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Dingbat1967

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Everything posted by Dingbat1967

  1. Getting this error in the logs: Happens about once an hour ... System.NullReferenceException: Object reference not set to an instance of an object. at KMPServer.Server.hostingLoop() at KMPServer.ServerMain.hostServer(ServerSettings settings) Stacktrace: at KMPServer.Server.disconnectClient(Int32 index, String message) at KMPServer.Server.handleConnections()
  2. So far my server is running fairly stable. Saw one crash so far. Note to the dev(s) -- if you guys need to do troubleshooting, I have no problem giving you access to my machine via RDP. Server is 24/7. *** Server: ksp.zone-51.org:2076 http://ksp.zone-51.org:88 Basic Server stock only for now until I figure out how to allow certain add-ons (ie: mechjeb). You can contact me by Email: [email protected] if you have questions, comments, crash reports. PS: I put up a first space station called "public toilet space station" -- feel free to add components at will. Lights would be nice.
  3. AREA-51 / ZONE-51 Server Located in Eastern Canada (East cost of the North America) Server: ksp.zone-51.org:2076 http://ksp.zone-51.org:88 If you're having trouble connecting, try ksp2.zone-51.org:2076. It's an alternate server. Stock Server, up 24/7, being actively monitored for bug escalations. You can contact me by Email: [email protected] if you have questions, comments, crash reports. Thank you!
  4. Confirmed, this application requires .net 3.5. Had to add it in the "FEATURES" of windows 2008 R2 ... you can't install .netfx directly. Should be in the readme.txt
  5. I did ... everything is in the same folder (c:\kmp) Cannot load sys.core sounds to me like maybe it's expecting a different version of the .net framework?
  6. Tried to setup a server, Windows 2008 R2. Getting this error when I hit "H" to start up the server ...
  7. I just left Shmuck's server ... worked GREAT! I think I crossed happydude as well. Anyhow, managed to dock a battery pylon to some guy's space station who asked for the part ... this is sooo f-ing cool I can't say thank you enough. Being able to play collaboratively in near-real-time is so awesome. Please make sure you keep the project open with licensing so others can continue the project if ever you abandon it. There is so much WIN in this plugin. -- Dingbat
  8. One thing I learned about Duna Landers is to mount all the parachutes on your central component. Don't split them up to mount them on say, the capsule and the rest on the lower body. The differential in inertia can tear the lander apart. The capsule will survive but might get seperated from the rest of the ship. KISS (Keep it simple). You will need between 1500 and 2000 m/s of DV to get back in orbit. Drogues are a good idea. Since the atmosphere is thin, you need to put more parachutes than you would on kerbin or keep some fuel to do a burn near landing to drop before 10 m/s. If you're interested I can send you two .craft files for landers that work very well on Duna.
  9. @AntonDV: Reason is simple, I'd like all the base features to _work_ so that means career mode. Since it looks like most of the emphasis in the future is going to be career mode. @UbioZur: Thank you! @Kasuha: I'd like to do that but it's a lot of work. I have 3 different flotillas (1 to jool, 1 to eve and 1 to moho) + stations and mining outposts. I'd be a lot of effort to put that back from scratch. But I guess I'll do it if I don't have a choice in the matter.
  10. Actually I finished unlocking everything in the tech tree two days ago. Did it in 8 missions. I could've cut it down to six since one of the missions was a minmus flyby that should've been a landing (time accelerated too far) and the other mission (DUNA mission) suffered from a badly designed lander. It was supposed to land on Duna and Ike. Finally went to Ike instead after several tries. Duna mission: http://imgur.com/a/dAyC0 The point is -- I already did it all. I just want to incorporate a very big effort I've been doing since once you've unlocked everything, you're basically back to sandbox mode. Massive Space Program: http://imgur.com/a/wglao http://imgur.com/a/3hmPb http://imgur.com/a/U3zWT Thanks.
  11. I have a long term game I call the "Massive Space Program" somewhat in the same tradition as Scott Manley's reusable space program with a slightly different slant on things (mass production -> cheaper spacecraft and lifters) + reusability. I'd like to convert it to career mode. It uses certain mods, some I've figured out, others I haven't tried yet to make work with the new version. Wondering if it's possible. Since new features and capabilities are going to be added to career mode, I'd like this game to work with it. Thank you.
  12. Never mind, I think I figured it out. In the KSP Spaceport, there's a Mechjeb entry from a guy called "The White Guy" that rolled up something into the default parts of KSP some mechjeb lines for each component. Now that kinda sucks now because that means my current save game with all my ships (I have a Massive Space Program going on in sandbox mode) are going to lose mechjeb and I can't just retroactively add the module (I think). I'll see if I can manually modify my files but I wish the stupid spaceport was better organised. Had I known this was not the "correct" way ... MODULE { name = MechJebCore RESOURCE { name = ElectricCharge rate = 0.005 } }
  13. Could someone explain to me the difference between the mechjeb file downloadable from the start of this thread and a mechjeb file that I found in the spaceport that actually seems to contain a folder of modified parts from the gamedata\squad\parts\command section? I'm trying to fix mechjeb in Sandbox mode on my KSP 0.22 but I did not have the AR-202 folder or anything like that.
