Jimbo78
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Start menu not working
Jimbo78 replied to Jimbo78's topic in KSP1 Technical Support (PC, unmodded installs)
I found a solution to this problem. Apparently at some point the KSP 32 bit executable was changed to run in compatibility mode for windows 7 and although I am using win7, it did not seem to like having that option selected. After removing compatibility mode entirely and also checking the "run as admin" option, the game now runs as it should. So we can consider this matter solved now. Thanks for the help! -
Start menu not working
Jimbo78 replied to Jimbo78's topic in KSP1 Technical Support (PC, unmodded installs)
KSP Version: build id = 00705 2014-12-15_13-42-05 Branch: master Version 0.90.0 32bit Beta, Windows 7 Steam Screenshot: (notice that the start menu options are all grayed out. My mouse cursor is actually sitting over "start game") Craft & Save File: N/A can't get into game Output_log: https://www.dropbox.com/s/4ukk76kuqopi49k/output_log.txt?dl=0 System Spec: https://www.dropbox.com/s/hga74om3ljeoo5s/DxDiag.txt?dl=0 Mods / addons: None, stock game fresh install Steps to reproduce: Closed game and restarted from steam app. Thought maybe steam app was the problem so attempted to start the 32bit version directly from steam directory and still have the same problem. Steps to fix: Tried changing KSP folder in Steam directory to remove the "read only" restriction. After clicking "apply" and exiting out of the properties window, I noticed that the read only restriction reapplied itself to the folder. It will not save my changes. Attempted to use the Attrib -r command in CMD but got parameter errors. I made sure I was typing out the command exactly as it states in "attrib /?" but still same result. Note: 64 bit executable does work and allows me to play the 0.90 build however all of the buildings are fully upgraded in appearance only yet the restrictions as if the buildings were still 1st tier still apply (limited tonnage on launchpad, cant EVA, etc) which renders the game unplayable. I do not see how this issue could be caused by system specs. I've been playing every version of KSP without issue up until version 0.25 when this problem started. -
Start menu not working
Jimbo78 replied to Jimbo78's topic in KSP1 Technical Support (PC, unmodded installs)
Hello, I'm posting again on this old issue to report the same problem with the new KSP 0.90 update. I've attempted many times to change the KSP folder to remove the "read only" option but it doesn't save and when I right click on the folder again it shows the "read only" option is selected still. I've tried using the "attrib -r" command in CMD but keep getting parameter errors. At this point 0.90 is completely unplayable for me because I cannot get 32bit start menu to function and 64bit is broken in career mode because the space center buildings are completely upgraded yet the game still sees them as first level buildings so my weight limits are restricted and i cant EVA. What can I do besides shelf this game until (and if) the game is ever fixed and playable? At least I still have 0.24 to fall back on but I would really like to see the new features since I paid for them. edited: forgot to mention. I am using Windows 7 64bit, also here is a picture to show the problem i'm having. -
Start menu not working
Jimbo78 replied to Jimbo78's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for getting back to me so quickly on this issue Claw. I tried your suggestion and changed the KSP folder to remove the read-only option but that didn't solve the problem. I believe the default Steam link to the game is the 32x version so instead of launching that again I tried the 64x version in the KSP folder. That version of the game loaded up just fine and I had the option to start a new game, ect. I thought maybe there was just a problem with Steam so I tired the regular KSP executable for the 32x version and got the same problem. Here is a link to the dropbox copy of the output_log text file. Hope there is something there to make this problem go away. https://www.dropbox.com/s/4ukk76kuqopi49k/output_log.txt?dl=0 -
Before updating I saved my 0.24 files to a different folder on the PC so I could continue playing with the mods I've installed. Now after the 0.25 update, once the game gets to the start menu I cannot chose any options. Everything is grayed out and the only way to close the game is ALT+F4. I went into my steam directory and completely deleted the KSP folder and all of its contents and reinstalled from scratch through steam and still got the same problem. I don't think it could be conflicting with my saved 0.24 files since they're moved to an entirely different folder. Any way to fix this?
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Jimbo78 replied to Nereid's topic in KSP1 Mod Releases
Wow, thank you for this mod. I've been looking for something that tracks all of this stuff. I was using my own excel setup to track total mission hours and the achievements outside of game but you've made it so much easier and even made it better with the visual rewards. -
Ok, thanks, I wasn't aware that issue was a bug. I don't skim thousands of forum posts on the mods I use so thanks for clearing that up.
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I'm really trying to avoid the whole save and reload thing with this particular career game. I allow for all mistakes to go to conclusion even if it means the death of dear Jebediah.. which somehow one weird rocket glitch did cause my entire ship to spontaneously explode, heh. Thanks for your suggestions though. Quick follow up question, how do I take experiments from one ship to another without docking them? I didn't know that could be done!
