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toggelhase

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  1. Hmm, intersting. This is running on a brand new PC, so installations there should be ok. And all other network functions do work pretty well. Altough I am programming serve sides applications at work, I must admidt that I am a Java guy and have absolutly no knowledge in :NET. I guess I will retry it on a clean Kerbal installation just to be sure.
  2. Firewall should not be a problem, I even tried it with windows firewall turned off (running win10 here). I found the following in the logfile: [...] Telemachus, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null [Telemachus] Loading; Looking for compatible mods to inject registration.... Telemachus compatible modules Found: None Internal plugins loaded: - Telemachus.Plugins.RasterPropMonitorPlugin [...] and [...] Telemachus, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null [Telemachus] Telemachus data link starting (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Telemachus, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null [Telemachus] Invalid IP address in configuration file, falling back to default (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Telemachus, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null [Telemachus] Argument cannot be null. Parameter name: hostNameOrAddress (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Telemachus, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null [Telemachus] at System.Net.Dns.GetHostAddresses (System.String hostNameOrAddress) [0x00000] in <filename unknown>:0 at Telemachus.TelemachusBehaviour.readConfiguration () [0x00000] in <filename unknown>:0 at Telemachus.TelemachusBehaviour.startDataLink () [0x00000] in <filename unknown>:0 [...] The config file I use is the following: -<config> <int name="PORT">8085</int> <string name="IPADDRESS">-1</string> <int name="PARTLESS">1</int> </config>
  3. Yes, I right clicked on the Antenna and selected "OpenLink". Then the browser opened with the URL "http://127.0.0.1:8085/telemachus/information.html" but it said that the server was not up and running. So it looks as if Telemachus did not start its web server so that no data could be received. and what to you mean by the "About" tab? IN Kerbal? In the Browser? The Browser shows nothing of course as it cannot connect to Telemachus. For info: I run Kerbal in 64bit with several other mods, is there any known incomparability with other mods?
  4. I remember that I used Telemachus quite a while ago back on another computer and it was running fine. Now with a new PC, I wanted to try it again, but failed to get it work. Whatever config I try, I cannot connect via the browser, I always get a message that the server cannot be connected. I tried the following config in the config.xml: 1) Default config, so access via 127.0.0.1:8085/telemachus/information.html 2) Configured "localhost" as servername 3) Used the real ip of the PC as servername 4) Used different ports for above config 5) Disabled local windows firewall Any hint how to get it work, or where I can find some log-messages that could give an idea what is wrong? Thx, Michael
  5. This happens in Version 1.0.2 (and also did in 1.0.x before): If your game name contains some umlaut characters (e.g. "ö" or "ä"), the load dialog in the VAB does not show any thumnails of your own ships (those that are stored at "saves\[gamename]\ships\vab"). The default ships are shown with thumbnails correctly. Renaming your game (i.e. the folder under "saves") will fix this issue. Looks as if there is some kind of encoding issue here.
  6. MISS Back in the early days of my Space Programm (must be monthes ago.... ) reaching Minimus was a real challange. And setting up a space station there was even more. So the first attempt to bring a staion into Minimus orbit was the MISS - a tiny station giving a bit the look of Skylab. Therefore MISS is nothing compared to the huge designs often presented here. As it was very cramped inside, Kerbals did not like to stay there for a long time. So with progress of the space programm, the station was abandoned and a bigger, more advanced version replaced it.
