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Mlah

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Everything posted by Mlah

  1. Does the bangometer need to actually make contact with the ground? If I make a lander with the bangometer on to will it still record impacts or do I need to find a way to flip the craft around as I land?
  2. Setting screens: https://onedrive.live.com/?cid=509e997d6aa85a26&id=509E997D6AA85A26!11089&action=Share&v=3 In my case at least I am actually using a desktop tower not a laptop. The graphics card should be more then capable of running ksp and seems to run everything other then this particular version of ksp. It does seem to be getting worse I got another blue screen, here is the log.
  3. I was kind of wondering if it was a hardware problem but so far it has only occurred during KSP and it does so very consistently when I load it even if I just sit at the main menu. I even tried loading up my old 0.25 folder I had backed up and it runs fine, its solely 0.90 that seems to be causing problems. Would it really be that specific if my hardware is failing? If I get the bluescreen again I will try to get the error code but I can't say I am hoping to see it again.
  4. KSP Version:0.90.0.705 What Happens:After a while the background starts developing all kinds of glitch, lots of random boxes, background turns black, vertical lines. if I try to keep playing it often crashes the display driver. Sometimes it recovers and ksp itself doesn't crash, other times the display driver crashes completely and requires a restart. Mods / Add-Ons:Stock Steps to Replicate:Happens every time game is loaded since updating to 0.90 Result: Fixes/Workarounds: Other Notes/Pictures/Log Files: Trying to get a screenshot from a fresh install caused the computer to blue screen but this was from a modded version that shows the type of glitches. https://www.dropbox.com/s/xrlma3zok5q20jm/output_log.txt?dl=0 Here is the log file. https://www.dropbox.com/s/wa9ihkwujxtgqfp/DxDiag.txt?dl=0 The DXdiag file.
  5. Because a lot of people would end up getting there saves wiped when an asteroid appears and they don't have the appropriate tech/skills/patience to redirect it. The novelty of an doomsday scenario isn't worth ruining what could be anywhere from several to several hundreds of hour worth of progress, especially seeing as you can already do the redirect missions of your own volition. Remember what sounds fun for one person won't necessarily appeal to everyone else. Aside from that there is also a mechanics reason for it as a good part of the reason why things in the atmosphere get destroyed when not active is to save computation power and let the game run smoothly instead of constantly have to try to locate and plot trajectories for every piece of debris that in atmosphere.
  6. Yep I brought up 2700 basic machinery and 750 enriched soil along with 1 ton of the patch, repair kits, and replacement parts. I've lost a bit of the spare parts by now but still have full soil. Also have transferred in three large life support containers to make sure I had enough spare in case things weren't working so there sis a ton of oxygen, water, and food.
  7. Tried going back to the space center and back and reactivating but no luck. I do have all three of the storage containers listed on the wiki. Currently the station consists of : 1 C3 module 1 Kerbitat 1 Aeroponics module 1 Terraformer 2 Inflatable Habitat Rings 1 Inflatable Agriculture Garden 2 ISM Liffe Support 1 ISM Agriculture 1 ISM Equipment and then powered by a 3.5 fission reactor from Interstellar
  8. So I have some questions about the way some of the modules work. I built myself an orbital station with the parts that the wiki suggested but am not quite sure that everything is running properly or that I have the proper generators active. My first question is on the aeroponics module. The infographic says I should have the greenhouse activated to turn compost into biomass but when I turn it on it says "Greenhouse: No space for more ..." Not entirely sure what it thinks I don't have space for as all my storage tanks have empty space. It doesn't seem to be producing biomass either. Also wondering if I am supposed to activate the air filter here seeing as the infographic shows all my oxygen being provided by the greenhouse. Next is the Kerbitat. The composter seems to be running but the habitat says I don't have enough biomass which makes sense since my greenhouse doesn't seem to be generating any. Assuming I only need command and purify active the colony control center and the terraformer seem to be running just fine. The last thing I just wanted to verify was whether these are meant for TACs new consumption rates. I assume they would be since it requires the newest version but the numbers in the tooltips of the various components seem really low.
