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About PieBue

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  1. Hi, I searched the topics but didn't find what I was looking for. So I ask directly now. 1. I have some kraken issues 1. a) When I try to enter the road leading to tunnel at the KSP The kraken appears and takes my world away. 1. b) I had a contract to land at old KSP. I landed besides the runway and tried to move on it from the side. It has the same effect then entering the tunnel road --> kraken. 2. I had to land on the old KSP. But the slightest touchdown caused the runway to collapse. Is there a way to set the buildings to indestructible? I read that there is a c
  2. thanks @linuxgurugamer, your advice solved not only the problem with this mod.
  3. I have a problem: the Icon don't show up in 1.4.1 neiter in stock-toolbar nor in blizzy's toolbar.
  4. I installed the visual pack stand alone. Sadly it doesn't work. Using a fresh 1.4. Which conifg do you mean @Waz?
  5. I always delete the folder and copy the new one.
  6. @ShotgunNinja Nice work man, like always. Thanks for the hotfix! <-> to fast the hotfix doesn't work for me.
  7. Hello long time no see @ShotgunNinja, I have encountered a new problem. Right now I have a contract to lunch a sience Lab to Mün. I sent a stock Sience lab and a Since lab frome the Sience mod to that. I was shocked when the contract wasn't fulfilled. Now I traced back every mod that modifies the stock sience and removed only one at a time. - removal of Extraplanetary Launchpads: the stock lab doesn't fulfill the lab-request of the contract. - removal of Station Sience: the stock lab doesn't fulfill the lab-request of the contract. - removal of Kerbalism: the stock lab fullfill
  8. I compared both config.cfg files. All you changed is @ multiPartAttachNodeReinforcement. As I stated when this solution came up plenty of pages before, this is no solution. But everyone can test it for ones self. After test I think others will agree that this file of yours is no solution of IR vs. KJR. To performe the test please switch: @ Kerbal Space Program\GameData\KerbalJointReinforcement\Plugin\PluginData\KerbalJointReinforcement\config.xml <bool name="multiPartAttachNodeReinforcement">0</bool> to <bool name="multiPartAttachNodeReinforcement">1</bool> and
  9. Beware this is no solution at all, in my oppinion. The reason is that it mostly disables Kerbal Joint Reinforcment Mod! Rockets will mostly behave like stock. This means it behaves like gum (again). It is said you can avoid that by more struts, but if I want to go this way I won't have to use KJR anymore. I'd like someone comes with a true solution. You may encountered auto-struts when adding the wheels. There is a way to show, but I don't right now. But it is mentioned in this thread.
  10. @Jacke is right, I propose the same. There are many 'continue'-mods/threads. I for myself have removed IR for now, because KJR is more important to me.
  11. Now I tried it in 'Sand Box'. At the module stands: inactive (even after bohai). When I go to Bon-Voyage-overview in KSP-Window there stands: idle. So not working.
  12. Found a issue with the new system. Food, Water,... at EVA makes the kerbal so heavy that it sinks at sea. Worse, it geht crushed at ~-160m. I solved the problem by adding Bounce to the kerbals and it works. @ShotgunNinja May be you can adept the solution to whole Kerbalism. I changed @profiles\default.cfg following entry: To This prevent Kerbals from sinking with extra weight.
  13. Hello, I have a little big problem with BonVoyage. An unmanned solar powered test probe with wheels (modded-ones) is on idle for the whole time (even if sun is avaible). I think the mistake is on my side. The testprobe stands besides the runway. It should travel at day time with a speed ov at least 4,5 m/s (Average calculated by 'Calculate average speed' = 15. Factor of control: 70% Penalty for movement speed [according to message at 'Poehali']) - I set a target waypoint (with WaypointManager) and activate it. - I push 'Set to active waypoint' in BonVoyage-Menue. On map-view it plots
  14. As far as it is KJR still messes with IR. IR-Parts are not excluded from KJR-stiffening at all. Genereal solution is still tu deactivate the whole KJR-stiffening. This means KJR-Mod is mostly useless. MuMechToggle is told to exclude the IR-parts. Creater of IR confirms it, but as far as I see MuMechToggle-exclusion doesn't prevent stiffening of IR-parts. I wish someone with knowledge comes up with a solution. I myself lack knowledge, so I just can say the state of beeing (other see it as complaining). Maybe KJR-creators test it with the latest version of IR-Mod?
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