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About JoeeoJ

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    Bottle Rocketeer

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  1. JoeeoJ

    [1.5.1] Extraplanetary Launchpads v6.3.4

    Did not help too. It's still the smelter. I could open the properties window and see the temperature rising, the color was yellow and the nturned into red. Temperature value was at around 15-16000 ... as far as I could see, as it goes really fast. Guess it must be a nuclear kraken hidden in the smelter or something similar ;-) Joe
  2. JoeeoJ

    [1.5.1] Extraplanetary Launchpads v6.3.4

    Thx for the idea DStaal, went through all station items - max value of some pieces was around 350, but not more, most at 230. Too bad, but it was a good idea. Some struts had a temperature of -1 . Mhhh, could try this with the smelter - if something else explodes I may have an idea or ... am back at square 1. Joe
  3. JoeeoJ

    [1.5.1] Extraplanetary Launchpads v6.3.4

    Hi there, have build a station in orbit of Kerbin with a smelter. Although it's switched off, it overheats and explodes whenever I try to approach the station. Tried to set the smelter to 0 temperature values in the save file - it survives only 1-2 seconds longer and still explodes. Any ideas how to save it and why it overheats ? TIA, Joe
  4. JoeeoJ

    [1.5.1] Extraplanetary Launchpads v6.3.4

    Hi all, have a little question: In the smelting unit is a storage space for scrap metal, but I couldn't find any other containers for scrap metal. Is that a problem with my version 1.4.3 ? TIA, Joe
  5. JoeeoJ

    [1.5.1+] Toolbar Controller (for modders)

    Hi Linuxgurugamer, you have found the problem, the new updates are working - the button is back. Thanks a lot !!! I am meanwhile so much used to balance my all vehicles that I feel completely uncomfortable without, though I tested it yesterday without it and the result was not so bad. Cheers, Joe
  6. JoeeoJ

    [1.5.1+] Toolbar Controller (for modders)

    Hi Linuxgurugamer, you wrote: Being polite can go a long way. Well I think you were right, reading today what I have written yesterday, I can underline what you have written , so don't cross it out ;-) Guess I also had not one of my greatest moments (Think I was a bit moody, fighting with all those upgrades moving my 1.3.1 scenario to 1.4.x) ... so please accept my apologies. Joe
  7. JoeeoJ

    [1.5.1+] Toolbar Controller (for modders)

    After todays update the "RCS Build Aid" RBA-Buton is gone. Tried to get it back by playing around with "Toolbars Controller" but no combination leads back to the RBA-button. Trying to remove the Toolb. Contr. was also not successful, as then both "Nav Hud" and "RCS Build Aid" are also removed by CKAN. So I installed all 3 afresh, but still no RBA-button. My last idea was to install that Blizzy toolbar in the hope it would finally give me access to the RBA-button. to make it short - nope ! So what's left is to uninstall the new versions of the 2 mods ckan installed today, as yesterday everything was running well. Any ideas how to tackle this misimprovement otherwise ? TIA, Joe
  8. JoeeoJ

