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Peder

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Everything posted by Peder

  1. Hi. Unfortunatly I cant excactly remember where i download cacteye the first time. So I have now downloaded the mod from the 3 locations I could find and tested if I could make ksp crash. Kerbal Stuff: https://kerbalstuff.com/mod/720/Cact...al%20Telescope Curse: http://kerbal.curseforge.com/ksp-mod...ital-telescope Github: https://github.com/Raven45/CactEye-2/releases I can also confirm that all 3 files I downloaded from the 3 different places are the excact same file size. I delete the cacteye mod and instead install cacteye from each different file location listed above. I was not able to make ksp crash and pinpoint what "file" might be the problem. I did not see the automatic update popup screen the 3 times I uninstall/install cacteye and ran ksp. Maybe ksp somehow remember my choice though I deleted cacteye every time and unzip/install cacteye again. I tested with all my mods installed by the way. ( I think the ksp addon-version checker mod might block the popup auto update screen but im not sure ). Anyway looking forward to trying version 6 of the mod, and I let you know if the problem return. Thank you for your efford and hard work ;-)
  2. Hello, I have solved the problem with the game/mod crashing. To make a long story short I removed all of my mods and only used squad stock parts and cacteye 2 parts. But the game still crash. Then I had the idea to remove cacteye and re-download and install it again. After doing that I saw a popup during loading where Cacteye ask if I wish to use auto update, I do not think I saw this popup before.. After saying yes autoupdate and load my savegame everything seem to work, I am now able to do science/photos of the mum ect. So I think that cacteye 5.2 somehow had become corrupted/damaged after I installed the mod. I have afterwards "installed" the other mods that i am using, and I have not had any crash. So I think problem is solved.. ( I updated all installed mods 04-05-2015 ) Active texture management aggressive release cacteye 2 beta 5.2 chatter 0.9.1 final frontier 07.15-1047 jsi rasterpropmonitor 0.19.0 kerbal alarm clock 3.3.1.1 ksp-avc 1.1.5.0 module manager 2.6.1.dll navballdockingalignmentindicator rasterpropmonitor 0.19.1 taclifesupport 0.11.1.20
  3. I have now made the telescope work and im able to do som science and send the data back to kerbin. However everytime i press the "save" icon in the GUI ksp 1.0.2 crash.. And when I press "space centre" then the game also crash. here are two crash reports. http://gupl.dk/f/8rhbzhyqq9 2015-05-04_190114 the game crash when i press the "save icon" in the GUI. 2015-05-04_193834 The game crash when i press the blue ksp pop down icon named "Space center"
  4. Raven. Thank you very much for your explanation of how the mod work, I will try to target example the mum in the map view. ;-)
  5. Jeb is drinking in the mess right now. He is my only kerbal who have been in space. He is also the only kerbal so far to land on the mum in my new HARD career game. It took some time to earn the money to upgrade buildings so I could build a reliable mum rocket/lander with more than 30 parts ect. But from now on I now can build larger rockets and technical speaking can go to minmus - duna and other planets once I upgrade the tracking station 2 times so I get some navigation nodes so I can preplan my burn. I can soon get a capsul that can hold 3 kerbals and from there on I build some bases and space stations ect. So the game is here and now changed from limited possibilities to a game where I can do most things I want to do... ( Hard career mode take some time to play, but I like a good challenge ).
  6. I have the same "issue".. I have a big screen where i can zoom in and out, but there are no other bottoms vissible so I cannot target example the mum and do science. ( ksp 1.0.2, and cacteye 2 beta 5.2 ).
