crberus
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Everything posted by crberus
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[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
crberus replied to Gravitasi's topic in KSP1 Mod Releases
I found that folder, but what should i give to KillAshley? There're files of every celestial body and an empty folder "KopernicusExpansion". The strangest thing is that i have no Kopernis Expansion pack installed. -
[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
crberus replied to Gravitasi's topic in KSP1 Mod Releases
If you mean that directory in Game's folder, which created after every gamecrash, i can't send it, because game doesn't crash. I just have nothing in place of Kerbin, only galactic backgroung, Sun and Mun and camera in warp turns around just like supposed to. -
[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
crberus replied to Gravitasi's topic in KSP1 Mod Releases
Here's my modlist, but i realised, that i have 2.6.20 version of Module Manager instead of 2.6.3, may that cause a problem? -
[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
crberus replied to Gravitasi's topic in KSP1 Mod Releases
Yes, it works, but there were no conflicts with the same modpack in 1.0.4. -
[1.0.x] Trans-Keptunian - Outer dwarf planet pack (v0.4 - 06/07/15)
crberus replied to Gravitasi's topic in KSP1 Mod Releases
Does anybody have problem with this mod? I get the whole 1.0.5 game broken after installing of this mod, but i had no problems with that before. -
I think, that should be more complicated mod. There must be a part (at least one), which would allow you to apply Ablator to a shield and to spend electricity for this purpose.
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Looks very well, hopefully, it'll go smoothly.
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Whole Movie came out in 2013, but i don't know if it was dubbed, i'll look for it, if you're interested:) UPD: Yes, there was UK DVD release, so you can try to find it in Internet.
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Idk, where did you those peoples find, but i can, as kinda "russian schoolchildren", say, that it's not true. Yup, a lot of peoples think, that americans weren't on the Moon, but they're minority. And, of course, no one thinks, that soviets were there.
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Actually, it's not a full movie, this film is ca. 1.5 hour long. And there are some historical mistakes about life of Gagarin's family and his childhood and some things weren't showed, but that's the best russian movie in last 16 years.
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I didn't have these problems at all, are you sure, that you make everything properly?
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It depends on licenses of these addons.
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I think, we need rocket for spaceship, without launch vehicle it won't make atmosphere, but i can test it without rocket, if you want to - just send me PM. Onega was launch vehicle for "Kliper", as i wrote few posts later. But we need Soyuz launch vehicle itself, because existing one is a bit too heavy for PC.
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We have already 2 "Protons" and 2 "Zenits", so i doubt, that we really need him. I suggest you to make "Soyuz" with not really much parts, just like Bobcat made it originally 3 years ago. I also advise you to make not "Soyuz-U", but whole family of "Soyuz-2.1" launch vehicles (Or, two of them: Soyuz-2.1b and Soyuz-2.1v) and different textures for fairings with Firespitter. Also, it would be very cool to have soviet and russian probes, such as "Tsiolkovsky" for Energia and these modern lunar, martian and venusian projects, but they seem to be not very easy to model. But it all will take a lot of work, so if you decide to make at least something from my "wish-list", i'd very glad to help you with testing or documentation.
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Yes, that's what i exactly meant.
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I've tested this fix. It really fixes Spektr, but every other module seems to be broken, but, as i can see, it can be fixed the same way, as you fixed Spektr. Some screenshots under spoiler, as usual. P.S. I don't know, if you're interested, but i'd be very happy to see Bobcat's Soyuz working again:)
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Thank you, i'll test it later. Hopefully, tonight.
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Mir Core Module is perfect, but there's a problem with other modules. When i try to attach solar panels to them, panels get sink under the surface of modules "Kvant-2" and "Kristall" (Maybe, there's the same trouble with "Kvant", didn't check yet). And "Spektr" seems totally wrong, as you can see on this screenshot under spoiler.
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As i said before, it was a problem with Mechjeb, not with Buran. Problem is so, that Buran's tail fin should be open, when Mechjeb takes control over, otherwise it'll roll uncontrollably.
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Could you test it with any other payload with smaller diameter? I'd test it myself, but have no time till tomorrow's evening.
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I'll send a screenshot later, maybe it will help you. About Vulkan, it was just a suggestion to meet a bit closer real-life supposed payload mass, at this moment Vulkan works very well.
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I don't know, maybe KJR cause this problem with Joints. All parts are pretty balanced and you don't need to fix it. But, maybe, you could increase payload for Vulkan from 100 tons to 150 tons
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As i promised, here are settings By the way, i had troubles with landing with a MechJeb (You can find my complain on previous page). I've found just in this flight way to fix it: you should open tail fin control surface.
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1.0.5
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Yes, i mean these green points for attaching things:)