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Hitokiri

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  1. I do believe that I read somewhere that Fund Raising strategy is to blame. I had same issue, if the strategy was set to more than 10% it was actually reducing your Reputation with every successful contract... I think this is stock KSP issue..
  2. This is great, I used 64-bit before and was forced to switch to Ubuntu (and I hate it) to keep my grand game. Is there any way how to obscure mods that block 64-bit? (real chutes, FAR) As fare as I understood, those mods are mostly under GPL-like licence, so you can remove the code that check for 64-bit compatibility and distribute it (or at least use it)
  3. This looks very promissing, I used MechJeb for similar function when flying airplane/spaceplane but this will be much more intuitive. I give it try.
  4. This looks cool, is this supported with rescaled Kerbol system? Or at RSS/R0?
  5. I had very unpleasant trouble in RSS/RO/RP-0 related to RemoteTech - I had small spacecraft (3 person capsule with personal, shield, decoupler, fuel tank, engine) with solar panels and Commutron 16 attached to fuel tank behind decoupler. Launch was nominal and everthing was fine until I activated Commutron and panels thru action group. From that moment ship was completely uncontrollable with RT status "no connection" (crew was there, so right status should have be Local Control) and pod itself was saying that there is no electricity (while there were 43k units in the pod). I thought it was some glitch so game was restarted but situation didn’t changed. Just before I gave up completely, I tried to do EVA, just to see if it will not hep to enter and escape pod, but it didn’t. I donr another EVA and while hanging around looking to some unopened solar panels (due to glitch in action group) I saw the antenna and just for fun I found there is force retract option thanks to KIS/KAS. And retracting it did the trick, pod was instantly fine, and everything returned to normal! Is it intended or glitch? What may be the cause?
  6. Thanks, so it looks like it is beyond repair for me... I never tried a) hover both and c) doesnt work for me anymore (it used to work, but the situation progressively worsen). I will try fresh install and we will see. - - - Updated - - - Is there any place to find all "realism" related mods? Wouldn't it make sense to have separate sub-forum with all realism related stuff?
  7. Hello, I know this is probably not directly related to RP-0 but anyway I hope you may help me or at least direct me, where to find help. Since few days ago, when I enter launch pad the craft became like in flight and I cannot use timewarp (only physical warp is available) The ship I have is about 300t, some 80 pieces, 4 stages, nothing extraordinary, 6 launch clamps to stabilize it. Worst is, it happen with ships that was working without troubles before. Any Idea what may be the cause of it? How to deal with it?
  8. Is this valid for RP-0? https://github.com/NathanKell/RealSolarSystem/wiki/InSpaceHigh-and-InSpaceLow I'm now 515km above Venus (just passing) and all the experiments are saying "space high over Venus"...
  9. I didn't mean it in way that description are not informative enough, the opposite is true, they are super descriptive. What I was looking for was some sort of list with information about engines, so I can wrap my head around it summarily, something like this maybe: http://wiki.kerbalspaceprogram.com/wiki/Parts#Liquid_Fuel_Engines If no such list exist, I will be happy to prepare one from sources.
  10. The only other that add engines is Advanced Jet Engines that is required by RO. The others on top of 11 required and recommended by RP-0 and 30 required and recommended by RO I installed is ScanSat, Chatter and ScienceAlert. So is there any list of all engines and its variants with its characteristics and connected informations about fuels?
  11. I really do like RSS and idea of career game is perfect, however I have one big issue with game so far: number of engines (and their variants) introduced by RO and other required/recommended mods is overwhelming, and I really don’t mean it with any positive connotation. I just finished mi Sputnik-like mission - unlocked so far few nodes up to basic rocketry and Early probes and just now "basic capsules" and I have 28 engines available and some of them already how variants! This is madness, for game it doesn’t server any purpose and normal person cannot orient in types and variants of engines. I understand that it in RO it server purpose so guys can create those beautiful replicas of historical rockets, but for RP-0 it feels so off. I even do like everything else about the engines in RO (different fuel types, ignitions - this is really great and make additional fun/challenge) Or maybe RP-0/RO is not for me - what I was looking for was playing KSP in Solar System (or similarly sized system) for additional challenge and play it as career. So is there any solution how to get around the sea of engines? So is there any solution?
  12. Guys I built super simple plane with Derwen V engines, and every time when I activate this engine my ship lost control (the Remote tech goes from local control to No control). So what is wrong? If I change engines to XLR11 it works fine...
  13. Any chance that remote tech may cause that "Transmit Data" stop working suddenly? (if I start the game fresh I can transfer data, but after some period of time it just delete the test results and no data is sent/no science received) If I quick save close the game start it again and jump to same craft it is again working for a while..
  14. Hello, I several times experienced behavior in Title. Games freeze and it start allocate memory, sometimes it crashes because it reach 32-bit memory limits, most often it crash even before. Seems to me it is cause by some particular contract (wasn't able to identify one thou). I already posted this Question to some contract related forums but without luck. Anybody experience same issue? Any idea how to get rid of it? (in fact it would be just fine to disable popup of contract window on mouse over since I don't this during the flight usually)
  15. Hi, great works with RemoteTech contracts! I have one issue thou, I installed this contract pack somewhere in the middle of game (with Com Sat around Kerbin, Mun and Minimus already setup in efficient fashion) and I didn't received any RemoteTech contract until now. The contract is to build satellite that will be on Keosync orbit and reach all planets. Since I accepted this contract my game crash anytime I click contract "button". Crash report here: http://1drv.ms/1EyIhp4 Crash occurs when in ship and opening "contracts button", it didn't happened when using same button while on KSP or in Tracking Station.
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