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Everything posted by Olsson

  1. I'm trying to launch my first vessel using this, Realism Overhaul and RemoteTech. But on the launchpad my location is the normal KSC location, but there is no ground station with antenna connection in range. This means that I can't transmit science to progress in my career at all! Any suggestions on how to fix this?
  2. Can I use this to put up 4 network satelittes in orbit (RemoteTech, doesnt need to be connected to control) without flying 3 of them?
  3. Excellent, it is up to personal taste but I believe the fund rewards need to be toned down. As such I can tone them down myself. Now we just need an auto-drive function for rovers so I don't have to drive for two hours on the mun.
  4. This won't work if a sattelite with two dishes is behind the mun and the landed probe is below, also behind the mun (in perspective to kerbin). Because the connection will not go through the mun to Kerbin.
  5. I feel stupid and I read the manual. I got my network around kerbin working well now going for the mun. How many dishes/antennas do you need in a 3 sattelite network? I'm guessing three? Two for the other sattelites and one directed at mission control which goes for all the sattelites. Or do I need 4? Another one aimed at active vessel? Or 5?
  6. Hello, I'm running 64 bit KSP on Windows and I know that 64 bit KSP is not known to be very stable. However playing it for a long while it's been more stable than 32 bit aside from the buildings displaying a different upgraded state at times. Recently I've been having a problem with 64-bit though and it's making my game unplayable. What happends is that when I change the scene three times (Launch, Space Center, Tracking station or Launch, Revert to VA, launch) my game will freeze. Here is a picture of what this freeze looks like: http://i.imgur.com/6sO48uH.png So I installed ExceptionDetector to see what exceptions might be causing this. When I change the scene it tells me that Contract Configurator and Clouds are causing an exception. This is my output_log: https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0 I removed ContractConfigurator and tried without it and my KSP works fine. However with ContractConfigurator the things that I described occur OFTEN. I'd be grateful for any help, but I don't expect any since I know mod support for 64 Bit is often excluded.
  7. Are exceptions bad in general? Are they something I should aim to fix? Yeah I know, this was a longshot and I'm not really expecting anything to come out of this because I'm running 64-bit. Yes KSP 64-bit. I don't think 32-bit can handle my amount of mods and will run out of RAM. I've thought about it. But 1. I don't want to install and adjust to new OS just to be able to play KSP. 2. GEMFX Injector is not compatible with Linux (or so I've heard).
  8. I usually get help here so I thought i'd try. In my Windows 64-bit install using a number of mods my game freezes regularly when I go inbetween scenes. For example, I will launch a vessel, revert to VA and relaunch it but instead of getting control the game freezes with a weird screen shown here: http://i.imgur.com/6sO48uH.png Checking the output_log this is what fills the bottom of it: Distant Object Enhancement v1.5.7 -- BodyFlare (null bodyflare?) Destroy Here's my output_log: https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0
  9. https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0 First of all I'm using 64-bit Windows so this might in itself be the problem. Whenever I go inbetween scenes such as recovering vessels, tracking station to ship, back to space center, etc. My game freezes up completely. This will happen very often for me recently and I don't know what is causing it. At the end of my output_log I saw this message related to Distant object enhancement: Distant Object Enhancement v1.5.7 -- BodyFlare (null bodyflare?) Destroy
  10. Wow, fast response, thank you! I can only do simple .cfg edits I'm not really that proficient with them. I'm testing this now, created a .cfg in the gamedata folder. EDIT: Works perfectly!
  11. I'm using the Unmanned Pack and I like it so far. The only problem I have with it is that the science rewards are too high for me. I'm playing with SETI and on Hard mode, SETI contracts gives you 4 science for landing on the mun. This gives you 38. I guess I could go into all of the .cfgs and edit the science rewards on every single contract but that might take a while. Is there a way to quickly reduce the amount of science you get from completing these contracts with a .cfg patch or something? I downloaded ContractRewardModifier but even in there I have to edit every single contract and not the entire contract pack.
  12. Thanks bro, now I can finally send my first mun probe and crash into the mun in my new career.
  13. https://www.dropbox.com/s/5iht89g3khmjw91/output_log.txt?dl=0 There's my log. That said I do have quite a few mods and after replacing a Kopernicus.dll with a new hotfix the issue started. I replaced the old dll with the hotfix because I had issues with solar panels not generating electric charge even when in sun exposure. It fixed my problem, at the trade off that sciencealert stopped working.
  14. So for some reason the ScienceAlert button in the toolbar dissapeared for me. I first noticed it when I moved a kopernicus.dll hotfix into the gamedata folder, which has nothing to do with ScienceAlert. I went into the settings.cfg and changed to BlizzysToolbar instead, but it didn't show up there either. Has anyone else experienced this? I checked the output log and it said this: NullReferenceException: Object reference not set to an instance of an object at ScienceAlert.ScienceAlert.OnDestroy () [0x00000] in <filename unknown>:0
  15. Wow I'm stupid. Alright, I thought you meant edit the part.cfg.
  16. I changed this in the interstage fairing cfg (adapter2.cfg): skinInternalConductionMult = 0.25 To a lower value, I started with something like 0.02, no change. Then I went absurdly low 0.0000001 with no change either. I increased it to 1, no change either.
  17. I have an interstage fairing upside down as a "Curiosity" style aeroshell for a probe that is going through eve's atmosphere. This probe is attached onto my satellite now in Eve orbit. However, when I try to timewarp around Eve this interstage fairing overheats and just explodes, making my probe lose its parachute that is attached ontop. This is a gamebreaking bug for me at the moment. If I disable max temperature, what happends is that the interstage fairing does not explode but instead go red and seconds after the entire craft along with all the parts on it follows and overheats into the red too. I'm running FAR, no deadly re-entry and 64-bit KSP. I see other people are having the same issue as me. Has anyone found a solution?
  18. I'm using KW rocketry fairings and engines trying to get my payload into orbit. At first the temperature science tool explodes, if I disable max temperature then the entire craft just overheats as I'm trying to get to orbit somewhere past 30km.
  19. I also have the issue with hexacores and quadcores and similar blowing up while timewarping in the atmosphere.
  20. I got it to work had to do some experimenting. I had to left click part that I wanted to attach and then hold X which would let me attach it properly.
  21. Aye, did this exactly. It's Bill so it's an engineer.
  22. Still doesnt work. I hold X and then left click the part, left click on surface it just falls off. I don't hear the screwdriver working either even tho I have it equipped.
  23. There was so much information in the user manual I might've forgotten something. No I'm not holding X. I open my inventory and double click on what I want to attach, then I just left click where I want to attach it and then it falls off. Am I supposed to be holding X and then what?
  24. I'm trying to attach a connector port to my munar lander and refuel it with my other lander. I have a screwdriver equipped, whenever I place the connector port it just falls right off the fuel tank I try to attach it to.
  25. Using realchutes earlier you can not open above 350m/s. Now in 1.04 they've added a similar feature. However, will it be possible to open drag chutes at a higher speed in the next realchute version?
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