mercredi 30 septembre 2020

SpaceX Discussion Thread

The black tanks on the outside. think they are 80 bar but might be higher. That is the pressurization system who currently keeps tanks at 6 bar and feed the cold gas trusters and will feed the gas-gas engines. The gas-gas engines will be a bit like the raptors starters who also is gas-gas. Probably use multiple spark plugs to ensure smooth starts. Guess they use an gas generator and perhaps electrical pumps to create pressurized gas in case they run low on it say during docking and then they need to pressurize the large tanks, that one however don't need high pressure.

[1.7.3-1.10.1] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.6.3 "титан" HOTFIX 2/Aug/2020)

That's what I was afraid of. If you say everything should be ok on your side, then it must be a side-effect from Realism Overhaul. I don't know yet how the differents mods interact, but it seems the RO mod prevent some of your parts to be scalable. I'm going to search. Thanks

Camera tools not working why?

If you’re referring to this: Then it isn’t explicitly marked as compatible with KSP 1.10(.x) so that might be the problem. Are you getting any errors in the logs, and have you downloaded all the dependencies?

mardi 29 septembre 2020

What is something you have always wanted to do in KSP but have as of yet to do?

Ever since I first installed the game in 2014, I've wanted to do a Duna mission in science or career mode. I always restarted before doing it, but this install seems to be keeping my attention a lot longer. I've already done a landing on Asclepius (a modded planet between Kerbin and Duna's orbits), and flybys of Eve and Duna. All I have left to do is refuel the interplanetary vessel and attach a lander, but that will still be a week or two of work.

The Messages In Scifi

Stay away from politics, please. It just never ends well.

Getting NullReferenceException at CometVFXController.LateUpdate

Having a problem with my career game. For some reason, apparently when a comet spawns, something is wrong because I get the following errors repeated endlessly: NullReferenceException: Object reference not set to an instance of an object at CometVFXController.LateUpdate () [0x00156] in <c1858a3f77504bd1aaa946fdccf84670>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) I can fix it temporarily by going into the save file and deleting the comet: VESSEL { pid = 54f8d0d629f941c88626240aa5329f4d persistentId = 3893921262 name = UnknownComet type = SpaceObject sit = ORBITING landed = False skipGroundPositioning = False vesselSpawning = True launchedFrom = landedAt = displaylandedAt = splashed = False met = 6225711.4006192945 lct = 6225711.4006192945 lastUT = -1 distanceTraveled = 0 root = 0 lat = 9.6270188652078712 lon = -86.927851974552311 alt = 28145353356.800259 hgt = -1 nrm = 0,1,0 rot = 0.0685398951,-0.800244808,-0.243902251,0.543527603 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False PQSMin = 0 PQSMax = 0 GroupOverride = 0 OverrideDefault = False,False,False,False OverrideActionControl = 0,0,0,0 OverrideAxisControl = 0,0,0,0 OverrideGroupNames = ,,, altDispState = DEFAULT ORBIT { SMA = 630842177619.66125 ECC = 0.97469954410955661 INC = -9.688934326171875 LPE = 0 LAN = 144.62237548828125 MNA = -0.0064265099161463779 EPH = 6225711.4006192945 REF = 0 } PART { name = PotatoComet cid = 0 uid = 1738383386 mid = 1738383386 persistentId = 2014826312 launchID = 0 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 symMethod = Radial istg = 0 resPri = 0 dstg = 0 sqor = 0 sepI = 0 sidx = 0 attm = 0 sameVesselCollision = False srfN = None, -1 mass = 150 shielded = False temp = -1 tempExt = 0 tempExtUnexp = 0 staticPressureAtm = 0 expt = 1 state = 0 attached = True autostrutMode = Off rigidAttachment = False flag = rTrf = modCost = 0 } ACTIONGROUPS { } DISCOVERY { state = 1 lastObservedTime = 6225711.4006192945 lifetime = 1147356.4636230469 refTime = 1728000 size = 6 } FLIGHTPLAN { } CTRLSTATE { } VESSELMODULES { ModularFlightIntegrator { } AxisGroupsModule { } PWBVesselModule { resource1 = resource2 = resource3 = } SnackConsumption { LastUpdateTime = 0 supplierMinerCraftId = lastMinerToDepositCraftId = } CrewRequirementVesselModule { } PksUpgradeVesselModule { lastTimeCheck = 0 } ParkingBrake { lat = 0 lon = 0 alt = 0 positionSet = False } VesselModuleSave { } KSPWheelVesselDebug { } KSPWheelDustCamera { } WorkshopManager { Workshops { } } BetterBurnTimeData { } ModuleStabilization { } CometVessel { typeName = long cometPartId = 2014826312 vfxStartDistance = 2.2105851501226423 comaWidthRatio = 1145895.1771259308 tailMaxWidthRatio = 1 tailMaxLengthRatio = 104.03748750686646 ionTailMaxWidthRatio = 0.29999999999999999 comaWidth = 2229044.1421592887 tailWidth = 2229044.1421592887 tailLength = 231904152.09215087 ionTailWidth = 668713.24264778662 hasName = False radius = 74.5837173 seed = 1738383386 numGeysers = 50 numNearDustEmitters = 125 optimizedCollider = False fragmentDynamicPressureModifier = 0 } KSPWheelVesselControl { } AlertMonitors_Module { initted = True } } } Here is the log file and the persistent.sfs file. Note that I am running about 220 mods, this is a long term career save which was upgraded from 1.8.1 Any help would be appreciated

Airplane Design Q&A

the airbus concepts use cryofuel, storing it in the fuselage. the coldness of the fuel can also be use in a precooler if you wanted a hypersonic aircraft or as the cold side of any thermodynamic components, its effectively another form of energy storage.

