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BananaDealer

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Everything posted by BananaDealer

  1. If it's "Pictures of X", it mostlikely it already exists as a community thread...
  2. Hmm... Adjustable inflatable wheels sound interesting enough... Not quite clear as to the usefulness of that structural airbrake thing you're describing.
  3. Why would you want to rescale your textures in flight?! That would bring about a ton of issues...
  4. That's the point. Make a Relay in Geosynchronous orbit first, then onto the Mun and beyond...
  5. I'd say: Tech Lvl 1 ~~ Up to Geosynchronous Orbit (maybe a bit above, like 4Mm, just to make it a bit easier to establish networks) Tech Lvl 2 ~~ Between the Mun and Minmus Tech Lvl 3 ~~ Just beyond Kerbin's SOI That would encourage building a satellite network early on, when all you can really do is orbit Kerbin, while still keeping gameplay balanced (i.e- you still need to upgrade the Tracking Station to get patched conics and be able to make manoeuvre nodes, in order to get anywhere).
  6. Also, if you're commanding a crewed vessel, it doesn't require connection to a Ground Station to operate.
  7. Welcome to Kerbal! Onto your troubles. You need a green line to have a stable connection. Are you sure the antenna has the range to reach a Ground Station from 3,638 km? I'm not sure what RO changes regarding antenna range, but the one you have has like 2Mm (2,000 km) for non-RO games. RO also has some Ground Stations with very limited range (usually island bases), meaning they probably won't be good for higher-orbit satellites. Also, if you want to make a communications satellite network, have at least 4-6 dishes on them- not just antennas. Antennas can't be directed and don't provide coverage (i.e- they can only receive commands, not transmit them).
  8. If all that 6.4xKerbin does is make it 6.4 times larger, just multiplying the height values 6.4-times should work... I think. Longitude and Latitude should be the same...
  9. Oh look. Nightmares... Great idea, terrible, horrible execution...
  10. Isn't that the old 0.25 QS bug where a vessel with active quantum struts pointing towards the ground would basically be anchored to the spot and break physics (i.e- you can have it thrusting at infinite velocity and still not move)? In any case, this is a really neat idea!
  11. Right. Seems to have worked... Here's a download link if anyone wants it: NonRO_GroundStationsFork.cfg This config is specifically made for non-RO games, RO probably uses different guids for the Ground Stations. The config would technically work without KSC Switcher as it just adds Ground Station nodes, but I would strongly recommend using it.
  12. ATM and OpenGL do go together, the OP of ATM even suggests using opengl. The very first load of KSP after installing ATM will be very long and possibly hangy. That's normal as it's converting textures. It'll get faster after that. Also, the more mods you have, the longer the game needs to load. It also tends to hang a bit when Module Manager is loading it's stuff. Just leave it in the background and it'll sort itself, it's what I do... Also what do you mean you're aligning the docking port instead of the whole ship? Ports don't really need to be in a particular alignment to mate, they just need to be close enough and reasonably parallel, except for RP/aesthetic purposes... As for the memory stuff, 1.1 update is coming soon and with it Unity 5 integration. That will make for better memory handling, as well as a possibly better/more stable 64-bit version...
  13. Yeah... Figured that much. But KSC switcher works without RO and all the additional KSC sites come up in a reasonable spot (i.e- not in the water or below Kerbin sea-level). So I figured forking a config that adds Ground Stations to the extra launch sites shouldn't be too hard/infeasible. I might be wrong since I am having a hell of a time figuring out the hight of each place, since KSC Switcher uses doubles for its' height values... Anywho, I've got the basic config layout so I'll test it in a few and see what's broken...
  14. Yeah, KSC Switcher was the problem... Any idea if the Ground Stations config works for non-RSS games? Edit: Any place I can actually find that config? The link in the OP is to the old RSS thread... Edit 2: After not finding the config in question, I've set about making one... Will post it in a few...
  15. Is this an actual thing? I've got a load of empty science nodes on the tree, as well as some duplicate ones. Using the Community Tech Tree mod. Is this just for mod compatibility? Like just having the nodes there in case any mods use them.
  16. How many mods are you using? The 64-bit version is still experimental/unwise to use (meaning most mods don't use it) and the 32-bit one is limited to about 3GB of RAM usage. So if you're using a lot of mods that add a lot of parts, textures, etc (plug-ins generally aren't a big issue on RAM), and still trying to run the game on High Res settings, you're probably running into the good-old "Out of Memory" crash. Try using the Active Texture Management mod to reduce RAM load, start with Basic and go to Aggressive if it still crashes. If that doesn't help, try loading the game in OpenGL (make a shortcut and add -force-opengl behind the target), that usually cuts some more RAM usage (at the possible expense of FPS/rendering issues). Anywho, after actually reading your post beyond "it's crashing and I'm using mods"... About the Access Violation... Might be a firewall/admin issue, so first try to run it as Admin, if you're not already. If that doesn't help, it might be a DEP issue. Go into your Computer's Settings/System Properties, find Performance Options under Advanced and go to Data Execution Prevention then select Turn on DEP except for the listed programs and add KSP.exe to the list. Again, that might help, I'm not sure. For more accurate help, upload the output_log from the latest crash somewhere and link it. In any case, welcome to Kerbal!
  17. Hmm... I'm considering adding this to my modlist... What's the memory load I should expect?
  18. That and the framerate once you go above 200 parts with over 70 mods...
  19. Yeah, I know how to fork a compatibility config, used to maintain one for B9, AIES and a whole lot of other mods way back during 0.25... I also figured that it might not be from RT but KSC Switcher, which I installed recently. I don't think it registers the additional launch sites as RT Command nodes (or whatever you call the red dots)... I'll get rid of it and see where that gets me...
  20. Hmmm... I seem to have ran into some connection issues since the latest RT update. When using third-party antennae (like the ones in the Tantares mod, or the Modular Rocket Systems one), which are supposedly RT-compatible. Basically, probe craft list as "No Connection" even while on the launchpad pre-launch. I'm gonna try to reproduce with stock parts, if possible.
  21. I'm still contemplating where I want to take this- parts or functionality (experiments, contracts, w/e). For the time being- consider it Legacy. It works with 0.90, but I can't speak for 1.0+ since I'm not sure if there were any major changes to the science system. Whatever the case, I still haven't found that live marinated chicken. My voodoo doctor, whom I keep on retainer, is also on a holiday to the Bermudas...
  22. *This is a pre-recoded message from the office of Ban-Anad D'ealari, CEO* Hello fellow SCIENCE-enthusiasts! Ban here to tell you- I'm back! I took a long break from KSP after 0.9 rolled out due to personal reasons. Well, put your panties back on cause the time of woe is over! I'll be bringing the Cabana Corp. back from the ashes, I found a really interesting book on resurrection I want to try out (zombie Kerbals may result from this, I don't know). Check back with the Cabana Corp. thread in a few days/a week (the process requires a marinated live chicken and I've yet to find one)! Ban-Anad- out! *End of message*
  23. I know, I know... Fortunately, this time I don't need to sieve through a huge config file just for the couple lines of RC-related stuff... By far my least favourite part of updates...
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