almost but not completely identical, hence, even if you one moment have zero relative velocity, a few moments later it will increase a bit. Not much, of course, depends of how close to each other the orbits and the vessels are, how long you take for the docking process, how high the orbits are (the higher, the less orbital drift). If you get close enough to your target when beginning the docking procedure (say 100m), you shouldn't have any issues as you can easily compensate for the orbital drift with your RCS, and the docking itself will take only a couple of minutes, not that much orbital drift during such short period. Tips/suggestions: Get yourself these mods: and The first one provides you an aid in the VAB where to place the RCS thrusters to minimize rotation when you move dorsal/ventral/starboard/port, the latter is an excellent visual aid for the docking process itself. I also recommend, if you're using reaction wheels, to disable the rotational components (yaw/pitch/roll) of the RCS thrusters, would be not only a waste of monoprop, but that way you can control rotation by WASDQE, translation by HNIJKL, without one control set affecting the other, much easier and cleaner steering. P.S.: regarding the mods, they work fine with KSP 1.7.3, no idea if they are already updated for 1.8, I'm still playing KSP 1.7.3 and will continue to do for the foreseeable future. Счастливой стыковки, товарищ! (Happy docking, comrade!)
  8. If you can get within a few km of your target, you can get closer iteratively: Point your vessel to your target, accelerate to say 10 m/s relative velocity. Point your vessel anti-target. At the closest point (i.e. when the distance is increasing again), carefully break to zero relative velocity. Rinse and repeat. Within a very few iterations, you'll get very close to your target.
  9. Yes, a mod list, log files and the crash.dmp are needed for finding out what's going on.
  10. Hey @taniwha, as this wonderful mod is part of my core "must have, can't play without" list, I'd like to ask, do you plan to make a version for KSP 1.8.x? Thanks in advance
  11. First, a big thanks to @nightingale and all the good people creating contract packs, it is not least the Contract Configurator that keeps KSP "alive" for me, even in my two year old career game A question though (help a blind man here ): After completing the tech tree, the stock game allows me to set a strategy to convert science to cash, I couldn't find it here? Thanks in advance for your help
  12. A bit like riding a bicycle, I'd say: difficult at first, but once you get the hang of it, fun and easy So yes, make a save game, do some EVA, and practice. And one true advantage over learning how to ride a bicycle: you can't fall down in microgravity
  13. I suggest bring your rescue ship within a couple of hundred meters to the pod with Kerbal to rescue, then bring your relative velocity to zero. Switch to the other pod, EVA, enable RCS, set the rescue ship as target, this will switch the navball to target mode and display the target icon. Slowly fly there, board, viola
  14. I made a config for @Snark Indicator Lights mod, I assume it will be included in the next release of the IL Community Extensions, but if you don't want to wait, here you go: Screenshot:
  15. One hassle less to think about when I'll finally go for 1.8.x, thanks, @5thHorseman
  16. Nice one, looks pretty modern I had this model: Yeah, mid 1960s And when I got a bit older, I used it like a roller: not sitting on the seat but grabbing the handlebar from behind, one foot on the rear crossbeam, the other foot pushing me forward off the ground - that was fast!
  17. Regardless if polar, equatorial or other orbit, when I get close to my target, I switch to the target vessel, turn it if required so the docking port points to my other vessel, then turn SAS on to "hold". Switching back to the other vessel, I just do the docking. Have you tried out this mod? A wonderful visual aid for docking, makes the whole process totally painless:
  18. That was my last TI, yes, a TI-59 Pity the keys stopped to work properly over the years due to overuse, but that wonder machine helped me well during the university years
  19. Good thinking to make a copy of the downloaded KSP installation and playing from that copy
  20. This is my Trajectories config.xml, maybe it helps if you replace your empty file with this?
  21. I also remember having this Yeah, I had TI calculators, first good one was this And it was programmable, wow!
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