The little lander challenge: Round 5 Submarines!

@The Doodling Astronaut@EveMaster Here's a good video explaining KSP buoyancy Also the leaderboard for round 4 seems to not be updated - my score is listed as 1400 still

What did you do in KSP today?

The main reason I don't want to do it that way is it would take a long time to glide the plane down to the surface. I'd much rather smash through the upper atmosphere like a battering ram and not deploy the plane until it's deep enough to actually fly. And anyway I though of an even cooler way to deploy it. The fairing with parachute down into the Eve troposphere, at around 10 m/s. Then at around 13000 m I'll blow the fairing, leaving the plane hanging nose down from the fairing base. Then I'll unfold the wings and engines, decouple from the fairing base, and fly down like a bat.

TLA_DEBUG_STACK_LEAK

Wild guess, but with some heavy textures loaded, the GPU ends up delivering less frames per second - mainly on our case, where the "VRAM" is shared from the CPU main RAM. So the CPU would have more time to act, avoiding triggering the TLA. About the OneDrive links, they are working now (all of them). I'm downloading them and I will give them a look.

[1.9.1] Kopernicus Continued

I'll stay on the version 5 for a while, I have no plans to mine asteroids in the near future. In GPP , Gael is the fourth planet in the system. Niven is the third. Maybe asteroids are spawning near Niven? Dunno.... I get a lot of log spam saying "[kopernikus] no new objects this time. probability is x%". I'm goona guess that objects are spawning somwhere and the list is full, they just not spawning near enough so that I can detect them. Should I go bug the guys (guy, actually) maintaining GPP to update their config files ?

[1.9.1-1.10.1]R-T-B's Kopernicus Unified "Bleeding Edge" Branch

Ok, I'll schedule that change in the next bleeding edge release and we'll see how it does.

[We need ~685 posts per day!] Let's Make This The Megathread!

Real question this time:

Any good tips during early game career mode?

I guess I should have been more specific with the information. I'm not talking about escaping the atmosphere or having an LKO, but rather in achieving a true orbit and circling the planet multiple times. At least, I haven't been able to do either of those without upgrading to level 2...but that might be my shoddy building.

Kerbal Space Program 2 to be released in Fall 2021

Yada yada, KSP 1's development was more interesting than most games because, like Minecraft, we stayed so we could watch and play the developing game, and not because corporations were trying to overhype us by drip feeding occasional dev diaries. The last thing I expect the KSP 1 fandom to do is break down in tears because the beta game is in beta.

[Completed] JNSQ Space Race 2: Two Race, Two Space

I was thinking we download Alien Space Programs and try to reach Kerbin from Laythe.

KSP's Vending Machine

Recieves a TLA_DEBUG_STACK_LEAK Inserts OpenGL

[1.9.*, 1.10.*] DockRotate - lightweight robotics - rotational control on docking ports (plus NodeRotate, make any part rotate)

@Angel-125 and @sergih123, here you can download a debug dll that can help troubleshooting: https://drive.google.com/file/d/1glKSAW-pfI-1-BmKkcZRbAqcSZ55tga7/view?usp=sharing Replace DockRotate.dll with the downloaded file, start KSP and go to the troublesome crafts. Then share the log (the whole log), and let's see if something changes. Mind that after fixing, a craft reload might be needed (F5/F9, or switch to a distant vessel and back). Fingers crossed!

Aerial Earth circumnavigation

So, which earth? Are you talking mods? And mods required should be listed in the OP. EDIT: Nevermind, scrolled down.

World-Firsts Record-Keeping Society only with no RV

Just go to Minmus anyway, it'll award the funds and reputation, minus the advance payment.

[1.9.1-1.10.1]R-T-B's Kopernicus Unified "Bleeding Edge" Branch

I have seen patches that assume that "useKopernicusSolarPanels = false" has to be in the root of PART, other patches assume it has to be in the MODULE[ModuleDeployableSolarPanel]. In some cases only the first of multiple MODULE[ModuleDeployableSolarPanel] has been patched. And last but not least this weirdness triggered some B9PartSwitch errors on other parts because the internal mesh switching thing for upgradeable solar panels was borked because of the beforementioned behavior. So, when there are two ways of attempting this, either put it into PART or put it into MODULE[ModuleDeployableSolarPanel], then both cases should be taken into account for failsafeness.