  14. Thanks Guys. That's what I needed. I'll use the tool although from what I heard, around 70ish is a good target. I'll try that. Otherwise I'll need to do more refueling runs from Gilly which is fun, but time consuming -- Dingbat.
  15. Howdy, I'm planning on sending a flotilla of spacecraft to EVE. I have enough Delta-V to decelerate using engines (and replenish my fuel stores via Kethane mining on Gili), however I would much prefer using Aerobraking/Aerocapture to decelerate the ships from the interplanetary transfer to an EVE orbit (even if it's very excentric, I can always do more aerobraking passes to drop down the orbit and save on the fuel). What would be a proper altitude for the first capture? -- Dingbat.
  16. Around 200t in orbit in one go for me. I'd like to vouch for Allmhuran's thrustplate technique -- it really works great. That's what I used to lift my "heavy interplanetary explorer" into LKO. The thing has about 12 km/s of Delta-V with full tanks. I can go anywhere with this. I can even "stage" by decoupling the rear thrustplate assembly and releasing the 3 outer tanks (they all feed into the central one) which probably kicks up the delta-v a bit. I used the same rocket to build my long range heavy "tug" and my EVE return lander: I could see myself going even bigger using the thrustplate technique but at a handfull of frames per second, it becomes painfall. This will suffice for me -- Dingbat
  17. EVE Mission is a go. My flotilla is at T minus 2 days to launch Heavy transfer vessel Yamal pulling my Eve return lander "snowflake" along. The rest of the flotilla in close formation KSS Fredericton & KSS John Franklin with KSS Toronto a bit further away KSS Toronto. A _big_ mission with 4 ships, several landers including a Kethane lander for Gili and even a small space station core. Going for Epic.
  18. I've been playing the game from two months. Landing on minmus & the mun has become pretty easy at this point, so has docking and building large-ish ships. I've decided that if I'm going into the solar system, I'm going to be very methodical about it and started a "Massive Space Program" with 43 ships in Kerbin orbit, sending flotillas instead of individual ships to target worlds. Right now my first flotilla is mid way to Eeloo, another one to Jool, two are ready for moho & eve. If you're going to do it, do it the way it should be done Very much inspired by Scott Manley's Reusable Space Program. I don't do any of his fancy stuff (like the spinning Habitat) but right now, with the Kethane mod, it adds a whole dimension to the game. My whole plan is simply to send preliminary survey groups to each world, landing some permanent stuff, but every "flotilla" has at least two kethane miners, rovers ... kethane scanning satellites, the works. I'm having a blast and I love building. Don't give up. -- Dingbat.
  19. I use Mechjeb mainly for the information display (orbital information, ground information & Delta-V information) and Smart ASS. The rest I pretty much do without. The autopilots aren't that interesting and have often made situations worse than better. If someone would make a MechJeb "lite" with just the info displays and Smart ASS, I'd be roaring happy. Otherwise I do everything else manually. I also use Kerbal Alarm clock which is just plain awesome. The Kethane mod adds a whole new aspect to the game. Being able to refuel at the destination just makes the game much deeper and makes exploration usefull. -- Dingbat
  20. Here's a new attempt at a composite ship for interplanetary travel. Ship is designed around a medium-sized Kethane lander as principal drive. So it refuels along the way. KSS Ottawa From back to front: - Classic Orange Tank - Kethane Lander with 4 small satellites with Kethane scanners that can be individually launched - Rover section - Crew and command module I hate built a much larger ship called the Winsor (my Kerbals are Kanadians) ;-) But it lagged pretty bad with 400+ parts. The smaller version only has about 250 parts and will lose some as probes & rovers are dropped. -- Dingbat.
  21. Almost finished assembling my long range exploration ship. 4th week playing the game. Docking was my big bugaboo -- not anymore. FPS is the killer now however I've tweaked the game into playability. Future ships though are going to have smaller parts count for sure. From the end: - "Medium" Fuel tank. - Drive Section. - Science/Hab1 with 4 Ion probes on seperators. - Science/Hab2 with 4 small rovers. - Command/Bridge in the front. - Attached to the nose is a small secondary lander. All that's missing is an orange tank (replacing the slightly smaller tank at the back) and my Kethane Miner. Can carry 17 Kerbals (18 when the Kethane Miner is attached). -- Dingbat
  22. Well guys you were right. In frustration a few days ago I scrapped my first space station called "Oasis" after I really bamboozled on the docking. Well finally, I think I got it right Thanks Guys. I used MechJeb only for the informational stuff and the orbital planning. - 1 Habitat module with the large solar panels - 3 medium tanks with RCS central storage [about half full] - 1 Large tank [full] - Station core towards the bottom. - Cislunar tug at the bottom - RCS tug Ready to build more stuff. Har. -- Dingbat
  23. Thanks Guys. I know I'll get it with persistance. Maybe I am being too agressive when it comes to my RCS manoeuvers. - Dingbat.
  24. Actually started building my own space station and docking is the bane of my existance right now. Went to the Mun fine, Minmus fine -- was able to land on Duna and return but with single massive rockets with no docking involved. I wanted to attach a new section to my orbital station and I just couldn't get it no matter how hard I tried. Maybe I am overcorrecting too much but my biggest mistake seems to not have have enough RCS fuel due to my ineptitude. I know -- try one axis at a time. Check. Balance the RCS. Check. -- Dingbat.
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