  9. I'm having troubles with the generators. They seem to refuse to connect to anything and just drop straight through my rockets. I can attach to them in the VAB but everything seems to disconnect on loading on the launchpad. For example I took a probe and stuck a 3.5 generator then a fission reactor and when I launched they phased through the launchpad. I put a helicopter skid under the reactor and that kept it on the ground but the generator still phased through it. Struts don't seem to help as they just stretch as the part fall no matter how many I have.
  10. The greenhouse would probably be a good start seeing as its probab;yy what would be considered the core and has the most modes of operation.
  11. I think that's what I am going to end up doing. I wanted to avoid a tower just because I like the way my spider probes look but an inverted hammer could be fun.
  12. I can't seem to find the RCS for thrust option although mechjeb seems to automatically do so and is much better at keeping the rocket stable. I did find the "use RCS for rotation" and tried unchecking it but that required turning on smart translation first which prevented my thrusters from actually generating enough thrust to lift the vessel Also just messing with the option clicking "use RCS for rotation" would cause all the top facing thruster to emit a massive thrust plume much longer then normal that looked like a massive fireball which was awesome. Other things I have tried is messing with placement and type. For example my original designs which I am going to put below used the 4 way thrusters so I tried using just the single directional ones. I think that made it a little better but they still get used for rotation causing the same problems. Last but not least here are some picture of what these craft look like so you can see how I am using these. Here is one of my first tests, this guy actually worked pretty well and I was able to get him into orbit which is where he currently resides mapping kerbin's kethane deposits. Hes a little low on thrust though. This is my current design that I am having the most problems with. I wanted to build him with a lot of thrust so he could push asteroids around. I don't have a screen shot of it but I attempted switching to mono directional thrusters and placing them underneath the pillars but it didn't halep much.
  13. I realize this but I am not trying to turn RCS off. Like I said I RCS is what is providing my forward thrust so I need them running as I make my maneuver. What I want is to be able to keep my RCS thruster that are pointing down running and then be able to pitch to the side using the reaction wheels without half of my RCS thrusters turning off and flinging me into a wild spin.
  14. I was messing around when I noticed the tritium RCS thrusters where ridiculously over powered to the point where I could use them in place of engine and only need a single fuel tank that could give me tens of thousands of dv. So I have been having fun building probes and landers using nothing but RCS but the problem I am running into is I will have massive banks of RCS thrusters and if I want to tilt the ship a little while I am doing a burn instead of just using the reaction wheels it will try to use every thruster to turn causing the ship to spin violently. Its even worse with SAS enabled as it creates a tremor that just builds ups as it tries to correct itself, each time overshooting more, ending with the whole ship shaking back and forth. I need RCS for my forward thrust so I am wondering if there is some way either through the stock game or a mod that will make it so that when I rotate it only uses the reaction wheels installed on my craft.
  15. This mod is really confusing me.I've been trying to get it to work in the runway on kerbin and most of all I can't seem to get it to consistently do the same thing. I originally was running the space port version but it wasn't working so I came to this forum from the spaceport link only to find this is apperently different from what is on spaceport. So I abandoned that and downloaded the version mentioned in this thread, or at least I think I did because I didn't see a link for it so I just searched github and what I found seems to match this forum. Now I have a bioreactor hooked up to a large greenhouse along with each tank/compressor and all the batteries and solar panels to keep it at full power. When I try to run it sometimes it consumes CO2, sometimes it produces it. Once I got it producing CO2 and oxygen all while duplicating biomass but I can't seem to replicate that. I can't interact with the bioreactor, clicking it just list the storage with no options but in the SPH I can set up action groups for it. Sometimes toggling it via the action group consumes biocake but other times it doesn't.While building all the infoboxes have dozens of generators listed as kethane generators but I don't really understand which are active when. Half of them will say things like produces x 0/sec or they produce the exact same thing they consume in equal quantities. I really like the idea behind this but there is just so much going on between all the parts with very little explanation. I'm sure I'm probably hit requirement barriers on the various resources but my resource page now covers the entire screen and sometimes resources don't seem to transfer between modules. If someone could help me I would greatly appreciate it.
  16. Every time I try to load the prebuild ships it complains that I am missing parts even though I installed all the mods listed on the page. Is there one missing?
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