[WMS] WorldWar Maritime Ships

mods:firespitter, b9partswitch:at_utils, clickthroughblocker, usitools, toolbarcontrol, airplaneplus, b9aerospace, b9aerospacehx, b9aerospace_legacy, b9animationmodules, bdarmory, bdarmory weapons extension, blendshapemodleloader, community category kit, and too many to mention and i doubt you would want to go through 70 mods. i guess i will start ksp with only this mod and see what happens.

What does "spoiling" mean in regards to KSP 2?

What you are talking about is not a "spoiler". A "spoiler" is when *information* normally hidden from you is revealed, not when unlocks are provided for free.

Min to Minmus; Lowest to Laythe (Low part count challenge)

I threw together a 3 part Minmus mission in 30 minutes. https://imgur.com/gallery/USmMbf2

Shower thoughts

Any fibers on it? Shape of ears?

Procedural parts won't work

Actually I Have the same problem just running On KSP 1.10.1

lundi 28 septembre 2020

Please bring back Mün

And define a rank for the Kerbals who has visited Mün — Münster.

[1.3.X] [Kopernicus] Cerillion

Man, I really miss this mod, as well as Planet Cyran. I wonder if that promised overhaul is still in progress?

[1.8.x, 1.9.x, 1.10.x] Netherdyne Mass Driver Mod

old kottabos review BTW, any plan to allow activation by Action Groups?

RP-1 Realistic Progression One v1.4.1 for KSP 1.8.1

How does Air Launch work? I saw it in the tech tree but couldn't figure it out. It says Airlaunch level 1.

Nasa Moonbase night power quest

that might work as energy storage and its scalable. you can always add more tankage or more solar power. not to mention it has other uses like rocket fuel.

Really Really Really Tall Building

2318, you find a working elevator.

[1.8.1] Galaxies Unbound: Nova Kirbani [1.2.3-1] [08 February 2020]

WOW!

SpaceX Discussion Thread

Always interesting when the cars and concrete buildings are burned and the trees are still green. We're going to need some major adjustments to how we build in the wildish west.

[1.10.x] CSA Contares 'CORE' 2.0.15

Hi guys, I have installed GPP on KSP 1.8.1 version, I'm using CSA Core, CSA Probes and CSA Eye. I want to use these 3 mods only, but when pass the mouse cursor over antenna from your mod it doesn't show the max distance of every Level of the TrackingStaion as I see on every antenna from stock. I want to know if the antennas of this mod (CSA Core) are compatible with stock commnet or only with remotetech?

[We need ~685 posts per day!] Let's Make This The Megathread!

2021 from what we are seeing so far will be a repeat of this year.

[1.7.3-1.10.1] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.6.3 "титан" HOTFIX 2/Aug/2020)

I've been working on a rather cursed crossover. Please forgive me. Something seems a bit off with this Delta II... Dear God, there is something under there. Ew it's disgusting!

Kerbin Circumnavigation Challenge - updated for KSP 1.10

@zolotiyeruki A few additional useful mods for this challenge: CorrectCoL Fill It Up Part Angle Display Continued NavHud

[1.10.x] Parallax, A PBR Terrain Shader [1.0.1]

More than parameters, you would have to make new maps, etc. My understanding is that work is needed for each planet, its not just an added mod which works automatically

The Moderation Nation Space Program

2306 science points, and 1,748,435 funds. The craft costed about 161,000 funds.

Hopes and Wishes for KSP 2

In KSP2 I wish: For easier docking and not so glitching miniver encounters. when burning to get a encounter it glitches making it hard to do encounters. Better Timewarp (faster time warp or time warp to specific dates like transfer windows) All parts from KSP will be in KSP2 (including DLCs) More launch pads on kerbin (Like multiple launch pads in various locations so you could do some things you have to wait for the ailment for docking when making an space station) Better landing legs. better FPS More parts but it won’t be glitching when using 2000 parts or so More command pods Better radio conections Colonies can grow large and enormous like big as citiies when driving a rover, flying a rocket or airplane when you go at max for pitch, yaw, roll, it won’t lock there for a while. )It recalling annoyin)

Doing stupid things for SCIENCE! (and learning valuable techniques)

This was the recommended video off of a video posted in the Airplane Design thread... I found it amazing that the Airforce / NASA spent money and time doing this... and then translated what they learned into a useable technique for their astronauts. https://www.youtube.com/watch?v=edIK_3GWq2w (sorry - don't know how to post this as a playable video) Anyway - I thought it would be fun to collect 'stupid science that works' stuff. (If this would be better off tucked into another thread, feel free!)

ULA launch and discussion thread

How large a space telescope do we need to see exo-civilizations?

Yes, that is a good question. Here's a NASA page showing the full disk at night of some regions on Earth. The lighting is pretty spotty. https://earth.app.goo.gl/rDX9W5 Bob Clark

[1.10.x] Near Future Technologies (All 1.10, NFA returns)

I found a bug with the Adapter 75-L2 Lower Stage Engine Mount. It's not possible to mount an engine (any size) in the middle slot in any configuration (holding Alt or not.) The mounting slot for the engine is there but the 7.5m central slot blocks the smaller one. There's a workaround to mount it in the central 7.5m slot as seen here and move it with the move tool. I'm not sure if this can be fixed at all, it might be KSP's fault altogether.

