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pw4x3r

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Everything posted by pw4x3r

  1. that one came from procedural parts mainsailors procedural textures - complete edition --- removed and reinstalled tantares and its fine now, no idea.
  2. I've downloaded the four most recent versions of tantares and tantares LV and I cannot get this to load due to missing part Tantares.DockingMechanism.Y is missing. It is listed as an included part with the tantares pack but it isn't included??? --- removed and reinstalled tantares and its fine now, no idea.
  3. Inflatables flipping over during reentry, altair landers and rovers exploding when touching ground if legs are deployed. Is it just me ?
  4. That's great! Thanks! Can build the thing now. I tried to send it up there and spent way too long trying to dock only to read in the config file that docking isn't working. Any thoughts? Sadface ):
  5. Yeah, so, you will find the reason for this is the mass of the Chaka parts, in general, are much higher than that of the stock parts. Therefore, in order to get those larger mass parts up there, the engine power has been scaled up as well. If you are aiming for realism then you will want to use only Chaka parts with Chaka parts, and stock parts with stock parts for this reason. -- The following is nothing more than a story that I thought was awesome to share -- Chain contracts to Jool using the MTV, Orion, Snacks modified, and Taurus HTV, 4000 Science, 1000 rep, Millions in Funds Explore Jool Put a satellite in Pol orbit Land on Pol and take a seismic survey at specified site Explore Bop Land an outpost on Bop supporting 11 Kerbals *Bonus* Return to Kerbin Assembled MTV. Put the Taurus Pod w/ Science module as forward payload instead of NOS lander (for hitting the 11 kerbal requirement only). Dock Orion to side of MTV (added landing legs to side of Orion). Dock a Snacks that was modified with a tiny satellite / lander as forward payload to other side of MTV. Transit to Jool. Transmit eva / crew report. Send Snacks to Pol and achieve orbit. Send lander down and take seismic reading. Launch back and transit to Bop. Rearrange MTV fuel tanks (dump empty). Transit MTV to Bop. Transmit eva / crew report. Land Orion and Taurus. Samples / science. Launch / re-dock Orion to MTV. Rendezvous satellite lander and take it's data readings. Refuel Orion full from MTV. Transit to Kerbin. When out of fuel, undock Orion and finish journey to Kerbin! ++++science / ++++moneys / ++++reps / ++++zomg / ++++chaka monkeys The MTV becomes debris in Space... The Taurus w/ science module is sort of cheating since it isn't Chaka spec but it was to hit the 11 kerbal mark with a mass that could make this journey happen.... but it was pretty fricken awesome to do all those contracts at once!
  6. Hey! Just letting you know, NP_interstage_1_25m_2_5m_tank is missing TechRequired in its part.cfg Have a great day!
  7. Yeah, confirm EVA catapult bug. Also: Unless the pod is at a near perfect vertical angle, it seems the kerbals will not grab on to it to go back in.
  8. I can confirm compatibility with the following active: Active Texture Management Animated Decouplers ASET Rover / Alcor Pod Baha Constellation parts Bio Domes parts CactEye Orbital Telescope Chatterer Environmental Visual Enhancements Habitatpack + Firespitter Plugin JSI RPM Kerbal Attachment System KW Rocketry Infernal Robotics NavyFish's Docking Port Align. Indicator Planetshine Realchute Trajectories Tweakscale!
  9. Success!!! You got it! I think that's going to make a lot of people really happy. I think you're probably right about the transmitting! -Adding some pics from last update - everything works!
  10. Cool another update! Active Texture still isn't happy. Same thing. XStrutConnectorMediumX and SUPERSTRUTCONNECTOR
  11. Some pics from the mission to Duna and back. To note: requirement of filling up Ascent Pod with mono propellant from MTB Hab for balance purposes. There was not enough fuel left to get into a low Kerbin orbit upon return. Low enough, however.
  12. Hehe, yeah. So about after the burn towards Duna, but before the final retro burn, I transferred all but about 10-15% of the fuel / oxidizer from both the orion and the snacks. After orbit, snacks goes bye bye. Then, the lander goes down. Then another lander already on Duna, as well as the lander we brought come back, rendezvous. (This helps balance weight a bit on the return trip). Then we just take the Orion back down into Kerbin when we return :}
  13. I think that would definitely do it. I just tried docking one with the vernors (at 12) and it was much better
  14. LOL dude not cool.... I did this yesterday in between all the updates.... Edit- Oh and I must say, the thing made the trip fantastically, and fuel was perfect there and back. However, docking those heavy things was a nightmare of a process.. and then undocking and redocking i kind of wanted destroy the ship to get it over with, lol. I just plan on adding verniers to them.
  15. ^ With this method, can active texture management be used ?
  16. I feel you 100% on the performance aspect... The only reason I have been relying on it is due to the large amount of mods I roll with. I can run what I want at about 2.8GB without active texture... which means that after I do something in orbit the game crashes on the way back to the VAB. LoL.
  17. steam\steamapps\common\kerbal space program\gamedata \ Active Texture Management \ CMES
  18. Still not compatible with Active Texture Management. Yields: locked or invalid parts
  19. Working here.... You getting an error message of some kind?
  20. I just installed the 25.8 along with a ton of other mods, minus active texture management, and I am good to go
  21. Active texture management was causing the strut problem for me. Had to remove it completely.
  22. Failing to load crafts because of XStrutConnectorMediumX and SUPERSRTUTCONNECTOR
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