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Everything posted by Tex_NL
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I won't touch CKAN with a 2m pole. I am not IQ deficient. I install my mods manually. I usually download from Spacedock. Pretty sure I got ModPods from there as well. If you want to dig through two almost 3.5MB cache files, be my guest. I'll make them available to you later today. Edit: http://tex.texel.com/WithoutModPods.rar http://tex.texel.com/WithModPods.rar MM configs with ModPods installed are nearly identical. As far as I know all MM adds when ModPods is installed is a few MechJeb modules. With ModPods installed I did another test with a different craft. Normally MechJeb launches it to orbit with ease. This time it fell miserably short. But this craft too featured some parts from Mk2 Expansion. I'll see what happens with a 100% stock craft. Edit 2: Same result with a pure stock craft. With ModPods installed the craft performs far below par.
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New Player / Tips (Thanks!)
Tex_NL replied to fisune's topic in KSP1 Gameplay Questions and Tutorials
KSP does not have a learning curve, it has a learning wall. For new players it can be extremely difficult and frustrating. Especially when you see how easy experienced players make things look. My advice: just go for it. Watch a lot of (YouTube) tutorials, browse images and experiment. Do NOT be afraid of failure. Failure is guaranteed. Failure is not an option, it is part of the process. Just try to have fun and learn what does what. And do not be afraid to think 'out of the box'. Rules are made to be broken. And most important: Never, and I do mean absolutely NEVER allow anybody to tell you what you should or should not do or how to play the game. Play the game how YOU want. Not how anybody else wants. -
save and load to solve a contract
Tex_NL replied to Spricigo's topic in KSP1 Gameplay Questions and Tutorials
Yes. It IS a real thing. Especially for satellite contracts. -
Discussion: what are the best ways to reduce launch cost?
Tex_NL replied to 322997am's topic in KSP1 Discussion
This exactly makes my point. If you are able to consistently land that close to the runway sooner or later you will land ON the runway. Either through practice or sheer luck, eventually it WILL happen. So a statement it can never happen is, was and always will be pure BS !!! -
And that's EXACTLY why I am baffled too. Before ModPods: plane works fine. Install ModPods: plane fails miserably. Remove ModPods: plane works just as before. Re-install ModPods: plane fails again. Nothing has changed except ModPods. Something in ModPods is messing up one thing or another. Drag, thrust, aerodynamics? I'll do some more digging around but for now modpods will sadly not make it into my career game. Edit: After more testing and I am sorry to inform you I have not been able to eliminate ModPods as the prime (and only) suspect. I did multiple tests both with and without ModPods installed. I even had MechJeb take full control of the flight just after take-off to eliminate unintentional bias. Without ModPods my plane made orbit. With ModPods installed in even failed Mach 1. If you want I can send you the craft (Stock + Mk2 Expansion) with detailed flight instructions.
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I gave this mod a try and I like the models. But there is one thing I do NOT like: Why does this mod mess with the atmosphere? SSTO spaceplanes that can easily make orbit without modpods installed don't stand a chance with modpods installed. Flight profiles were identical and neither flight featured any modpod parts.
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Discussion: what are the best ways to reduce launch cost?
Tex_NL replied to 322997am's topic in KSP1 Discussion
Agreed, landing back on the runway/launchpad can be difficult. But stating it will never happen is complete and utter BS ! With a bit of practice and proper design you can land back on the runway/launchpad each and every time. -
@Greylin This mod was released just a few hours ago. I have not tested it myself but it could be your golden ticket.
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What's that graphics mod that youtubers use?
Tex_NL replied to Chel's topic in KSP1 Mods Discussions
I run KSP on a potato-and-a-half; A 9 year old win7 2.8GHz i5. I run plenty mods including EVE and PlanetShine and only get occasional lag. I stand by my previous statement that any reasonable PC can run those mods, just don't expect to get fluid gameplay on the highest settings. -
KSP crashing random points
Tex_NL replied to hastuur's topic in KSP1 Technical Support (PC, modded installs)
Keep in mind 64bit will ONLY help you when you have more than 4GB RAM. -
Game crashes about every 30 minutes
Tex_NL replied to pauldbk99's topic in KSP1 Technical Support (PC, modded installs)
The main difference between 32 and 64 bit it the ability to use more that 4GB RAM, according to your error.log you only have 2GB RAM. I seriously doubt switching to 64bit has made ANY difference for you. You must have left out one or two mods that were hogging your RAM. -
Correct. If SAS is on and you press [F] it will be off as long as you hold it. If SAS is off and press [F] it will be on as long as you hold it. And another thing. If a plane can not fly without SAS it is a crap design. A properly designed plane can fly even without SAS. All it would need is a bit of trim to compensate for slight weight shifting as fuel is consumed.