HumanStuff (Slightly More) Realistic Spacesuits, Heads & Staff For KSP v1.8.1

Is it possible that you could use normal fonts size & colors? It’s very hard to read and look at most of the time. Specifically on mobile. I really don’t want to sound rude, I just want to help out as just by scrolling through it gets very annoying. Not sure if it’s just me, but if the font size/color, formatting changes every sentence I tend to skip those wall of texts . Hope no offense was taken, thank you.

[1.8.1 - 1.10.1] HopperGuidance

Does not seem to work. Don't have H button (also Enable Guidance/Pick Target) as in a video. Do I need some part for that? Also how do you actually install this mod? Tried placing whole HopperGuidance folder with _ folder in it. Then only _ folder into GameData. Button does not appeare either way. Also I am not 100% sure if this related, but MechJeb started to work differently, that is it won't show up unless I have MechJeb part on my vessel. So any ideas how to make this mod work?

[1.10.x] Endurance (from Interstellar) Continued... (V1.12) 7th Sept 2020

Here you go: KSP Log https://file.io/JYwdlFUmKjP2 MMPatch https://file.io/kHkPUNV13Fmj ModuleManager Log https://file.io/DIEA7LML3HrA

Black Holes and Neutron stars. Evidence found?

@The Doodling Astronaut& @SOXBLOX I dont see why we need relativity to include black holes in the game when we've been achieving orbit without N-body dynamics this whole time...

NOSTALGIA INTENSIFIES: The Old Forum in early 2012.

Good One!

dimanche 27 septembre 2020

Nasa Moonbase night power quest

Solar panels and nuclear reactors by day, nuclear reactors by night. That's the only solution with our current technological level. Toying with more... exotic forms of power generation and storage will come much later down the road.

[1.10.1] AltimeterAutoHide (v1.0)

congrats on the release will defenatly use this mod

KSP Transfer Illustrator

I've put together a slapdash (even more so than usual) prototype for an orbit propagator app. It's separate from the transfer-calculating app for now, and might stay that way to prevent things from getting too cluttered. https://ksp-trajectory-illustrator.herokuapp.com/ You can enter a custom starting orbit, and then a series of maneuver nodes (each with prograde, normal, and radial burn components, as well as a universal time). The app will propagate the orbit across SoI changes, apply maneuvers at the specified times, and display the orbits in each SoI. There's a sample maneuver node already set up when the app is loaded. I haven't really done any accuracy testing for it yet, and I still need to add in things like the download buttons and sliders that are in the other app, but it should be functional at least. It's rather "dumb," since it won't tell you anything you couldn't figure out by placing maneuver nodes in-game, but my hope is that it could eventually be used for generating plots for use in tutorials or for sharing cool mission plans. It would be interesting to see how it works with a crazy multi-gravity-assist type mission. Feel free to offer any suggestions!

Really Really Really Tall Building

Well there isn’t any doubt about that. 2313: Man gets angry about tables, then returns one to the rightful position of legs-up.

[1.8.x,1.9.x, 1.10.x] L-Tech Continued Release

Ok. I did a little test with a crew report and mystery goo. The stock experiments have the location specified after the name of the experiment in the report. I'll figure out what's missing and get it fixed in the next few days.

[KSP 1.9.0] [x] Science! Continued - KSP Science report and checklist (V5.23)

Can't really say, and I'm not sure if anyone else is entirely sure either. That might have something to do with the surface science parts though- perhaps if you're touching one?

[1.10.x] Parallax, A PBR Terrain Shader [1.0.1]

Gee... that would explain it

Replace Kirk and Spock With Andy Griffith and Barney

a transporter "accident" very quickly.

SpaceX Discussion Thread

16 hours.

Life on Venus?

Hmm. I just learned about the Martian labeled release experiment done in the 70s by the Viking landers. They took soil samples and injected nutrients tagged with Carbon-14, then monitored for evolved gas which could result from metabolism. This produced positive results with multiple samples from both landers. Control tests were done to eliminate the effect of UV-chemistry and samples were heated at different temperatures to help distinguish biology from chemistry. Results were dismissed due to the lack of detection of organic compounds (at the time) and the lack of water, along with the result of chemical experiments carried out involving gamma ray interactions with perchlorate which could partially explain the results. This seems like it was possibly stronger evidence of life than phosphine on Venus. I wonder how the phosphine discovery will turn out.

[1.9.0] Distant Object Enhancement Continued v2.0.0.2 (14 February 2020)

I wouldn't call that a hidden crass, just something which had an exception and stopped running at that point. Was it repeating continously?

[1.9.x] StageRecovery - Recover Funds+ from Dropped Stages

Will stage recovery work just fine with out the dependency's installed?

"The EmDrive Just Won't Die"

Article claims the other way... But yeah. Honestly I'm willing to bet they're in it for other stuff as well, it is an RF resonator after all. Could be a disguise for other stuff too.

