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DJToxica

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    Curious George
  1. @TheKurgan I have already too much mods o.O But thanks, maybe i'll try it ^.^
  2. That's it, found some other FAR Files and deleted them, now it works perfectly fine...except. My Planes bad so back to the drawing board Thank you very much!
  3. Hello there i hope y'all can help me with my problem. I have both Legacy and Main Pack installed alongside OPT Reconfig. I know that the legacy main wings dont work as main Wings because the elevons apply forces to the middle of the wing. Thats why the main pack seperates the control surfaces from the wings. Problem is those control surfaces don't work. No Options to configure no movement and no forces applied. Maybe i did somthing wrong? As for my install. I'm using KSP 1.7.3 I reinstalled all mods and started just with them. I downloaded the Mods from spacedock and copied all the files to my game folder. Didn't really help, so any Idea what it could be? Here is a Screenshot from my SPH: https://drive.google.com/file/d/1lBQxzAJctRTt3WXO0AOI6Sm00ORRrYKk/view?usp=sharing Kind regards DJ
  4. I have always a lot of Mods on my KSP, but sometimes i think about sharing my more succesful designs. But as you all know it's sometimes hard to keep track of the parts used, and maybe, just maybe there is this small hidden part somewhere which keeps the craft from falling apart. So i thought about a simple plugin, a button you press and it lists all the names of the Mods used in that particular craft. And if you hover over the Mod name all parts from that mod are outlined and if you click on the name it extends to a list with all modparts, so you can highlight specific parts. What do you think?
  5. I'm personally don't want the grass any worse than now. Especially for beginners it's perfect to train landing at all. Getting in line with the runway was hard for me the first time i tried Sandbox. It may be only interesting for big ass planes you build if you're further in career. But even then...i like spaceplanes those are my first choice in atmospheric landings... I have some ideas for the runway. Tier 0 Should be really long and wide londer and wider than now. It's just dirt...dirt is cheap. But it should be flat (a steamroller is not taht expensive) especcially for beginners, starting with career it would be great so they can train the landing without the fear of getting off target. I would say double the length and triple the width then Tier 0 now is. It should have extreme low friction...which means a lot longer way to stop but sometimes that can help especially for beginners to have more time to stop. It should also be more vulnerable for crashes...if you crash you will destroy that part...but how expensive can a bucket of dirt be? Tier 1 should be the same as Tier 0. Extreme long and wide dirt patch but a short bit of it is now concrete which is sturdier and has a bit more friction. If you cras a light plane on the concrete it won't get destroyed. And last but not least Tier 2 which would be the same as now but like tier on the dirt part of Tier 0 would stay. Maybe later a Tier 3 which makes all of that asphalt. The is never enough runway... If that would be the case i'm fine with making the surrounding grass a deathtrap. But the first basic plane wheels and maybe later some type of offroad landing gear should still be capable of landing everywhere.
  6. New super efficient launch profile: Rocket stands still and pushes Kerbin away from it.
  7. My first Munar landing was back in the glorius days of 1.0.0 Jep...i think i have the game since 0.12 but never really made a proper munar landing on my own. Mostly dicking around with rockets watching explosion or when B9 came building spaceplanes. I visited the mun very often also built bases like crazy all around the system but thanks to MechJeb never made anything on my own. But when 1.0 came i said to myself: New Aero, New Game, at least everything just one time on my own. And i made it. The lander was already really advanced (science mode) with Karbonite Drill. (took forever to gather enough science from kerbin) I made it on first try but i had plenty fuel, very high TWR and light from Kerbol Good thing i had enough food with me (5 Years to be exactly) because i hit a Karbonite Conzentration of less than 1% And had no spare Fuel left. In the end i think the ascend from Kerbin was harder, than the mun landing... After two years on mun base alpha Bob returned happily into the arms of his beloved family after that unplanned long journey.
  8. Good mornin out there My first post but i not my first time in KSP at all. I have the problem, that MechJeb doesn't load properly after launch. The Parts appear in the game and the TechTree, but if i put the MechJeb Pod or the AR202 Case on my Rocket, nothing happens. No Windows Appear neither in VAB nor on the launchpad. After a quick Search in my logfile i found this: Non platform assembly: D:\Steam\SteamApps\common\Kerbal Space Program\Plugins\MechJeb2.dll (this message is harmless) AssemblyLoader: Exception loading 'MechJeb2': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'MuMech.FuelNode' from assembly 'MechJeb2, Version=2.0.9.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleStagingController' from assembly 'MechJeb2, Version=2.0.9.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.PositionTarget' from assembly 'MechJeb2, Version=2.0.9.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.PositionTarget' from assembly 'MechJeb2, Version=2.0.9.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<SetConsumptionRates>c__AnonStorey1' from assembly 'MechJeb2, Version=2.0.9.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<CanDrawNeededResources>c__AnonStorey2' from assembly 'MechJeb2, Version=2.0.9.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<HasStayingChutes>c__AnonStorey9' from assembly 'MechJeb2, Version=2.0.9.0, Culture=neutral, PublicKeyToken=null'. My List of Mods: KSP: 1.0 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit USI Tools - 0.4 Community Resource Pack - 0.3.3 Contracts Window Plus - 1.0.5 DMagic Orbital Science - 1.0.2 RasterPropMonitor - 0.19.1 Kerbal Engineer Redux - 1.0.16.3 KSP-AVC Plugin - 1.1.5 RealChute - 1.3.2.1 SafeChute - 1.6 TextureReplacer - 2.4 TAC Life Support - 0.11.1.19 Freight Transport Tech - 0.4 Karbonite - 0.6 Karbonite Plus - 0.4 MKS - 0.22.8 USI Survivability Pack - 0.3 USI Alcubierre Drive - 0.2 So....any Ideas? Thanks for any help LG DJ
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