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I don't have any screenshots unfortunately. I didn't think about it at the time. Anyway. I had a mission to Mun where I had landed and gathered quite a bit of science. The problem I encountered was during landing, my horizontal velocity caused the engine and fuel tank portion of the lander to break off. Everything else survived though so I thought I could bring up another mission with some of the KAS parts and simply attach a coms unit to the broken lander and transmit back the science. I landed nearby and EVA'd and took a Communotron 16 and stuck it on the lander, set it to talk to mission control (using remote tech also) but when I tried to transmit the science I gathered, it said I didn't have any communications device. Any idea why this happened? I assumed that as soon as I put the coms device onto the other ship I would be able to transmit without a problem. It makes no sense that you can take coms devices up in the KAS lockers yet after attaching them to vessels they don't work as intended. Thanks!
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Hi Ekku I made an account specifically to post on this thread because I love the idea of controlling construction times on ksp. Anything that makes it more realistic and ups the difficulty is a big bonus in my book. Anyway, I was reading the other responses and suggestions and one thing I thought might be worth considering is rather than adjusting time based on the size of the rocket, how about construction based on the complexity of the components that are to be attached in the final build? For example, the basic rockets LVT-30 would take less time to develop than the LVT-45 since the latter has the added feature of vector control. It would seem that the more complex a piece of machinery is, the longer it would take to construct it if this is at all possible. Also in regards to the simulation and the need to get construction done to make launch windows, perhaps there could be an option to "Rush construction" which would reduce the time to a user defined amount. The drawback of rushed construction could be disastrous errors in the mechanics of the rocket thus leading to rapid disassembly. These flaws may or may not be present in the actual simulation as you suggested in a previous post but show up during launch. Thanks for reading!
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A Noob's Delta V question, please help
Jimbo78 replied to Jimbo78's topic in KSP1 Gameplay Questions and Tutorials
Thanks a bunch everyone. I see what I was doing wrong with my calculations and have been able to adjust it accordingly. Sure I know there are mods that do all this work for you but doing it myself suits my desires to understand the complexities of the game before resorting to some one's work to do it for me. Its like taking a test by looking over the shoulder of the person actually writing the answers. I've since launched several rockets that have easily obtained orbit so my next goal is docking and then on to interplanetary travel. I appreciate your help and advice -
Hello everyone I just bought KSP about two weeks ago and have been messing around with the delta-v calculations to try and build an effective rocket. While I understand the basics of calculating Delta-V for single stage low orbit rockets, I find I am running into a bit of a snag when calculating for multiple stages for longer interplanetary missions. The craft I built was pretty simple and was designed as a rescue craft to bring back poor Jebediah from his mission to launch a comsat into orbit. The parts are listed below: Reentry Stage 1 - mk16 parachute 1 - Command pod mk1 4 - LT-1 Landing Struts Reentry Stage Propulsion 1 - TR-18A Stack Decoupler 1 - A.S.A.S Module 1 - FL-R25 RCS fuel tank 2 - FL-T400 Fuel Tanks 8 - RV-105 RCS Thruster Block 1 - LV-T30 Liquid Fuel Engine Central Thrust Stage 1 - TR-18A Stack Decoupler 3 - FL-T400 Fuel Tanks 1 - LV-T30 Liquid Fuel Engine 4 - RV-105 RCS Thruster Block 6 - TT-Radial Decoupler Asparagus Stage Rockets Three stage groups of 2 for a total of 6 rockets 3 - FL-T400 Fuel Tanks 1 - LV-T30 Liquid Fuel Engine 1 - Delta Deluxe Winglet 2 - EAS-4 Strut Connectors 1 - FTX-2 External Fuel Duct 2 - Sepratron 1 So that is my build, I hope it makes sense the way I structured it. Here is how I calculated my delta - v. I am sure I did something wrong because I end up with a value that doesn't seem like it would be enough to get off Kerban. Total Mass = 64.99 For total dry mass I took into consideration the staging of the asparagus configuration and figured it for the point after each stage would be released, so: Post stage 1 (total mass - dry mass of stage): 64.99 - 4.34 = 60.65 Delta V for stage 1 = (9.81 * 320) * ln(64.99/62.82) = 216.962 Post stage 2 (new mass - dry mass of stage): 60.65 - 4.34 = 56.31 Delta V for stage 2 = (9.81 * 320) * ln(60.65/56.31) = 233.078 Post stage 3: 56.31 - 4.34 = 51.97 Delta V for stage 3 = 251.781 Post central stage: 51.97 - 8.55 = 43.42 Delta V for central stage = 564.26 Total Delta V = 1266.08 ???? After a test, I was able to get into a stable orbit around 100km by time I had exhausted all but my reentry fuel, this gave me a 2 full tanks for whatever maneuvers I needed to make. So as far as I can tell, I did this calculation correctly, right? I apologize for the really long post but it is necessary to understanding the dynamics of the game fully and I appreciate any and all assistance and advice on this calculation. Thanks!