The Kerbal Space Program Thread!

Done.

In other news, I just finished launching a really dreadful low orbit comms constellation. Just about everything that could go wrong with the launch did go wrong. Feel free to launch a less terrible constellation and then deorbit mine!

1 Like

Good news! It seems adjustable landing gear just got added to CKAN. That makes things simple. I’m setting up the server now and I’ll be on soonā„¢

Oh nice! I won’t update the modpack now, but that’ll make things a little cleaner next time I need to make a change :smile:

We still need a separate non-CKAN step because we’ve got a version of NearFuturePropulsion which I customised to work with real fuels.

I might pop on and say hi in an hour or so… I’ve really played far too much KSP today though >_<

Does real fuels not allow xenon/argon?

You would not want liquid hydrogen inside a vasimr or any MPD drives unless you intended for the engine to explode :stuck_out_tongue:

I was just editing my last post but since you responded I’ll reply.

Yes it does make it easier! Yeah I see that. I was poking around inside the zip :smile:

Never enough KSP!

edit: I have a few more mods I’m about to add to suggested just because they are nice.

Double Edit: Which compatibility file do we pick with RF? My download is having trouble finishing with the stock alike one.

It has xenon, but it doesn’t have argon :frowning:

I did some research, and everywhere argon was used in the mod liquid ammonia seems to be a realistic alternative, so I substituted that.

Although NFP uses LiquidHydrogen, that’s a different resource to the real fuels LqdHydrogen so I also substituted that in. Anywhere LqdHydrogen is used (which does include magnetoplasmadynamic drives) is somewhere it was used in the original mod, so blame them not me!

I think in the end we have:

KP-01 Pulsed Inductive Thruster
KP-XL Pulsed Inductive Thruster
KX-XK Pulsed Inductive Thruster
- LqdAmmonia (replaces argon)

DS01 Magnetoplasmadynamic Thruster
DS01 High Power Magnetoplasmadynamic Thruster
LF9 Magnetoplasmadynamic Engine
- LqdHydrogen (replaces liquid hydrogen)

Gyro One Hall Thruster
Gyro Quad Lensed Hall Thruster
Gyro Two Lensed Hall Thruster
 - XenonGas (replaces argon iirc)

VW-10K VASIMR Plasma Thruster
VW-200 VASIMR Plasma Thruster
VW-100 VASIMR Plasma Thruster
 - LqdAmmonia (replaces argon)
 - LqdHydrogen (replaces liquid hydrogen)

I considered liquid helium for the VASIMR thrusters, I can’t remember why I didn’t use that in the end…

I have ā€œRealFuels: Stockalike RF Configsā€ selected.

edit: what trouble are you having?

Weird! I installed everything but RF and it worked. Then installed RF on its own and it worked. I have no idea what the issue is but I seemed to have solved it.

I just checked, apparently I was wrong. It seems liquid hydrogen has been used in MPDT tests before.

All problems solved! Booting up now. It will probably take awhile for the first startup with ATM.

Woot! Glad that was an easy fix. I’ll update the instructions.

1 Like

I haven’t used ATM in awhile but damn does the first startup take a long time. Only about 25% of the way through!

I just hopped on assuming you must be done by now. That’s crazy o_O

Well I’m up the squad folder which means there aren’t many folders/stuff to compress afterwards. The rest of the loading part is probably MM stuff.

Edit: Success! Going through MM patches now…hopefully nothing else breaks and I can login with no problems. See you there!

Double edit: Whats your ram sit around?

Currently (in the VAB) I’m using 24% CPU and 2537.4MB memory. I haven’t done anything to try and reduce that though.

Ah I know what it is. Damn astronomers pack.

I’m idling around 3.1gb at the main menu…I’m going to have to force opengl

I’m going to try playing without, but we’ll see how long it takes to crash.

Does this mean that x64 KSP is stable enough to use?

And will this game ever load?

No. Sometimesā„¢. I get it to work about 80% of the time with loads of mods and using -force-opengl without ATM. However, ATM might be better because it increases the load speed by a LOT. Only after you do the initial boot. On the first start up, ATM goes through and compresses all the textures used in the game which is why it takes so damn long to load. It took me an hour, so don’t worry if it seems to be taking awhile. Once it loads once, it should zip through the loading procedure afterwards.

I was hitting the ramcap with my mod selection(I chose to use EVE and astronomers pack for added graphics) and it really adds to the ram use, so I had to force opengl along with ATM to play. I’m considering attempting to make 64bit work so I wouldn’t have to use ATM, but it still leaves long loading times as a problem, but something I can deal with.

If it were a career server, I would not attempt 64bit because the buildings are inherently broken, they are unupgradable in 64bit. I’ve tried to fix it, you can’t.

1 Like

I put up a pair of mapping satellites in polar Kerbin orbits. I don’t know if all players get the maps, but they’re there.

Don’t know what’s causing it, but the game keeps disappearing on me.

Disappearing? Like the planets? Or crashing? If its crashing, can you go to the task manager and check your ram usage at the space center?

I’ve already gone to bed, so I’ll check it tomorrow.
Yes, crashing.

Running out of ram is probably your issue. Did you install ATM? If not, do that. The first setup will take a long time but you should be fine. If you already have, either go aggressive or use -force-opengl

1 Like

I would be very interested in this.
Never played with any mods at all so I’m excited to try. Won’t be able to participate for a while though. Give me… A week.