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About Kuldaralagh

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    Bottle Rocketeer
  1. I meant the pods part, it happened in 1.2.2 for me. nevermind then.
  2. @Gordon DryHey bro, did you find a solution for this? I was reading it and it is the same issue I am having with AY. pods gone. I have quit using AY for now.
  3. I read thru your suggestion now. and realized, no I dont use RO. I tried, but my machine cant handle that. takes forever to load. so I gave up on my RSS RO adventure. just went back to kerbin and well... your suggestion is exactly what i have in that file. anyway, thanks for trying to help me.
  4. Hi. I have the weirdest bug going on and I can't seem to fix it. for some reason, Amp Year is killing my command modules. this has started recently and i've been having a hard time narrowing it down. all the installing, and uninstalling 50+ mods and loading the game. you probably know this better that me, takes an awful long time. but i finally found it to be amp year. anyway, I though it could be a version problem, with the 1.3 update and all. so I reverted to 1.4.4 because its listed as 1.2.2 compatible, and I am running because of mods. still no command pods. I have no clue as to how this is happening. that is too bad because I love amp year, its one of my prime mods because of its usefulness. anyway, I wont bother you with logs or stuff like that. I just wanted you to know this was happening and wonder if you have an easy fix already. if not, nevermind. i'll just stop using your cool mod until the other mods i like catch up with 1.3, at least enough to make me want to update. thanks a lot for the mod though. its awesome and gave me lots of good insights on power calculation for my ships for a while. and power reserve has saved me quite a few times as well. cheers
  5. I am having a real hard time landing on mars. Anyone has tips on how to do it? I mean, I tried parachutes, but I go too fast for them to open and the drag doesn't seem to kill the huge orbital speed. I feel like my thousands of ksp hours were a joke when I tried this. Any tips?
  6. Like the old saying goes, 6th time is a charm. I guess it had nothing to do with the drills. It was just time warping during the deployment that did the weird thing. The unexpected launches as well. Maybe a warning label on the model of the dyi kit saying don't rush on deployment would be a good fix for this. It was just a few minutes, but I didn't want to lose them. Ended up losing hours to get it done. Now the base sits marvelously next to mmyy runway eating away precious fps when attempting a landing. Warranty void if deployed in a hurry
  7. Apparently was just time warping. I tried wo warping on deployment and it stayed on the ground this time. The problem this time was that I added the launch clamps and they ended a couple of meters above ground. A tank broke with the fall. Again I'll try it wo the launch clamps. And if that doesn't work I'll hack gravity.
  8. Ok this is getting funny. Tried it again but this time when it finished deploying and started fixing to the ground, the box just launched 100 meters in the air. I should use it as rockets propulsion cause it was so quick I almost lost it in the air. Maybe if I can't build bases I have to make a lemonade out of this glitch. Did it again. Same result
  9. I might just solve my problem with launch clamps. I'll see if that works.
  10. Nope. If it was that simple I would have figured it out. I'll give it another try in the afternoon and if it deploys too high I will hack gravity and see if it survives. Anyway, I have the same base sitting right beside the runway, that I launched directly when I was testing for functionality, and apparently those huge tanks don't handle time wrap so well when full. The juke the base gets when dewarping is enough to send one rolling and the other expontaniously combusts. I might have to get back to the drawing board.
  11. So, I have a problem with this mod. I wanted to build a ground station in minmus, so I decided to test it in Kevin first. Did everything to the letter. Using k&k to build the station. And sent a workshop with enough material kit and then left the package at the runaway. When it deployed, I realised it was off the ground by a fair amount, but I thought it was just a glitch. Went on with building. When it was finished and I launched, I realised my drills were deployed pre launch and that is why it was floating. It used the deployed drills as the lowest point and built up from that. The result when it finally launched, I had my beautiful base with its huge tanks, hanging a few meters above the runway. You can figure out what happened next. The result was the tanks did not survive the landing, and the cool round one I was using for hydrogen in near future, went of hilariously rolling off until it hit a building Everything was strutted and auto strutted and extra strutted. Apparently my problem is with the drills. anyone else has this? Is it recurrent? Is it a k&k incompatible issue? Or is it a weird glitch that probably won't happen every time? Btw the tanks might survive in minmus gravity, but I'm afraid of committing the time and resources to test it there.
  12. Hey, no biggie, really. I was disappointed, but them started a fresh save with Strategia and Kerbol Origins. that is gonna take me a looong time. that and for some reason I have an unstable mod collection that crashes my game quite often, really, the lack of science was a small problem. besides, it made me learn a bit of kopernicus to find out what was wrong, and I found it. so win!
  13. Hey guys, I loved the mod, but was very disappointed when I flew all the way to Savin for science and found out there was so little of it there. so I found this out. ScienceValues { flyingLowDataValue = 1 flyingHighDataValue = 1 inSpaceLowDataValue = 1 inSpaceHighDataValue = 1 recoveryValue = 1 flyingAltitudeThreshold = 150000 spaceAltitudeThreshold = 5000000 } is this correct? I mean, aren´t those ones supposed to be 10s or something. its quite a bummer to do a 30 minute burn just to find out you could get more science on kerbin