  7. MUSS The next station to be build was the Mun Space Station (MUSS) in a 150 km Mun orbit. Using several parts that were already used in KESS, this staion is used as a stop to transfer Kerbals down to the various Mun Bases The station consits of the following parts: 1: Base core with control module 2: Engergy module 3: Still attached oribital tug, this one was used t bring the single parts into their position. Its engine is now used for smaller position changes 4: Gemini Mk IV shuttle for transfering Kerbals down to Mun and back 5: Small Kethane tank and processing unit. A Kethane miner is currently landed on Mun 6: Fuel storage 7: Science Module
  8. KESS This is my (now abandoned) Kerbin Space Station KESS in a 250 km Orbit around Kerbin. It was my first attempt to build a space station (using stock parts), and it was enhanced over various game versions. The staion consits of the following parts: 1: Base core with control module 2: Two mergency capsules docked (now that the station is abandoned, those two are gone) 3: Small fuel tank for refuling docked crafts 4: Science section, with science modules and goo containers, this was the last addtion to the station 5: Engergy module, some solar panels were lost after a docking accident 6: Habitat module with additional docking ports
  9. Voyager Mk IV a With several intersting add-ons to create maps of moons and planets, my Kerbals have build a universal usage scanner orbiter to create maps and collect Kethane information wiht one single craft. The result is the Voyager Mk IV. Equipped with a Kethane scanner and several (all) SCANSat detectors, the Voyager MK IV can create various maps at once. Obviously, this craft only works with several add-ons installed. So far, this orbiter has been successfule used and tested at: Mun Minimus Moho Size: 733ts Delta-V 13861/s^2 (8250/s^2) Prelaunch In Mun orbit The download contains only one versions of the ship: with addons. The follwoing addons are required to run the addon-version of the ship: -Mechjeb -Kethane -Procedural Fairings -SCANSat You can download the "Voyager Mk IV a" here: http://www.german-navy.de/web/Kerbal/Voyager Mk IV a.zip
  10. Viking Mk III The Voyager Mk III is a multi purpose probe. It consists of a lander and an orbiter. As the lander is not equipped with parachutes, it should mainly be used on non-athmospheric moons or planets Its first succesful mission went to Moho. Everything worked fine until the final meters of the lander descent - the ground was too uneven, therefore the lander got damaged at the landing. During take off, you should disable the rotation wheels on the probe ('0' key). Targets reached so far: Moho (partial success, lander damaged during landing) Size: 449ts Delta-V 18749/s^2 (12180/s^2) Prelaunch In Moho orbit (lander and orbiter still combiend) Descent to Moho Just seconds before touchdown Landing on Moho Orbiter in Moho orbit The download contains only one version of the ship: with addons. The follwoing addons are required to run the addon-version of the ship: -Mechjeb -Procedural Fairings You can download the "Viking Mk III" here: http://www.german-navy.de/web/Kerbal/Viking Mk III.zip
  11. Pioneer Mk II a The Pioneer Mk II is a multi purpose probe. It consists of a lander and an orbiter. The oribter is equipped with a Kethane scanner. The lander is equipped with parachutes, so it could be used on athmospheric planets or moons as well. Its first succesful (some kind of) mission went to Moho. While the transfer stage run out of fuel during the circulizing burn at Moho, all the lander fuel and probe ful had to used up for getting into orbit as well. Therefore the orbiter is now in a quite ecliptic orbit around Moho, but at least it is there. The second tatget was duna. there the orbiter came to a stable orbit and the lander landed succesfully. During take off, you should disable the rotation wheels on the probe ('0' key). Targets reached so far: Moho (partial success, at least an orbit) Duna (succesfully landed) Size: 440ts Delta-V 13635/s^2 (7751/s^2) Prelaunch During transfer In Moho orbit Transfer stage seperation in Duna orbit Seperation of lander and orbiter in Duna orbit Landing on Duna Almost down on Duna The download contains only one versions of the ship: with addons. The follwoing addons are required to run the addon-version of the ship: -Mechjeb -Kethane -Procedural Fairings You can download the "Pioneer Mk II a" here: http://www.german-navy.de/web/Kerbal/Pioneer Mk II a.zip
