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Everything posted by nick533a

  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.
  15. yeah give it a go. all in all i think there just wasn't enough radiators. somehow? i mean i swear i have used less more effectively in the past but the temp rises over 500k and to around 818kwhere efficiency is shot. what i still can't explain is why it disengages the mining process once i hit 1000x warp or more? it has never done that before and has made this very straight forward mission very complicated. oh well give it a go! Thanks.
  16. oh well Brent. Thanks for the input and offering help, is greatly appreciated. Gotta love the KSP community. If you come across any news which may enlighter me on the subject i look forward to hearing. in the meantime good look on your future Kerbal endeavours!
  17. ah in that case i have 0 idea. when at 100x warp the click option shows drill to be operational. but at 1000x the message displays 'no surface impact'. they do however burrow deep into the surface. i took the nobbly asteroid surface into account when designing the ship. baffled. i will just have to deal with a really annoying ore collection, like pulling teeth, i've had the game running in the background for 8 hours today as i go about my business checking back every half hour or so, all to obtain 112 units of ore across 6 tankers. so not even 650 total units. as i type now, i went to 1x warp and for the 5th time today broke my ship off the drill as it shook it apart. this is so painful! i should have used those solar panels that have radiators on the back side. might have helped.
  18. it was intended to be a monster powerhouse for mining. with plenty of solar intake and close to 10,000 units of energy storage available so it's not that the thing runs out of power either. it's racking my brain. i'll give you a tip... when maxing out on timewarp on an asteroid do save frequently. it seems the kraken lurks as often coming out of timewarp shakes the ship and it sometimes snaps the drill off! but anyway you're right on the thermal efficiency n/a applying to the converter. the same does apply to the drill as well though. i don't know... looking and assessing, maybe the thermal efficiency is too low for the drill to operate properly. when the core temp is high the rate of ore collected drops. i figured with 8 medium radiators it would be enough, but maybe they are just too far away? the thermal efficiency is a poblem i think.
  19. yes i uploaded a close up pic you can take a look at when right-clicked on the drill. the thermal efficiency is N/A (this dropped from a higher number) and its core temp is low. the radiators cooling efforts do climb when the drill is on though. they go from around 8% to over 20% that i've seen. not sure what they are on after a few kerbal hours of drilling but they seem to be responding to the drill. when i speed over 100x ... the drill actually stops and when i return to 1x i have to restart the drills again? it's like timewarp cuts the drill operation. which is odd since i have done this on previous missions over 10,000x warp and the tanks fill up almost instantly at this speed. the mission is grinding to a halt leaving me with 100x all day long for the tanks to fill up once!
  20. @Brent Kerman Hi Brent thanks for helping. the pic links are here: there are 8 medium radiators on the ship. they are near the engines though, will this mean they don't have an impact on the drill?
  21. Hi guys. So i'm baffled as to where my resources are going? i'm mining on a classE as i plan to take it to Gilly, and in 1x speed the resource weight from the asteroid goes down. and the weight of the ore tanks fills up. Great. All fuel on my ship is already full. the only thing to fill up are the ore tanks. when i timewarp to 100 1000 10000 etc the speed at which the resources drop from the asteroid begin to increase, as you'd expect. but the speed at which the tanks fill up slows to a grind and ultimately stops??? on my convert-o-tron unit, no ore is being converted to anything. everything is stopped. i have no idea where the resources are bleeding off to? i'm over 300 hours on ksp with solid mining experience never seen this before. the mining equipment and tanks are all stock parts. only engines/decals and other parts unrelated to the mining process are modded. is this a bug? Please help! Thanks.
  22. thank you both. this was helpful. i had to 1 by 1 update the mods, at least half of them had issues which was annoying, i had to uninstall each one in ckan, take the mod from the GameDat folder, then reinstall the mod. it was frustrating. yes @Bornholio it had to install another mod which i didn't ask for, to 'satisfy dependency from XYZ' and @Tynrael your response was helpful. though i lost you somewhere along the way explaining how you go about updating! maybe one day i'll figure it out. that was my first mass update session. i will probably do another in a few months,
  23. Hello, i have over 30 mods that need updating using ckan. When i try and tick the update box (even 1 mod at a time) and then proceed, it gets to the end of the update load and then says unhandled exception or a different mod it will say it looks like the mod i'm trying to install conflicts with a mod that has already been installed??? i don't understand, i'm just updating it. other times it wll say unhandled exception and still fail? any help would be appreciated. here's the details... See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at CKAN.Main._MarkModForUpdate(String identifier) at CKAN.Util.Invoke[T](T obj, Action action) at CKAN.Main.PostInstallMods(Object sender, RunWorkerCompletedEventArgs e) ************** Loaded Assemblies ************** mscorlib Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll ---------------------------------------- ckan Assembly Version: Win32 Version: CodeBase: file:///C:/Users/Windows%208/Desktop/ckan.exe ---------------------------------------- System.Core Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Xml Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Transactions Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_64/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll ---------------------------------------- Microsoft.GeneratedCode Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- System.Numerics Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll ---------------------------------------- System.Runtime.Serialization Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dll ---------------------------------------- System.Xml.Linq Assembly Version: Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll ---------------------------------------- System.Data Assembly Version: Win32 Version: 4.0.30319.36372 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_64/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll ---------------------------------------- Anonymously Hosted DynamicMethods Assembly Assembly Version: Win32 Version: 4.0.30319.36366 built by: FX452RTMLDR CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_64/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll ---------------------------------------- System.EnterpriseServices Assembly Version: Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_64/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll ---------------------------------------- Accessibility Assembly Version: Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL CodeBase: file:///C:/windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.
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