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  1. @Tonka Crash wow I had no idea KIS could do that. that's very useful, thanks! and @RealKerbal3x thanks for the mod tip, i'll be sure to install it soon! Thanks guys. My solution was choosing a mission to add parts to an existing LKO space station, so with that i just added a claw to it and made a quick ejection module to de orbit him once i'd clawed the containter he was in, then continued with my misssion.
  2. i finally made rendezvous and when i got within 200m i switched to the ship i was rescuing the kerbal from, but could not go EVA since there was no hatch, and no docking port??? what is the meaning of this? I've been trolled lol. I use various part mods, it seems to be in a capsule from a mod with no way out, why would they do this? i don't know how to get him home without building an SSTO and collecting it in the cargo bay then returning, of course thats costly and will take another day to do, anyone got any quick fixes??? Thanks! Nick
  3. Thank you all for your time... You suspected correctly in that Kerbal Atomics was the culprit. it was overriding all other mods so i had to remove it, and hey-ho i'm back on liquid fuel. now my ships can use their respective fuels again! Thank you all.
  4. Hello. I was using quad nuke engines for large craft long range travel. previously all using liquid fuel as only fuel source, and suddenly before landing i activate new stage and my engine flames out? tanks full of liquid fuel i was puzzled, then i suddenly realised the engine required LH2 as a fuel source? what even is this? I recently added new things to my tech tree to extend science collection but cannot see why that would mean all my nuke engines would need a different fuel source? Can anyone suggest what to do? my ship is stuck dead in orbit with a tank of useless fuel. Thank you kindly. Nick
  5. Thanks! that's part of my problem solved, much appreciated. Do you know what these 2 fuel sources are? https://imgur.com/a/vPwXuhw Are these another mod? i suspect they will still render my nuke engine inoperable since they are empty, haven't seen these before?
  6. PICTURES HERE: https://imgur.com/a/8vkUA1D Hello. I'm not sure if i've installed some oddmod or whether KSP updated nuke engine info but look at the attached photo of the nuke engine? there's so much useless info i don't need to see, i can also switch fuel types and can fill them with things such as actinides, enriched uranium, plutonium-238 etc ... never heard of this before? Does anyone know what's going on? can i simplify the info? there's also another issue since i cannot use them in space, they don't fire, i've done all the checks and liquid fuel tanks are in the same stage but they won't turn on. any guesses? Thanks, Nick
  7. Thank you all for the replies. it turns out that i had a conflict of mods disabling the abilities... i had interstellar fuel switch and of course module manager but it was conflicting with something in the 000_AT_Utils folder, so i removed it and now i can once more cycle through fuels. this thread can be closed. Thanks for all contributions and fly safe! Nick
  8. Hello. I used to have my fuel setup to choose whatever fuel i wanted... i would see liq fuel + ox and click and it could change to liquid fuel. Now that i got Configurable Containers, i'm not a fan because you cannot fill the entire tank with 1 fuel source (liq fuel) ... you can remove the other fuel but the setup i used to have for a liqfuel+ox tank could swap to just liq fuel and the content would double, meaning all the tank was full of just liq fuel. with configurable containers, you 'cannot fill your tank with more than 1 fuel source' or something like that. can anyone point out the mod i might have been using? it was reall handy... you clicked the fuel and you could just scroll through different types without having to open another window and have to mess about with contents that way. Thanks a lot! Nick
  9. Hello. About a year ago I had a heavily modded game version which was full of problems and at some point X and C key bindings stopped working in the VAB. I assumed this was mod issues. I took the bold step to completely wipe all game data, mods, saves etc to run it from a clean sheet with no mods and start again, about 2 weeks ago. I've noticed that X and C don't work still, i have no idea why. I have about 3 - 4 mods, affecting visuals of the planets and things that make the game look nice, so can't figure why this is the case? Does anyone have any ideas why this might be happening and is there a way to fix it? I'm running Ksp x 64. Much appreciated. Nick
  10. @Daveroski Wow... checked the R&D and realised i must have installed a mod that reshuffles and changes my tech tree... going to find it and uninstall as it's a pain and i will now need over 50k science to complete again haha. Thanks for the tip.
  11. @Daveroski Thanks for the reply. i will check. Though since these are not stock parts i assume they are already unlocked, i never had to unlock them to use, only install.
  12. Hello Since moving to 1.3.1 i cannot launch my ship with the Karibou Rover parts, here's the error message i get something about locked parts? My assumption is that i need to update the mod, but cannot find an updated verion? if anyone knows how to solve the issue i'd be so greatful Thanks! Nick.
  13. Hi. I have my direction of travel lined up perfectly with centre of mass. as close to centre as eyeballing it allows. i have RCS thrusters but when i thrust forward even 1/3 power with nuke engines the ship will veer off course with no way to bring it back other than shutting off engines and re-aligning. is there a mod for fine tuning centre of mass or anything which helps control asteroid trajectories? Thanks.
  14. oh. no i'm confident i don't use mods that have mining equipment as parts. it's strange because i have in the past used 1000x warp and continued drilling. at 1000x the drill says no surface impact, as if it's not in contact with the asteroid? but it clearly is sunk into the surface.
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