  12. Now let's switch to some unmanned probes that were at least a bit successful.... Voyager Mk II a The Voyager Mk II is the first succesful interplanetary probe in my space program. This means it was able to arrive at a other plant and go into a orbit there. The probe is equipped with a ion eninge, giving it enough delta-v to manouver in differetn orbits at the target. The transfer stage runs with a nuclear engine. As this was one of the first launcher desgins, the Kerbal engineers made, its is quite "wobbly" during take-off, so a limitation to 15-25 km/s^2 seems to be a good idea. Targets reached so far: Duna Jool Size: 153ts Delta-V 19741/s^2 (14842/s^2) Prelaunch During transfer Arriving at Duna In Duna oribt In Jool orbit The download contains two versions of the ship: One Stock and one with addons. The follwoing addons are required to run the addon-version of the ship: -Mechjeb You can download the "Voyager Mk II a" here: http://www.german-navy.de/web/Kerbal/Voyager Mk II a.zip
  13. Its easy to transport a small probe into space - but if this probe was not designed to land by its own, you have no chance to return it to Kerbin. So when I made a planetary lander that contained a small probe which should return some samples from Minimus to Kerbin, the contruction of a universal shuttle started to lift cargo into orbit and return it from there again. Shuttle Mk Ia As there is no cargo bay in the stock parts, the Kerbals had to invent something how to transport a payload safely back to Kerbin. The idea was to put it blod the crew capsule, combined with a multi docking port which allows to dock any of the three docking ports to the shuttle. Because of its design, the shuttle is a bit tricky to launch, you should not extend an acceleration of 20m/s^2 until the gravity turn has been completed. Size: 479 ts Delta-V 8300 m/s^2 (7125 m/s^2) Prelaunch After Gravity turn, now running on the second stage In orbit, the cargo bay lights have been turned on. Probe has been relased Recover the probe Docking of the probe almost completed Landing at the KSP The download contains two versions of the ship: One Stock and one with addons. The follwoing addons are required to run the addon-version of the ship: -Mechjeb -Aviation Lights You can download the "Shuttle Mk I a" here: http://www.german-navy.de/web/Kerbal/Shuttle Mk I a.zip
  14. Tanker Mk II a The Tanker Mk I works fine and is widely used in my space programm. However, it is limited with the fuel capacity. Therefore Kerbal engineers sat down and develped the Tanker Mk II. Which is a very Kerbal design as it fails quite often. With two Rockomax-64 tanks it has twice the capacity of the Tanker Mk I. The docking ports are installed in a way that multiple crafts can be supplied at once. It has a capacity to refuel most interplanetary vessel or space tugs at once. However, it is very tricky to launch. About 60% of all launches fail because the craft simply falls into its parts during the take-off. Sometimes even on the launch pad. So if you use MechJeb for take-off, limit the acceleration to 15m/s^2 for the first stage. The later ones can be increAsed to 20m/s^2. For a manual launch you have to be very careful. It's best to bring this thing to a 75 km orbit first and then transfer it to its final destination. Size: 583 ts Delta-V 9235m/s^2 (7925m/s^2) (including its own fuel capacity) Prelaunch In Kerbin orbit (100 km) The download contains two versions of the ship: One Stock and one with addons. The follwoing addons are required to run the addon-version of the ship: -Mechjeb You can download the "Tanker Mk II a" here: http://www.german-navy.de/web/Kerbal/Tanker Mk II a.zip
  15. After the Gemini transport vehicles, now lets come to some widely used vehicles in my Space Program: Orbital tankers. Tanker Mk I b The Tanker Mk I b is a simple one-Rockomax-64 tank equipped with all three kind of docking ports. It also has a small RCS fuel storage and enough solar panels to recharge batteries of empy vessels in a short time. In my space program, several of those are orbiting Kerbin in different orbits mainly to refuel interplanetary or intermunar craft after or before their trips. Or of course, they are used in emergency if a Kerbal runs out of fuel out there. If they fuel has been used up, those tankers are crash landed on Kerbin. For launch, they use our Lifter Mk I lifters. The Tanker Mk I is able to be sent to Mun orbit, but by doing so, you must use some of its own tank capacity. Size: 440 ts Delta-V 5159 m/s^2 (4311 m/s^2) (without using its own fuel capacity) Prelaunch In Kerbin orbit (200 km) The download contains two versions of the ship: One Stock and one with addons. The follwoing addons are required to run the addon-version of the ship: -Mechjeb You can download the "Tanker Mk I b" here: http://www.german-navy.de/web/Kerbal/Tanker Mk I b.zip
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