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What's that graphics mod that youtubers use?
Tex_NL replied to Chel's topic in KSP1 Mods Discussions
If you run KSP on an older PC and are afraid your system can't handle the strain only focus on Environmental Visual Enhancements and PlanetShine. Just installing those two will result in an enormous visual upgrade and any system should be able to handle it without much trouble. -
Then you clearly do not live where I live. Even within town limits it's nothing but stars. (Closest significant city is 10+km as the crow flies. The next 20+km.) When I was a kid I had a six-pack. Now I have a keg.
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Game crashes about every 30 minutes
Tex_NL replied to pauldbk99's topic in KSP1 Technical Support (PC, modded installs)
Incredible. Normally 'the usual' people pile on like madman with 'how to get support' and all kind of wild BS theories. But now, when the problem is as clear as the nose on your face they are nowhere to be found. From your error.log: Error occurred at 2018-02-01_170602. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by Paul Kalma. 84% memory in use. 0 MB physical memory [1240 MB free]. 0 MB paging file [2200 MB free]. 0 MB user address space [126 MB free]. Write to location 00800000 caused an access violation. You're using the 32bit version. But since you do not have a lot of available memory to begin with running 64bit won't help you anyway. You're simply running out of memory. You're left with two options: Install more RAM and run the 64bit version. Loose a lot of mods. -
Spacecraft rolls for no reason
Tex_NL replied to LordOfMinecraft99's topic in KSP1 Technical Support (PC, modded installs)
@LordOfMinecraft99, does your craft keep rolling or does it roll to a certain angle, then stop? If it keeps rolling it is either as others already said trimming or a clipping/phantom force issue or. (On large craft I would suspect autostruts but I highly doubt they are to blame on a craft this small.) If it only rolls to a certain angle it is even easier than that, then it is MechJeb. Turn off the 'force roll' in MechJeb's Smart A.S.S. -
It has been asked for and requested to such extend it has been modded back in July '15. Too bad it seems to be outdated. Really, actually searching for (and finding) such info is NOT hard.
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Is it possible to change science percentage mid-career?
Tex_NL replied to Goddess Bhavani's topic in KSP1 Discussion
Easiest (best?) solution to finishing the tech-tree: LABS! Execute all experiments multiple times. Deliver one set back home at Kerbin for the standard reward. And deliver consecutive sets to as many labs (in different locations of course) as possible. Crunch the data of even more science. Keep in mind that even experiments that no longer have any value when sent home can still be crunched in a lab. -
How to optimize rocket engines for a rescaled solar system?
Tex_NL replied to BMot360's topic in KSP1 Mods Discussions
I can totally confirm this. Stock(ish) works just fine in 3.2x. I use mostly stock and KW Rocketry. It's not the engines that need optimization but rather your method of thinking. Reliable design strategies in stock are far from guaranteed to work in 3.2x rescale. -
The glaring issue nobody is talking about regarding the new forums...
Tex_NL replied to CobaltWolf's topic in Kerbal Network
What's wrong with the one we already have? -
I highly doubt there is or ever will be a mod like that. But I can give you two suggestions: Get an autopilot like MechJeb and have it take care of your launches. Practice, practice, practice !!! Learn to play the game before you start changing the core mechanics. Do NOT be afraid to fail. Even the most seasoned players cock-up from time to time.
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And this is pretty much my problem. For you it's just half a day away, for me it's half a WORLD away. It would mean spending hundreds of euro's on an intercontinental flight and accommodations.It's just not worth it. And the reverse is also true. Anything in western Europe would be easy for me but getting expensive for you.
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[1.3.1] Rescale! Comprehensive SD Configs [1.0.2.8] [03 Dec 2017]
Tex_NL replied to Galileo's topic in KSP1 Mod Releases
@Galileo I just spotted a minor but rather fatal flaw in the 3.2x rescale: Low Kerbin rescue contracts spawn between 70 and 100km. Stock this would be just outside the atmosphere. But with the 3.2x rescale they are just within the new heigh 100km atmosphere.- 310 replies
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