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VoidSquid

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Everything posted by VoidSquid

  1. Windbg says: A "classic" 0xc0000005 or Access Violation then, "someone" tried to access memory at an address that couldn't be accessed. Excluding Windows files, in the dump file these files are mentioned in particular: *** WARNING: Unable to verify timestamp for KSP_x64.exe *** WARNING: Unable to verify timestamp for mono.dll *** WARNING: Unable to verify timestamp for nvd3dumx.dll *** WARNING: Unable to verify timestamp for DiscordHook64.dll The first two files belong to KSP itself, which leaves the two possible culprits nvd3dumx.dll and DiscordHook64.dll. Then we also have: FAILURE_IMAGE_NAME: d3d9.dll This file belongs to DirectX9, so the crash has to do with graphics routines. nvd3dumx.dll is part of your Nvidia graphics driver, while DiscordHook64.dll obviously belongs to your installed Discord App. My take: the crash has probably been caused by the graphics driver, I'd update that. Could also be Discord, but I don't think so.
  2. You did make a backup before updating, did you? My guess, the mods causing the error messages are compatible with 1.6.1, but not with 1.7.3. Using CKAN is the easiest way to maintain mods.
  3. Afaik, the configuration file's name is toolbar-settings.dat and it's directly in the GameData folder. If you just delete it, it will be automatically recreated when you restart KSP.
  4. Easiest way for a proper EVE installations is using CKAN The author of EVE also has laid out the installation details very clearly, did you follow the instructions? If you still have trouble, I suggest you post your questions directly in the mod thread.
  5. I think the proper term in English - not my native language - is to pull someone's leg, isn't it?
  6. I've just been kidding, that wasn't a serious post at all, all good
  7. Following your way literally, that would mean for me using my right hand for the HNIJKL keys and consequently then the left hand for the mouse to manipulate the camera, having my arms and hands crossed that way, right? That would look very silly and awkward, lol
  8. I insist having the right to do that with my left hand
  9. Confirmed bug: https://bugs.kerbalspaceprogram.com/issues/23172 Remedy until official fix:
  10. Sandbox mode, career mode, science mode? Tried Steam file verification?
  11. I don't use that "special docking mode" at all, in standard mode I still can control rotation by WSADQE, and translation by HNIJKL. The docking mode changes how WSADQE works, I don't like it at all, plus it gives me less control as mentioned in the first sentence.
  12. Seen something similar recently happening to another player, after he did a Steam file verify, problem was solved.
  13. Wow... I didn't know, just been wondering, and you had this feature already implemented, nice! Thanks, @Snark
  14. And if you have advanced tweakables enabled, you can disable yaw, pitch, roll from the RCS thrusters.
  15. Should still work, I think, it's maintained by LGG, latest version as per CKAN is 1.0.5 for KSP 1.7.2, released July 7th 2019.
  16. Talking of, as many science experiments do not give 100% of the available science when done, i.e. do get all science, they need to performed a couple of times, is there a threshold configurable for the blinking? Like one can set a threshold to say 50% or 90% in the Science Alert mod?
  17. Besides, the mod I mentioned does nothing automatically for you, the whole docking process remains 100% manual, it just provides a visual aid.
  18. Science instruments are blinking when new science is available, I'd assume if the pod's lights are blinking, this means a crew report as science experiment is available? @Snark Can you confirm this, or is there another reason for the pod's lights blinking?
  19. If I remember correctly, when you switch the camera to the locked mode, you see your vessel in such a way that the RCS commands via IJKL are moving your vessel exactly up, down, left, right in respect to your point of view. So, if you in this camera mode align your vessel's docking port to the docking port of your target, steering with RCS should be more intuitive.
  20. I suggest you try out this mod, makes docking much, much easier: Review and tutorial video:
  21. As a PC-only player, I probably can't provide much help, I do remember though that engine testing always required me to do that via the staging key, it didn't work with mouse rightclick "test".
  22. Yes, you're right. As for the dV map, an example, if you like, let's assume you want to land some Kerbals on Minmus and bring them back to Kerbin. Adding up the numbers: 3400 to go reach LKO, 340 for the plane change (maximum, might be less), 930 to reach Minmus SOI, 160 to get into low orbit, 180 to land, that sums up to a minimum of 5010 m/s. Getting back is way cheaper, 180 to to reach low orbit, 160 to leave Minmus SOI and have a trajectory that brings you into Kerbin atmosphere which can do all the breaking of the speed for free, 340 m/s then. So in theory, your rocket would need at least 5350 m/s. For practical reasons - who can always steer perfectly, and sometimes I want to make some course corrections - and to have a good safety margin, I'd add at least 20-25% to that minimum requirement, my Minmus landers start usually with about 7000 m/s at least. Next job is build a rocket according to these numbers. For my little default lander, the starting stage comprises of boosters until it reaches about 12km altitude, next stage using a Reliant usually brings me close to circularization, then the Terrier takes over for the rest of the trip. For efficiency I usually put two drop tanks on that stage which I dump when empty (usually during the last couple of seconds of the Minmus landing). And that's my little Minmus mission then Another question is, how much dv one tries to do with every stage, or "the curse of the rocket equation". Basically, adding more fuel to a given stage gives you more dv, but with diminishing returns. I found the optimum for me to have roughly 8 to 12 times dv as the ISP number of the respective engine is the ideal value. So for the Terrier vacuum stage, that means it works best (acceptable TWR, good dv) when that stage is designed to have some 3500 m/s. This over-the-thumb rule is mainly for travel in space, not so much for ascending from Kerbin though.
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