  7. It might also be of some help if you try to stay below 300m/s when you are below 10.000m.
  8. small bug..: When using the mod named " Kerbal addon version checker", then I see a pop up where it say that Final frontier 0.7.4.870 was made for 0.90 and may not be compatible. I downloaded final frontier from https://kerbalstuff.com/mod/428/Final%20Frontier and it is current version: 0.7.4-870 Fix..: Well since you updated it to work with V1.0 then I think you might have forgot to change the version number somewhere inside the mod. It would be nice if you could fix the "version" check so that it work properbly. PS: I really LOVE your amazing mod.. It bring so much to KSP game.. Personaly I think your mod should have been in the stock game ;-) Thank you for creating your mod, it is fantastic and I can feel your love for your "creation" ;-)
  9. I play hard vanila game, and I am really happy we now have the V1.0 so I really can get far in the hard career mode without holding back waiting for the next update. I agree it took some time to get into orbit the first time though im a very experienced player. And I also find it hard to earn the money and gather the science. But once I get a few steps closer and such missions as send an sattelite into orbit then I start earning allot of money, and it become a bit more easy to go to the mum /minmus and further when I have upgradede the buildings that allow me to get navigation nodes on the map for navigation.. Without I can hit the mum 100% of the time, but it become very difficult to go to minmus and other planets.
  10. Hmmm if you only have this issue with KSP, then I would say you should try to use an older video driver and see if that help you.
  11. - Well I can imagine you might find some time for ksp since the gta5 download is so extremly slow. Many people report they spend more than 5 days downloading the 60GB installation file.
  12. How do i feel. Well I most of the time have the feeling that what I just did did not really have much of a purpose. To be honest I lack a purpose to build a space station and to even visit another planet. Once I get there then it take about 30sec to do the science and then I fly home again. I am however happy there now are some missions/contracts to complete but I still have the feeling that there is nothing much to do when I arrive at my destination and that my "space station" is of no real use. And my planet base of even less usable. So personaly I look forward to the upcomming feature in the stock game where we can mine fuel. That will give me more reason to explor the terrain. Also the contracts and economy system have made the game better just hope they tweak it ;-) But lucky the game can be modded ;-)
  13. Hi I found this interesting article about Russia's involvement in the ISS space station will stop in 2024. They want to create their own "orbital outpost" that so far will be a 3 module station. http://www.space.com/28687-russia-space-station-parts-plan.html
  14. I think it will be kind of cool, if we in one of the buildings had some kind of "hall of fame" corner where we could see awards for every "easter egg" that was found.. Or some photos on the wall or something. But most of all I would like to see the mod "final frontier" implemented in the v.1.0 of kerbal. Why? - Well it is a very good achievement monitoring system who track every kerbals career. For example when you send your first kerbal into space you get a medal for that, and so on.
  15. Kerbals or human-astronauts is the same to me. But having kerbals might be good for the simulator that do not minic 100% real life rockets and constructions. I think kerbals make the developers make it more "eat able" that a rocket do not have to look like a Nasa rocket and make the player feel like he is in a "non real" fictional world. It also allow the developers to "imagine" and be creative with the game than if it had been a "real simulator" of real life things. However I would like to see a "huge" mod in the future with real life solar system and real life rockets ect. I think that would be interesting ( after v 1.0 )
  16. Hello I recommend that you try this mod named active texture management 0.90 It might free up som GB of ram so your game run more smooth.. Notise that first time you start kerbal with this mod, then it will take a longer time to startup kerbal since it is compressing files. Forum Tread http://forum.kerbalspaceprogram.com/threads/59005 Direct download link to latest version. https://github.com/rbray89/ActiveTextureManagement/releases/tag/4-3 ps. Small hint.. When you reach the kerbal main menu, then go into option and change how many FPS the game should run with... Thange from 120-60fps maybe will make your game run a little faster.
  17. I just like to say Im playing 0.90 beta with 0.25 RemoteTech-v1.5.1 I also started a new career game. After 6-10 houres of playing 0.90 with remote tech, then im happy to say that so far I have had 0 problems in the start of a new game. However I have only been in the kerbin system and only used features and antennas with a range that cover the kerbin system. So I do not know if the big dish are working but my guess will be YES. I do not know if the remote programming feature work 100% since my sattelite had serious problems turning without RCS. And in the start of the game several features are turned off in KSP such as navigation nodes ect. So I did not yet use the remote software but fly manual. Other than that, I run the game with 21 mods from 0.25 version of the game, and so far I have had 0 problems that I have notised and 0 crash though they are outdated. ( Only mod that have been updated to 0.90 that im using are modulemanagerto version 2.5.4 ). http://forum.kerbalspaceprogram.com/threads/55219
  18. Well after more than 400 houres + playing kerbal I found out the other day that when setting up a node ( navigation point ) and then dragging the green icon to incresse your burn towards example the mum. Then there come a time when the navigation node and flight patch become rather censitive and it can be hard to fine tune things when dragging the icone.. Well here are the hint. Do as you always do, but when wanting to fine tune, then hold the mouse over example the green prograde key ( the green key you pull to increase your flight path ) and then use your "Mouse wheel" and gently roll it.. Now you can make fine adjustments.. Also another hint. Sometimes when setting up the above navigation node, then you will see a blue + - key. What this key basicly do is to + - one circle/orbit. Or said with other words, you do not have to example wait until your ship have moved two orbits around the planet and then again place the navigation node and try to setup your flight path, you can so to speak plan your burn in the "future" and once you are happy with what you see then time accelerate and wait until it is time to burn.
