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About aluc24

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  1. I checked, and it seems it is not available for KSP 1.3.1. In any case, the terrain itself is bumpy as hell because of these terrain ridges. Any fix for that?
  2. Real KSC is out for 1.3.1? I thought the devs skipped it, and jumped straight from 1.2 to 1.4
  3. Hi guys, I'm running KSS-RO with all the recommended mods for the first time. Everything is great, except the runway. The LVL 1 runway in KSS-RO is already asphalt, but there are these jagged lines that crash all my planes as soon as I try to take off or land. I know that this was a known issue from Squad's side, and it was supposed to be fixed in 1.3. I am running 1.3, and these runway bumps are still there. I can't take off/land from grass either, because it too has these lines, and makes my planes crash. Wasn't this supposed to be fixed? What can be done? Or are planes virtually useless in KSS-RO?
  4. Hey, guys, have any of you managed to get RP-0 to work with KSP 1.3.1? The rest of RO seems to be updated and working with KSP 1.3.1 (including RP-0 dependencies), but when I put the RP-0 (for KSP 1.2.2 version) in Gamedata, the game crashes before reaching the main menu. I assume that version doesn't work. Or are you all still running RO on KSP 1.2.2?
  5. aluc24

    [1.3.x/1.4.x/1.5.x] Kerbalism v2.0.0

    KSP Kerbalism 1.8.0 (I know it's not the latest, but the changelog doesn't mention this problem in the latest release) EDIT: damn my eyes. I just saw that this was fixed in 1.9... I'm so sorry!
  6. aluc24

    [1.3.x/1.4.x/1.5.x] Kerbalism v2.0.0

    Hey, @N70, I am encountering an old bug in Kerbalism (had it before as well). I have a space station in low Kerbin orbit with solar panels, lots of batteries, and various processes going on (greenhouse, etc.). The batteries are never drained more than half their capacity when the station is in Kerbin's/Mun's shadow. When the vessel is active, or when I time-warp in KSC slowly, everything is good. But if I set the warp to maximum from KSC, my kerbals die in the station due to lack of electricity. It appears that during high time warp (default KSP, no time warp mods), Kerbalism doesn't calculate electricity consumption/production properly, and the kerbals die before even getting a warning message through. Is this a known issue? How can I solve it? If you need logs or anything, let me know, I'm just not sure what would be relevant here.
  7. Thanks, but I already did that, and the contract is still not showing up...
  8. @nightingale, what are the requirements to get the Mun Rock Arches contract? I've already visited all Monoliths, as well as landed on Minmus, but the contract never appears.
  9. Thank you. I would really appreciate that. In the meantime, maybe the time frame could be extended?
  10. hi, @sarbian, I am having a small problem using Mechjeb's Advanced Transfer to Another Planet function with asteroids. When trying to use "Limited time" or manually selecting from porkchop plot, I get messages "optimization failed" or "error creating node". One of the messages say to select from porkchop manually, but I'm doing that, and still get the error. Is there a work-around besides manually creating the node from scratch?
  11. aluc24

    [1.3.x/1.4.x/1.5.x] Kerbalism v2.0.0

    Hey, @N70 , does Kerbalism work with the famous Scrapyard mod? Does it account for part uses when calculating chance of a failure?
  12. Hey, @blackheart612, there seem to be a few bugs regarding helicopter rotors in Aircraft Plus. I tried using K700 Hawk, and I'm not sure if this is applicable to other engines as well. 1. If I land, turn the engine off, but don't wait for RPM to slow down, but save the game there, the next time I re-load the game, my helicopter is a dozen meters in the air, and comes crashing down. 2. If I do wait for it to stop completely, save, and reload, I find it running again for some reason (at least the helo doesn't crash). 3. The fuel consumption seems to jump wildly depending something I can't pinpoint. Definitely not altitude. I don't have any other mods that should be influencing this behavior. EDIT: 4. Additionally, after loading a save mid-fllight, the helicopter engine doesn't immediately give the thrust it had at the time of save, but instead, spools up from some very low value, making the helicopter fall quite a bit before the engine is at full power. At low altitudes, this can easily cause a crash.
  13. Damn, you said you wouldn't do it, but you did it anyway. Man, you're awesome. Thank you so much!!!
  14. Thank you very much! This is most useful. Still, it would be nice if the descriptions of all antennas and dishes would be updated according to this.