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KSP2 Release Notes
Everything posted by CkGordon
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Sounds like you need to stop timewarpingso much? Timewarping caused the first problem so you kept doing it and now you're lost in space. Is the mun there still? Maybe you could go live there. When you reload the game is everything normal again?
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Ya I messed around with the settings and even lowering all of them it lagged. The lag wasnt unplayable but it was noticably not smooth. I think the mods might have been having something to do with it. My game took over a minute to load when starting up because of how much stuff I'd added so I decided to just delete KSP all together (persistance, settings, ships, everything) and reinstall it and start over using only the mods that I will miss which will be closer to 5 or 6 than the 19 I had installed. Also I'll go through the parts folder and delete parts I'll never use like alot of the parts from novapunch. Its a great addon but I never used the hollow stage decouplers or most of the structural parts so I could just delete those and have the game load quicker and hopefully avoid undue lag.
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I tried messing with ALL the settings and nothing seems to help the choppiness in this one area.
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Also, Lander: [ATTACH=CONFIG]34331[/ATTACH]
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Location [ATTACH=CONFIG]34329[/ATTACH] Base [ATTACH=CONFIG]34330[/ATTACH] Plugins: AviationLights.dll cart.dll Cartcommand.dll EPS.dll hstwLaser.dll ISA_MapSat.dll MuMechLib.dll PowerTech.dll zKreuzung.dll Zoxygene.dll Base is located right next to a mun arch.
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I did. I entered each lander through the tracking station and turned off all the lights. I even turned off the kerbals helmet lights and put them back in their landers. Then I drove to the DEMV landing site to turn off those last lights because I cant control them as they're debris which is why i had to destroy them by ramming em with my DEMV. Not a single light on now but still horrible lag in a 500 meter radius of my landing site.
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Did you have any mods or lights? I have quite a few so narrowing down which one is causing the issue if it is indeed being caused by a mod will be a chore. I'll try restarting my computer (i never turn it off) and see if maybe it runs smoother then. Otherwise I may have to go into my settings and try reducing some of them. But like I said the lag is localized to my landing site which has me a little confused and thinking it's not my texture resolution or something.
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I turned off all the lights in game. I even went back to the landing site where i dropped the DEMV (it was hard to control so landed about 6km away) because the 2 engines I left standing on the legs had 4 lights each so thats 8 and I had to turn those off by ramming them with my DEMV and watching em go tumbling and explode into pieces. Then I drove back to the base site and nope lag starts right back up. My landing site is the Mun arch thats ontop of the mountain near the northern side of that BIG crater. Even with the kerbals back in the landers and all lights turned off it lags the second I come into the area.
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the landers are about 20-25 parts each the DEMV is 8 parts. The landers have 4 floodlights radially each and 2 blinking beacon lights on top.
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This computer is a 3 gig processor (AMD Athlon II X2 250) , 4 gig ram, win7 64bit and an ATI Radeon HD graphics card 512mb. I don't really play alot of PC games (console gamer) other than Minecraft and Sim City and KSP so I'm not sure how these specs stand up to the game I havn't been having many issues other than takeoff at Kerbin with large ships or now landing at a populated landing site
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I effing love Mountain Dew Baja Blast it is the elixir of the gods. Also every time I go to land at my mun base the game starts lagging almost as bad as taking off from Kerbin before I patched the oceans. I have 3 landers, a demv and 4 eva'ing kerbals at the landing site I don't know if that's whats causing the lag or if maybe its from the lights (using the areotech floodlights mod) it lags like crazy tho and it's killing me (literally) I'll be killing my horizontal movement and descending carefully then the game freezes for 3 seconds and when it comes back I get a slideshow of my now upside down and spinning capsule careen the last 200 meters into the Mun and explode or break apart.
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To Mech-Jeb or not to Mech-Jeb, that is the question...
CkGordon replied to Vostok's topic in KSP1 Mods Discussions
Mechjeb was one of the last mods I installed and I did so only because of how highly recommended it seems to be here on the forum and even then I was wary of the "auto-pilot" for the reasons you listed. I like the challenge of achieving orbit/landing myself but I did find all the information it provides about your ship and trajectory invaluable. Experimenting with the auto ascent it seems to cause alot more accidents than successful flights whereas I can fly the same ship no problem, mainly when seperating stages mechjeb will seperate than immediatly full throttle and collide with the just discarded tanks/boosters and explode the ship whereas I discard something and wait a couple seconds for it to float a safe distance away before throttling away. I have used the ascent autopilot in a limited function tho for rocket testing. I enable it, watch the rocket fly and when fuel gets low I disable it, manually seperate stages and reenable it to see how the ship handles getting to orbit and how the fuel consumption progresses since I assume mechjeb would be the most fuel efficient way to get to orbit since its controlled by a computer? Never tried any of the other autopilot functions such as landing but I'd more or less rather just do it myself after seeing how flawed the system is on takeoff. Be frusterating if after all the hard work of getting to your destination you crashed at the hands of a computer. If i crash and burn I only want myself to blame. I don't trust mechjeb with my kerbals lives. -
Wow I guess less is more. I think I was overly complicating things building more of a rocket than i actually needed. I now got my big ass space rv cruising around the Mun by studying these replys and then building a new launch rocket with what I learned. Thank you so much everyone! My Mun base is now 2 landers, 3 kerbals, and a remote controlled DEMV (i wanted it remote controlled so I could use it for rescue missions to go pick up crashed kerbals and then return them to base. I had no idea aerospike engines worked in space I always just saw the C7 manufacturer and assumed it was a plane part and moved on. It is definitely a useful engine! [ATTACH=CONFIG]34302[/ATTACH] [ATTACH=CONFIG]34303[/ATTACH] THANKS SO MUCH!!