  19. small advice about the fuel lines... If you zoom in on the fuel line you can see there are small arrows..
  20. It work with 24.2 ( both 32 bit and 64 bit version ). BUT you need to download "modul manager 2.2.0.dll" file and replace it with the one that are in the docking mod ( 2.1.5.dll ). http://forum.kerbalspaceprogram.com/threads/55219 The modulemanager.2.2.0.dll need to be placed in your " kerbal\gamedata\ YES the docking mod do work out of the box even with the 2.1.5.dll file BUT I recommend that you update the file to the newest one, since many other mods do not work correctly without the new file 2.2.0 that are 24.2 ready.
  21. 64bit Run better than 32bit. First of all the ingame menus are faster, and when being at the space center and example visiting the VAB/SPH and other buildings it load almost instant. While flying everything feel the same since i have a powerfull computer but though it feel like the 64bit version or 24.0 run smoother somehow. The only issue i had with the 32version and that have become much better in 64 bit version. In 32bit version the sound of my rocket engines always had a strange click every 5-10 sec, just like a kind of "lag spike" or something.. But with the 24version and 64bit this is now gone ;-) ( technical the sound stop for 1/10 sec i think and made a clicking sound. ).
  22. 1). I wanted to rescue the kerbal stranded in orbit.. When finaly reaching him I found out there where no room in the capsul so i had to launch a new mission ;-( 2). I had a random generated mission to test the big external boosters in orbit... well rather hard to do in the start of the game where funds are limited since they are rather and into orbit since they are heavy to get up there. I tried a few times, but gave up building a rocket since it became to expensive in the start of the game. 3). test engine in water.. well I landed in water and instant fired the engine.. ( took me 2 tries to figure out I should first "stage" and activate the engine when in water since I could not see the green text highlight when touching water). 4). I staged the rocket wrong so the parashutes open when i press launch.. ( it was a big expensive rocket dooh ) but I managed to get it into the air and decouple and made an eva in 15km height to repack the shutes. It did this when the rocket go from climbing to falling and the speed was around 10m/s. It was a bit scary.! ;-) 5). I thought I do 5 missions at once and test many parts on one rocket. The big problem was however that I could not not remember what to activate at what specific height and speed while flying.... keep it simple stupid ;-)
  23. http://kerbal.wlsing.nl/ and I recommend to visit page 1 of this forum tread there is a long list of Faq and a guide ;-)
  24. When I use the dev version, then I always play with both the dev client/server I recommend that you make a fresh install of both server/client, and that you do not use your old KMP save game so you avoid problems.. Personal I run all dev versions in sandbox mode and avoid career mode. Reason are then all players can use all ships and there are no limited to who have what science or parts/modules. - Yes you are correct there are maybe missing some files if you compare your "old" version and the new... When you download the server you need to put 3 files in your server folder, and also the very first time you run the server it will create some files. So that is why you see less files than with your old server. You properbly know the below step by step guide, but in case it can help other people then I write it again ;-) 0). Copy 3 files from Kerbal Space Program\KSP_Data\Managed named assembly-CShard.dll Assembly_csharp-firstpass.dll unityscript.lang.dll Copy them and put in your server folder. 1). right click the server exe and choose run as admin. 2). type either /mode sandbox or /mode career 3). type /start 4). Type /dekessler 10 ( then it will automatic clean up debris every 10 minutes ). To stop the server type /quit and it will save the data and close the window.. Next time you start the server just type /start and it should work like you left it..
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