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Space Kadet

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Everything posted by Space Kadet

  1. there seems to be a bug where the cuda engine always has its effects on even b4 activating it.
  2. What mods are you using(vessel mover?)? i dont get these bugs, and ive had the same kerbal game open for over a day? so it must be in something else. do you have any planet modifaction or structures? and do you ahve trajectories? ive jsut learned that was beasting my computer during reentry
  3. sorry mate, this may be true now, and you may be right, however all i know is seeing the same post about kerbalisim breakins stuff to do with USI mks a few years ago(2016), i belive at the time it was to do with changing how the converters worked. Im sure its a good mod, and appoligies if i was inaccurate, all i know it pathfinder plays well with others and kerbalisim had compatibility issues 4 years ago so i was trying to point the person back to the kerbalisim thread for answers.
  4. where is the deffination of the equipment resource located in the files? i was looking for volumen ammounts for putting into parts not yet compatable with WBI, but also im just curious of the structure of the mod. kerbalisim isint really compatable with alot of other mods as it breaks some of the stock systems in the way it implaments stuff, and the developer never changed this...
  5. i use to be a big user of the mks gear and slowly swapped it all out. my reccomendation would be to bin USI ls and change to snacks (same maker as pathfinder) or goto TACLS if you want more complexity both of them work a hell of a lot better in my experience performance wise. and pulling out all the mks gear reduced alot of the explosions i got and part drifting when loading into bases. also if you experience save corruption or glitches whenr you cant save, thats usually kerbal alarm clock thats the culprate. And just a random tip, but Knes and tundra exploration (spacex) are both compa
  6. of course they will! aside from the stuff switching (fuel, etc), we all know how well itll work under current managment :p one day ill make a helicopter that wont explode.....
  7. Lookin at the pre alpha footage it just looks reskinned with some more parts. so im assuming your mods will just slot in:...
  8. welllllllll to extend the word... so i just saw the kerbal 2 trailer. so @Angel-125 do you recon you will have some free time to convert your mods for the new game in about a year? :p not lookin for an answer, i think i know how much work would go into reskinning stuff, however if you are at some point, get a patreon up, im sure im not the only one that will send you some beers! and i just saw this vid and am trying to make it in buffalo...
  9. you got any logs? see below on how to get them. basically start up make the issue happen then close and copy the log files. then linky linky...
  10. you might want to pop that on the hyper edit thread and provide logs for when it happens, it sounds like a vessel spawn issue...
  11. so far thats all these rebotics parts do for me.... i agree with everything said here defecding squad, and have bought the dlc. my only grip is its not very good. so far stuff ive made is farr less reliable than IR. mostly cracken attacks, 3 game crashes, and one death of the full pc, seriouslt i hard crash i needed to reset the battery for. im all for new dlc, its cool, and you should support good games devs, but this mod isint very good. i would have thought when squad did what one modder did, they would make it far better....
  12. got the same problem her with a fresh install, changed templates to the foundary and no workshop button, tried the factory same. reinstalled and rechecked, same.
  13. so theres some serious conflicts with this and the new rebotic parts. i was making simple crafts and on launching it was kicking me back to ksc, and sometime on load the load box wouldent go away after the craft loaded. id gone through all my mods systematically, and this is the one causing it. im sorry i dont have logs but heres the stock plus dlc craft that caused the issue https://kerbalx.com/SpaceKadet/Mars-Fuel-Drone
  14. thats genious, i never thought of a harrier engine! and if you where goin for realism they still kicked out air for the balance system... well thanks for the thought. and as usual im lovin the mods. im messin about with KFS alot now, and usin snacks instead of TAC!
  15. oh so many issues! they arent stable. they seam to be weaker that IR joints, so their either tearing them selves appart or creating yaw that makes them unflawable. and thats when i can use them, 90% (and thats probably an understatment) of the crafts i make wont launch and i just get kicked back to the ksc. ive literally just made on with mk3 parts and 4 pistons working as gear. not even 20 parts and it crashed to ksc. I genuinly hate this DLC. if its not crashing then its ripping its self appart. i use to do alot with Infernal robitcs and got a problem occasionally, but these parts are b
  16. Hello all, its been some time, and im finally getting back into this....... so as usual i had a weird idea / request. a while back i thought of and cant remember if i mentioned rotatable vtol engines like the prop ones you make. the idea i has to save time, was basically the saddle tank with a nozzel on the back that could rotate round from backwards facing to down wards facing. maybe a veriant for get and rocket. The reasoning is that your rotating props are solid, but making rotating engines with robotics is unstable as hell. and i need landing engines for some fun craft :p https:
  17. new kerbal DLC, i immeadatly came here for another download :p
  18. I got it, i was using the kerbal switcher under the launch button but you have to go through the launch button in Kerbal constructs
  19. bit of a late reply but how did you get it to work, ive put the launchpad up there, enabled it as a launch pad and i see it in the VAB but every time i try to launch it loads for a second then drops back to the ksp screen
  20. do you have the screwdriver equiped and are you holding down the attach key so it goes deep breen in colour?
  21. ok im curious, how dose that affect the converters? i definatly have the latest Kis installed, ill give it a shot later
  22. after a bit of digging, it might be because the omni converters template file in templates/crp dosent have them listed, but i thought they where at one point, becaue my orriogional auto base didnt neew external refiners melters or rocket par makers. I remember @Angel-125 saying somthing about dropping support for crp and ive not read up in a few months so maybe this if part of it.
  23. when you go into the factory managment, it dosent have the converter templates for rocket parts or metal an stuff like that. it still has fuel and equipment and stuffs. It dosent really matter, ive just lost the will again. spent 2 days rebuilding the save, and fresh installing and testing everything. and after 3 hours of play putting down the new base it wont save quicksave, drop to load or any of that. im afraid its dead. there shall be no more eve playthrough.
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