ULA launch and discussion thread

Nov 2019, to be fair XD I'd believe that you sometimes have to spend away all your unluckiness, then you'd have luck from that point on. Boeing did their tests waaay later than the current competitor being ahead of them...

Kerbal Rescue Force-Have a stranded kerbal? Post here!

Yeah we know that You are a big inspiration for big projects though. We can't really doubt that.

DOA Scifi Tropes

As anyway a superstarship using any modern technology becomes a Superman-like entity, it's better just to use a Superman. He doesn't need a ship at all and still is same sciencish as the superstarship.

[1.2-1.7] Blender (2.83+) .mu import/export addon

They're texture scale and offset (the tooltip will show which is which if you have "Python Tooltips" enabled (preferences -> interface). Sorry, didn't realize they didn't have useful tooltilps by default.

Using Texture unlimited mod

Thank you @Cheesecake

[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)

So there should be some volumetrics? Because atm layer is completely flat. There is no depth.

Satellite Network

Huh, thanks. Never realized the HG-5 was a relay too.

Rotordyne Helicopter blades Suggestion

I've been thinking about this for a while now and I'm wondering with the new stuff with the robotic parts and the new helicopter blades, why not get ones with tip jets on them like the fairey rotordyne, reason being with the helicopter motor (R7000 turboshaft engine) produces a lot of toque and i don't want to do a duel rotor design, for mass issues as well.

KSP on PS5

I wonder... What can we expect from playing the Enhanced Edition on PlayStation 5? Will the game work on the new system? Will it be optimised for it? Can we expect a more stable game?

Make a wish... and have it horribly corrupted!

Granted. Pringles can, but you don't have them. I wish to click.

Airplane Design Q&A

You are correct about maintenance being a big issue. But another big issue is that the airflow on the top of the wing is much more critical than the airflow on the bottom of the wing. Air on the top of the wing is moving faster and has an adverse pressure gradient (it wants to separate away from the wing). Air on the bottom of the wing moves slower and has a favorable pressure gradient. That's why missiles, engines, flap fairings, etc. etc. are located on the bottom of the wing. Those two jets you mentioned didn't have room under their wing for engines. (That's a big reason why bizjets rarely have wing-mounted engines. They want short gear so the door can double as a staircase.)

samedi 26 septembre 2020

[1.10.x] Near Future Technologies (All 1.10, NFA returns)

I'm almost positive that RP-1 isn't more expensive than Hydrolox; not only are the production processes for Hydrogen much less efficient and uncommon. But while RP-1 doesn't require too much special storage (If i recall the tankage must be a certain standard to prevent contamination, but that's with most everything for a rocket). The infrastructure to support Hydrolox requires much more setup, and operation is subject to a constant energy cost. But in all honesty; depending on CKAN isn't a good idea in general. There's a slew of issues it brings, and while i can understand using it to get your feet wet with KSP modding i feel like you're well past that point. That's besides the point though; especially since the Author himself said he'd get back to you in time. In the meantime however; most of your desired changes could easily be accomplished with some custom Module Manager patches if you wanted to dabble with that. The modding subfourm would be more than happy to help instruct you on how to make them, it wouldn't be too hard to reduce the cost of LOX/HydroLOX for instance. And you could easily add back in engines/tweak their cost (Though if they were hard-deprecated you'd need to grab their models from the last version that had them). Then you could use a mod like Janitor's closet to remove anything you thought "Redundant", and as a bonus save a bit of RAM while doing so!

[1.10.x/1.9.x/1.8.x/] Modular Launch Pads v2.0.8: Launch clamps evolved: Mix-and-match parts for complete launch infrastructure [15 Feb 2020]

This is what I mean about the launchpad parts being too big https://drive.google.com/file/d/1Sn25TZ8I_Hnlg1Q8UHgJA0raAxliFQcL/view?usp=sharing

[1.8.0 - 1.10.1] Smart Docking Aid - New SAS functionality (v1.0.0) [26th September]

Congrats on the release! A question: Do you recommend setting your control point as the docking port you are using?

HumanStuff (Slightly More) Realistic Spacesuits, Heads & Staff For KSP v1.8.1

Ok,.. There is the error: @Relonsk When I snippeted the code (cause I'm a learning noob of a mod releaser, until I get the "full swing of it", honestly) It looks I missed a page (or so) of edits in Visual basic (I found them, it should be "KSPAssemblyDependency 'TextureReplacer' V4.*.* for the "current builds" <<< DONT TRY TO EDIT ANYTHING PLEASE Ok so... go to your ksp install folder: "GameData\HumanStuff\Plugins" THEN In that folder there is 1 file, a dll, THEN delete it (but not folder). THEN replace it with THIS ONE and test KSP (I didnt label them lol) If not try to live with green heads for the moment (it wont hurt your saves or anything)... go into my mod: I will make the correct dll any push it to you personally and then to a, yet again new release, LMAO

[1.8-1.10] Extraplanetary Launchpads v6.8.2

I've been there. It gets annoying, actually, when you have to do the roundabout work of going to the VAB, remembering the parts you want, building the dummy craft, and returning to the site to build it. OSE builds the part and stuffs it into the factory's own KIS space. Also, if you wanted to produce a KIS box full of little things, OSE saves you from having to remember (days later) what you stuffed into the KIS box on the last dummy craft. Instead of that, you build a new KIS box and stuff parts into it from the factory's inventory all without having to go to the VAB. The matter isn't always about what parts you missed when you build a big ship or base section with many parts, but is also about when you're building a small craft or expanding a large one, piece by piece or section by section with plenty KAS involvement. For that kind of thing, switching scenes for every few steps can be too much. That's what OSE's advantage really looks like.

