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eldorim

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Everything posted by eldorim

  1. Support answered fast, until it came to the topic 1020.. Nothing anymore since then..
  2. Hi, thanks for the reply. It seems to be solved now. I installed a couple of updates in the meantime. Maybe they fixed it. I haven't sent any new satellites into orbit. Omni Range is now shown, connection status is green and it seems to be, science has actually been transmitted.
  3. Hi, as I understand, some versions ago, you implemented a 400km omni range into the probodobodyne experiment control station (breaking ground). But it doesn't seem to work. Comm Signal is still NA. I dropped the experiments on KSC, so there should be a connection, even if there was no satellite. Is there something I missed?
  4. I love this mod, but I have two problems with it... When I dock vessels via RTS-1 , they start moving all over the ground, if they don't velociting up into the sky.. Even, if i place a GP-20 under it. If I put a part on a Breaking Ground Robotics part, the part won't move with the robotic, but stands still on its place. Do you have a solution for this? KSP 1.9.1 KAS 1.7 KIS 1.26
  5. CKAN v1.26.2 with the repo: github.com/KSP-CKAN/CKAN-meta/archive/master.tar.gz Edit: Found the reason. 1.3.1.5 is only released for ksp up to1.6.0, but i installed 1.7.0. Put the version into the compatibility list and did the update Thanks for the hint!
  6. I'm sorry to see you go. Your mod is a great idea, thanks for make it come true. I wish I could adopt it. I would have the programming skills (my job) but absolutely no time :-( I put a single capsule on the launch pad and recovered it after. Why is it blacklisted? [LOG 22:16:37.689] Capsule loaded! [LOG 22:16:37.702] 5/9/2019 10:16:37 PM,KerbalConstructionTime-KACWrapper,Attempting to Grab KAC Types... [LOG 22:16:37.725] [OhScrap]: Attempting to refresh part 173947152 [LOG 22:16:37.725] [OhScrap]: Refreshed. New ID is 2629794411 [LOG 22:16:37.729] [ScrapYard] Blacklisted 1 parts. [LOG 22:16:37.729] [ScrapYard] Loaded 4 module templates and 1 forbidden templates. [LOG 22:16:37.730] [ScrapYard] Automatically refurbishing 1 modules. Edit: I think I found it: MagiCore 1.3.1.5 is needed, but CKAN only provides 1.3.1.4 [EXC 22:25:40.343] FileNotFoundException: Could not load file or assembly 'MagiCore, Version=1.3.1.5, Culture=neutral, PublicKeyToken=null' or one of its dependencies. Edit: I found a zip of MagiCore 1.3.1.5 and installed it manually. ScrapYard works fine now! Thanks for helping!
  7. Hi, my recovered parts don't appear in the inventory. Mod and inventory is enabled. What could be the reason? I used this mod in prev. KSP versions without any problems. Installed Mods:
  8. Very true. But I also encounter a bug. Kerbin vanished, when i started the simulation. After that, (restarting the game) I cannot start any simulation anymore, nor can i left the vab after i clicked on start simulation! After another restart it works fine again. I believe. it has sth to do with the "Colonists!" Mod, since i put in a colonist in a module when it crashed.
  9. having the same problem.. The launch site is even in the title screen... It appears on every selected vessel.. screenshot Downloading "https://github.com/Li0n-0/CrewLight/releases/download/v1.18/CrewLight-1.18.zip" Downloading "https://spacedock.info/mod/1774/Kerbalism/download/2.1.0.0" Downloading "https://spacedock.info/mod/1347/Kerbin-Side%20Complete%20continued/download/1.4.5.26" Module "Crew Light" successfully installed Module "Kerbalism" successfully installed Module "Kerbin-Side Complete continued" successfully installed Module "KerbinSide Core" successfully installed I made a "beyond compare" crc-diff over the ckan installation and the manual downloaded and extracted zip , and there was no difference I reinstalled 1.4.5.25. this version is fine.
  10. Hi, I cannot attach any plugs into SEP Central Station anymore. It worked the last time I played.. If I remove the existing plugs, they also cannot be attached anymore. The experiments are still plugable.. any ideas? Those are the updates I did after I played last time.. Downloading "https://spacedock.info/mod/1324/Crew%20R%26R/download/1.1.9" Downloading "https://github.com/snjo/Firespitter/releases/download/7.11.0/Firespitter.zip" Downloading "https://spacedock.info/mod/834/KEI/download/1.2.9.4" Downloading "https://spacedock.info/mod/1949/KerbalGPS%20Revived/download/1.1.0.12" Downloading "https://spacedock.info/mod/141/scatterer/download/0.0336" Downloading "https://spacedock.info/mod/56/WasdEditorCameraContinued/download/0.6.14.2"
  11. Hi, I cannot put the pressurized tanks on my rocket. KSP: Version 1.5.1 EXC 21:39:26.006] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[PartResource].get_Item (Int32 index) DictionaryValueList`2[System.Int32,PartResource].At (Int32 index) PartResourceList.get_Item (Int32 index) Part.OnCopy (.Part original, Boolean asSymCounterpart) EditorLogic.createSymmetry (Int32 mode, .Attachment attach) EditorLogic.<SetupFSM>m__D () KerbalFSM.UpdateFSM () EditorLogic.Update () installed Mods:
  12. whoo , thank you ! i looked for some but never found any.. maybe because of lack of keywords
  13. How about a new skybox image? it's very low-res and a new one could give the whole game a much better look&feel at all.
  14. How about a new background image of space (with higher resolution)? Or I'm the only one who does not like it?
  15. I know, it's not released for 1.3.0 but I worked fine so far. Other docking missions run perfectly. But I just saw, that the periapsis of my Skylab decreased over time and is now too low. Maybe that was the reason. I'll try it this evening
  16. I love this mod! Thank you, for putting so much work on it, especcially on the background infos. But docking detection still doesn't work for the skylab missions :-( (KSP: Version 1.3.0 HistProg: Version 1.6) https://www.dropbox.com/s/6juiwwlz8vyrw3k/screenshot211.png
  17. Thank you, for your great explanation! I just tried it, and changed the craft type of the station into another and it was listed as a science station then.
  18. Ok, I made a pared-down version of the moonbase in the editor. https://kerbalx.com/eldorim/Base-Science-Modell I believe, both suffer from the same reason. My modlist:
  19. Hey, this is a really cool mod! But I can't figure out, why my space station and mun base aren't recognized as science stations - they are only recognized as space station / base. They have antennae (ModuleDataTransmitter), stock solar panels, stock batteries, stock docking ports, and stock science labs, though they both have parts that are not stock. Version 0.6.8.1 is currently installed. Could it happened, because I installed it into an existing game? Screenshot of my Mun base: https://ibb.co/gw0Sak Screenshot of StateFunding Base Overview: https://ibb.co/gBf4MQ Screenshot of StateFunding Science Station Overview: https://ibb.co/bSi285
  20. Hi pap1723, I really like your tech tree! But there are some nodes missing. Could this happen, when mods are installed, that are not supported by your tree? https://www.dropbox.com/s/b29jtwin16xmpx0/screenshot116.png
  21. Flying to Jool to discover research all it's moons
  22. And they slow the game massively down.. 1 second are now 6 seconds in realtime, when i activate them...
  23. And they take much cpu power.. the game gets very slow, when i activate them
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