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So I stayed up really late last night and have spent the majority of the day building and tearing down rocket setups trying to get this damn DEMV to the Mun. It's driving me nuts! Nothing I do seems to work. Can somebody please post a picture of what a rocket (still on launchpad) capable of lifting a 14 ton payload to Munar orbit should look like?
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Check out this thread. I've installed almost all of them plus a couple extras. Can never have enough cool **** to build rockets with. I try to stay away from the cheaty mods tho.
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R.I.P Ercott Kerman Mun Rover Mission 2012
CkGordon replied to kacperrutka26's topic in KSP1 Discussion
Is that ISA MapSat? I didn't know it could map from the surface I'll have to try that out. But ya sorry about the loss of your brave kerbanaut you should land something at the crashsite in the future as a memorial. And you should take the other 2 out to the crashsite and make them see. As an example. Speed kills. No goofing off on the Mun! -
I've got the upper stage pretty well off. The 2 engines with lander engines on the side are for descent and landing, then they detach and the lander has another more powerful engine and fuel tank underneath for return to kerbin, and the NERVA should have enough fuel to handle the actual trip between parking orbit and destination. It's just getting the damn thing into a parking orbit without resorting to some huge lag monster that I can't fly and have to rely on mechjeb (I like to avoid autopilot at all costs) to get me through the trip. Would more lifting engines help? The one I'm using is from a add on parts pack and puts out 1550 thrust at 7.5 mass and thats the sole engine i'm using for lift to parking orbit before switching to NERVA (atleast if I could get to parking orbit).
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This is the lander I'm trying to launch for Mun/Interplanetary missions. I'd preferably like to get it into a low orbit with a little fuel left for a last burn away from kerbin before having to rely on my NERVA for course adjustments but I'm running out of fuel before I even reach 85km. The tanks on the side feed the center first and I discard them on the way up but it's not enough. [ATTACH=CONFIG]34002[/ATTACH] [ATTACH=CONFIG]34003[/ATTACH] I'm afraid to add a ton of parts for lag/rocket stability. I'm hoping I'm making some simple noob mistake that someone will spot and point out.
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So I'm starting to have a problem. I can send a 1 man lander somewhat easily to the mun or orbit and sent a 3 man lander to Eve (99% luck. matched it's orbit around Kerbol and waited a couple years for an encounter) with a NERVA, but lately I'm finding that anything remotely heavy I have tons of trouble even getting into orbit, yet alone the Mun or another planet. I downloaded the DEMV rover which weighs about 4.5 tons, probably closer to 6 after I fitted it out with some stuff and can't even get the thing in orbit. Is it because I'm using larger tanks and engines to account for the extra weight? Small rockets I have no problem with but the second i start slapping large parts like 3 man landers and large fuel tanks, it's feel like I'm trying to launch a boulder over a house with a rubber band. I need suggestions. BTW my standard orbit procedure is to use up my SRBs, wait til my second stage gets me to 300 m/s, turn 45degrees along the 90degree til my height gets to 95km, then tilt to the horizon and burn til I reach a stable orbit. Maybe I'm using too much fuel? What tanks/engines do most of you use to launch sizable payloads long distance? I have several parts packs including novapunch, deep space mission pack, and a couple other random ones (nothing cheaty tho). It feels like my progress was a steady increase: First orbit, first Mun landing, first escape of Kerbin, first Eve landing... then I started falling backwards to struggling to reach orbit with larger payloads. So I turn to the forum for advice.
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Id like some sort of asteroid belt. Tons of very small bodies moving at high speed between Duna and Jool. Nothing special, just something that you could go out and land on if you were feeling particularly adventurous. maybe a couple could even be as big as Gilly but they'd be outside of any planets SOI and their own SOI would be really really really tiny because of their mass making anykind of mission to 1 a huge challenge. Something you could be proud of. Also random events would be neat. Like occasionally maybe 5 - 10 times per game year a comet could spawn in deep space, head into the system, and then back out and despawn a certain distance out in deep space again. the trajectory would be randomized so on rare events it could collide with a planet (like Jool because of its huge SOI) or if it passed too close to Kerbol it could break apart or something.
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Your old avatar was way cooler. On topic: This would maybe be helpful in achieving a PERFECTLY circular orbit since it's so hard to inch those last couple meters. Use a little EVA finesse!
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Does anyone know if the solar panels from probodyne work with Kreuzung's electrical enegy?
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That looks really cool and fun to try something similar! Please list the mods you used!
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I went through this list and got my game from Vanilla to about half the things on here lol! Sticky this indeed!! I already bookmarked it but it'd help more people see it!
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I just installed Tosh Cart Mod and am super excited to try it out but I can't figure out how to use RCS for thrust to land or take off. Am I missing something? All i can do is the normal roll pitch yaw rotation stuff. What buttons do I use to thrust vertically?