Satelites disappear from List

ok thanks. i know it will be a try and error thing to find the problem. i startet a new game without remote tech mod. i was thinking i have it and all is good. but now it startet again. The log say this: [LOG 22:56:54.320] [OD] --> ScaledSpaceDemand.LoadTextures loading OPM/OPM_Textures/PluginData/Eeloo_color.dds and OPM/OPM_Textures/PluginData/Eeloo_normal.dds [LOG 22:57:04.689] [OD] <--- ScaledSpaceDemand.UnloadTextures destroying OPM/OPM_Textures/PluginData/Eeloo_color.dds and OPM/OPM_Textures/PluginData/Eeloo_normal.dds [LOG 22:59:29.112] [OrbitDriver]: On-Rails SOI Transition from Minmus to Sun. Transition UT Range: 2383234.277 - 2383234.297. Transition UT: 2383234.277. Iterations: 24. [WRN 22:59:29.113] [F: 1345747]: Vessel Scanner Minmus crashed through terrain on Sun. [LOG 22:59:29.116] [Vessel Scanner Minmus]: Vessel was destroyed. [LOG 22:59:29.131] GameEvent.VesselDestroyTrigger WRN 22:40:18.280] [F: 1278417]: Vessel Mun Commsat 1 crashed through terrain on Sun. [LOG 22:40:18.284] [Vessel Mun Commsat 1]: Vessel was destroyed. [LOG 22:40:18.290] [OrbitDriver]: On-Rails SOI Transition from Mun to Sun. Transition UT Range: 2382095.877 - 2382095.897. Transition UT: 2382095.897. Iterations: 24. [WRN 22:40:18.291] [F: 1278417]: Vessel Mun Commsat 2 crashed through terrain on Sun. [LOG 22:40:18.294] [Vessel Mun Commsat 2]: Vessel was destroyed. [LOG 22:40:18.309] GameEvent.VesselDestroyTrigger [LOG 22:40:18.314] GameEvent.VesselDestroyTrigger [LOG 22:40:18.317] [CommNet Constellation] CommNetVessel cache - 9 entries deleted [LOG 22:40:18.317] [CommNet Constellation] CommNetVessel cache - 7 entries added [LOG 22:41:50.549] [OrbitDriver]: On-Rails SOI Transition from Kerbin to Sun. Transition UT Range: 2382186.997 - 2382187.017. Transition UT: 2382186.997. Iterations: 24. [LOG 22:41:51.567] [OrbitDriver]: On-Rails SOI Transition from Sun to Kerbin. Transition UT Range: 2382188.017 - 2382188.037. Transition UT: 2382188.037. Iterations: 24. How in the hell comes my Mun and minmus satellites in a sun orbit to crash? And waht is the [OrbitDriver] come from (Mod) or do in the game?

First Flight (Epilogue and Last Thoughts)

Thanks for picking that up, I hadn't noticed. I've been meaning to go through and fix some other typos in the full version, so I might actually get around to doing it now . Indeed I did, you've basically got a whole section dedicated to your dictionary (hope between KSK and me we managed to do it justice).

[1.9] Kethane Plugin and Parts 0.10.3 - Now with background scanning.

Any update on the missing Hex grid ? Could it be that some mod is interfering with Kethane or do I have to download something so that the grid is working. I made an imgur account to upload my picture i took with the missing grid. I hope you can help me because I love this mod. Picture Post: https://imgur.com/a/sDGkvOZ

How do I stop my rockets from flipping?

@Neil Kermstrong First... To help stop it flipping. Make sure your Center of Mass is near the top (pointy end) and your Centre of Drag is nearer the bottom (hot end). You can also add fins at the bottom to help too. Basically copy a dart, heavy bit at the front, fins at the back. Even without fins the dart will still fly point first, your rocket is the same, fins will give it a bit more stability, but you won't always need them, and they add drag too. Second... To help with wobbly rockets. If you haven't done it already, switch on 'Advanced Tweakables' in the main menu game settings, this gives numerous extra features. For this particular problem though, when building right click a part to open the option window, options for 'Rigid Attachment' and 'Auto Strut' will be available (iirc they may also be available in flight). Experiment with those, I use them all the time. Hope that helps.

Orbit lines glitches and flickering

Hmm, I’ve seen that type of flickering before but only when using modified solar systems with either lots of planets far from the sun, or additional solar systems which are even further away. I never found a solution for it though; try updating your graphics drivers?

Russian Launch and Mission Thread

There are rocks flying around him, and he doesn’t even have a helmet.

[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)

That's odd. It looks like everything loads correctly, it even tells me it found and loaded the shader bundle properly as well as applying all of the configs... I'm truly stumped. This must be related to Linux (Unfortunately, I don't have a linux machine to be able to test it myself)...

[1.9.*, 1.10.*] DockRotate - lightweight robotics - rotational control on docking ports (plus NodeRotate, make any part rotate)

I cannot get it to work, instead only the options to determine the rotation step and rotation speed show up, but no option to actually rotate the dock shows up. https://imgur.com/a/ZpaAwpl

[1.9.x] End your parts list nightmare - Introducing The Janitor's Closet

Do you have a paypal donation link? After reading this I realize I owe you for all your mods I used. A 'Thanks you' are nice. But I would like to at least give you enough to buy a decent Pizza. along with a 6 Pack of Beer or Hard Cider. ;-)

SpaceX Discussion Thread

[We need ~685 posts per day!] Let's Make This The Megathread!

@Commodore_32 as you're no longer a pioneer 11, think you should change your rank name. POPOST

Don't Click This

Do the click

For Questions That Don't Merit Their Own Thread

I thought this control scheme was unique to SpaceX... Looks like there are others using it as well https://en.m.wikipedia.org/wiki/GBU-43/B_MOAB#/media/File%3AMOABAFAM.JPG https://en.m.wikipedia.org/wiki/GBU-43/B_MOAB#/media/File%3AMOABAFAM.JPG

What did you do in KSP today?

Building refineries is hard,man... I am on my fourth time building one with Mega-Miner and I still misjudged the power requirements, and have only barely enough cooling. It might be time to "invent" nuclear power, because 6 gigantor panels, 8 big fuel cell arrays, and a whole stack of z4000 batteries still isn't enough to run it flat out without a bunch of micromanaging.

Airplane Design Q&A

It is realistic if they will build it commercially. Probably almost anything can work technically but if they do not give significant benefits, they fail commercially and be never used. I think piloting is not a problem nowadays. It will have computer assisted fly by wire system in any case. Computers can fly unstable planes which are impossible for human pilots. If it can be developed and produced at reasonable costs, save significant amount of energy (or be otherwise environmentally friendly)and be safe to travel it will probably come in production. It may take couple of decades because aviation officials are so extremely conservative but at the end money talks. But I will say it realistic after all this have realized.

[1.10.x/1.9.x/1.8.x/] Modular Launch Pads v2.0.8: Launch clamps evolved: Mix-and-match parts for complete launch infrastructure [15 Feb 2020]

It isn't for me. They are a bit bigger than the ones I see on YouTube even though they are the same version

Need your own thread moved or locked? Post here.

Done.

Drilling Ore

Yes, i tried the option in the comm pod and from the top UI, but it is not working i believe it only works if your ship got landing legs or gears

[1.10.1+] Contract Configurator [v1.30.4] [2020-09-21]

Hey @nightingale, I found some more time for testing, interesting result: when I replace CC with the older 1.29.0 version, the bug is gone! As soon as I use any 1.30.x version, the bug appears. Hope this helps to narrow down finding what's going on here. Question: will it be save to continue using 1.29.0 for the time being, or will it ruin my career save game due to incompatibilities?

vendredi 25 septembre 2020

[1.7.3-1.10.1] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.6.3 "титан" HOTFIX 2/Aug/2020)

Is there any way anyone can think of to be able to fit the IUS into the fairing of the Titan 34D? As shown here:

[KSP 1.8.1+] Galileo's Planet Pack [v1.6.4] [01 July 2020]

They are both pretty different experiences, but I think both can be enjoyable depending on the gameplay experience you want. If you want to see Kerbalism in action, I've been watching Mike Aben's Expedition Eve series on Youtube: https://www.youtube.com/c/MikeAben. However, GPP support for Kerbalism is coming in the next update, but if you are familiar with Github, the configs are there to grab to add to your installation.

Savefile Incompatible?

It might be that he doesn't have Making History and Breaking Ground. If that is the case, can someone tell me how to safely uninstall it.

[ANY][0.1]Stockalike Hypergols

KSP Stockalike Hypergols A stockalike Kerbal Space Program mod to add another fuel mixture to the game for (very) partial realism. This is HEAVILY in Dev, more mod support will come soon! Until I accumulate enough support, this will remain in beta. QIIWBFAQBNHSTY: Q: Why are these all AZ50/NTO? A: Simplicity. We don't need to go all RealFuels, this is STOCKALIKE hypergols. Q: It's not right! [x] doesn't burn AZ50/NTO! A: Shoo. Back to RO with you. Q: Does this need RealFuels? A: Nope. Q: Why doesn't this affect monoprop engines? A: I'm assuming those are meant to just be hydrazine engines. Q: How do I request compatibility for stuff? A: Raise an issue on Github, ping me @Clamp-o-Tron, or make a pull request on the repo if you've done it yourself! There's a guide in the package if you want to do that and don't know how. Q: You messed up a .cfg, made a typo, made an engine hypergolic when it shouldn't be, etc. A: Oops! I am a very fallible human. Contact me with the info in the same way as above. Q: Is this compatible with KSP version x.x.x? A: It won't work with KSP2 (yet), but any KSP1 version with a working Module Manager and B9 Part Switch should be just fine! Q: What in the heck does QIIWBFAQBNHSTY mean? A: Questions I Imagine Would Be Frequently Asked Questions But Nobody Has Said These Yet. Q: How do I download? A: We're still in beta, so you'll have to grab a prerelease from GitHub instead of Spacedock. Dependencies: B9PartSwitch ModuleManager CommunityResourcePack Supports (As of 0.1): Bluedog Design Bureau Shuttle Orbiter Construction Kit + reDIRECT Stock ReStock+ Making History Yeah, it isn't very much, but more will come! Credits: @Jso for basis of the patch @RoverDude and other community members for Community Resource Pack @blowfish for B9 Part Switch @sarbian for Module Manager

HumanStuff - Add-on Development Thread

Update: I learned how to create "object classes" for unity, like 1st time ever making a DLL, I thought it would be freaky...it wasnt anymore than any "1st kick at the can" WE CAN MAKE ALMOST ANYTHING NOW...with time Basically you use an IDE, or Integrated Development Environment (sounds freaky, its not... just an app: mono or visual studio I suggest, OS depending) to talk to .netframework (3.5 for older ksp, 4 for newer)and then parts of unity engine's dll's and a copy of windows "systemcore" dll (I suggest you dl one as a zip from a trusted site, dont use your own from your OS) to make a "plugin" dll for ksp. I used the code from RP-0 repo "LoadingScreenChanger", chopped up and edited obviously, to work in unison with "Loading Screen Manager" to allow the loading of custom images during game load, allowing dds files instead of just png/jpg This should save you all 10mb of so of ram during game load, GIVE US CUSTOM LOADING IMAGES and Secondary game load "LOGO splash-screen", of course after squad & copy right info is displayed (EULA safe) make higher quality images and load them faster. Right now I have borrowed the RP-1 loading images, made a custom loading screen and added the moon landing and falcon heavy launches from NASA website.

Unable to open save in 1.10: "Input string was not in a correct format."

I tried moving my savefile from 1.8 to 1.10, with an identical set of mods, but the save is corrupted in 1.10 and won't open. It will open normally in 1.8 without issue. Underneath the save name it says in orange "Input string was not in a correct format." I believe the relevant part of the log file is: [ERR 15:24:53.565] [LoadGameDialogs] Error loading save Eli's Space Program 2 - Input string was not in a correct format. [LOG 15:25:00.471] [KSPUpgradePipeline]: Eli's Space Program 2 updated from 1.8.1 to 1.10.1. [EXC 15:25:00.545] FormatException: Input string was not in a correct format. System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) System.Int32.Parse (System.String s) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) GameParameters+ParameterNode.Load (ConfigNode node) (at <c1858a3f77504bd1aaa946fdccf84670>:0) GameParameters.LoadCustomNode (ConfigNode node) (at <c1858a3f77504bd1aaa946fdccf84670>:0) GameParameters.Load (ConfigNode node) (at <c1858a3f77504bd1aaa946fdccf84670>:0) GameParameters..ctor (ConfigNode node) (at <c1858a3f77504bd1aaa946fdccf84670>:0) Game..ctor (ConfigNode root) (at <c1858a3f77504bd1aaa946fdccf84670>:0) GamePersistence.LoadGameCfg (ConfigNode node, System.String saveName, System.Boolean nullIfIncompatible, System.Boolean suppressIncompatibleMessage) (at <c1858a3f77504bd1aaa946fdccf84670>:0) MainMenu.OnLoadDialogPipelineFinished (ConfigNode node, System.String save) (at <c1858a3f77504bd1aaa946fdccf84670>:0) MainMenu+<>c__DisplayClass83_0.<OnLoadDialogFinished>b__0 (ConfigNode n) (at <c1858a3f77504bd1aaa946fdccf84670>:0) KSPUpgradePipeline.Process (ConfigNode n, System.String saveName, SaveUpgradePipeline.LoadContext loadContext, Callback`1[T] onSucceed, Callback`2[T,U] onFail) (at <c1858a3f77504bd1aaa946fdccf84670>:0) MainMenu.OnLoadDialogFinished (System.String save) (at <c1858a3f77504bd1aaa946fdccf84670>:0) LoadGameDialog.ConfirmLoadGame () (at <c1858a3f77504bd1aaa946fdccf84670>:0) LoadGameDialog+<>c__DisplayClass40_0.<CreateLoadList>b__0 (System.Boolean isActive) (at <c1858a3f77504bd1aaa946fdccf84670>:0) DialogGUIToggleButton.<Create>b__2_0 (System.Boolean b) (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.UI.Toggle.set_isOn (System.Boolean value) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.UI.Toggle.InternalToggle () (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <99c70f3212f546f499a5c598b1663bb9>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.EventSystems.EventSystem:Update() Full log file here, and save folder here. Does anyone know how to fix this? Any help would be greatly appreciated!