    [1.2.2-1.6.1] AtmosphereAutopilot 1.5.11

    Hi all, I have a problem with the KSP planes and I don't know where to ask, so please accept my aplogies for asking here as I'am using the autopilot for my test fligths to fly as precisely as possible. I am trying to construct a plane that can fly in heigths of around 20000m (around 65616 feet) at very high speed long distances very fuel efficient. Made a plane that flies around 1340m/s (~Mach 4.3), but the main problem is that the wings start to overheat more and more which draws my current line for the speed limit. I tried to add radiators to the wings, but the radiatores do not work at all. The radiator stays at 500° core/skin temperature and the wing is at around 950°/1050°. Switching it on/off during the fligth does not change the wings temperature at all. I s this a bug or what is wrong ? Have you found another way of cooling wings ? TIA, Joe
  9. Hi Brigadier, tried to switch off reaction wheels with the exception of one ... still started shakeing until one of the ports could'nt hold the torque any longer, broke apart and the unit/block flew away. Hi Roverdude, I have mixed 1.3.1. several Near Future mods with USI mods. Is there a chance that they don't like each other ? Tried a similar scenario in a copy of my Ver 1.2.2 game and had the problem thateach time I landed a ship on the mun, it's steering orientation changed and was no longer pointing up into the sky, but soutward to the mun's south pole. After I removed the USI mods everything was ok again. Well I know its 1.2.2 but could it be that both mods have something basic in common which can lead to a conflict situation where both try to change the same parameter with trying to get opposite results ? Well of course there is also a more scientific theory than the kraken for this kind problem: One may assume that the Kerbin universe has a parallel universe neighbour with a giantic black hole and due to multi-dimensional quantum fluctuations the black hole is able to create small, instable whorm holes , so that the black holes gravity can cross the border to the kerbin universe and all objects which are big enough suffer then from the big gravitational differnces and ... start shakeing ... ;-) Ok, let's put the feet back on the ground. I will now play on 1.2.2 with Near Future Mods and on 1.3.1 with the USI mods. Joe
  10. Hi Roverdude, thx for your reply. I 'll try it now in 1.2.2 Hope I can get all 1.2.2 versons of the mods I used in 1.3.1 Will report then. Btw. thanks for that weldable ports ... love them Cheers, Joe
  11. Hi there, I am playing on both 1.2.2 and 1.3.1. Don't trust 1.3.1. fully ... I have started in 1.3.1 in sandbox mode from the scratch and have amongst others also included USI construction because of the weldable ports ... I started to build a station in orbit of kerbin and after I had the 4 major blocks/units welded together the station started to become alive. Switching back and forth to the Space Center seemed to help; it stopped shaking. So I started the next rocket with the 5th unit. Approaching the station I selected both docking ports (weldable) and ... the station became alive again and it was shaking so hefty that after 20-30 seconds one of the before installed & welded parts flew way. The rest of the station stopped shaking. I did a reload and tried it again and again, different ports, nothing worked. So finally just switched back to the station, no 5th part around and was thinking what to do and ... after around a minute or so the station started to shake again, until the same part, as aeach time before, flew away. It its always the 1.part with the PXL-9 Command pod which separates, may be this connection gets the most stress or ... Is that a known issue in 1.3.1 ? Is it a problem with the weldable ports or ... ? yes, yes of course, the kraken, have heard of it ;-) Is there a maximum no. of weldable ports allowed per ship/station ? TIA, Joe
  12. JoeeoJ

    [1.5] Modular Fuel Tanks v5.11.2

    Hi Taniwha, thanks a lot for the hint. Will give it try ! Joe
  13. JoeeoJ

    [1.5] Modular Fuel Tanks v5.11.2

    Hi , I am using Near Future Mods and ran into the problem that some of the props use Lithium and the tanks provided in the mod are 10t and 20t size. This is quite big, in fact to big for what I wanted to do. So I thought that I could use Modular Fuel Tanks to store Lithium in other tanks. that But it seems that its not supported in this mod. For me Lithiumwould have the great advatange that in Near Future the Convert-O-Tron's are able to create Lithium out of ore. For me it would be a perfect scenario: flying somewhere, land (planet or asteroid), do some mining and ... refill the tanks. But I need smaller tanks. Litium is a metal and becomes liquid above 180.50 °C = 356.90 °F Any ideas / suggestions ? TIA, Joe
  14. Hi there, there is strange phenomenon that sometimes appears on my space ships: The space ships shape suddenly has multiple discs integrated into its structur. These discs seem to have only 2 dimensions, they are circular, seem to be of metal (no colors) and if one tries to use the ship in any way strange things may happen. One ship desintegrated into several parts. It is not reproducable - it simply sometimes happens and If one restarts the game everything is ok again, if one could control oneself and has not touched/done something with that ship. I had it in both ver. 1.2.2 and 1.3.1 about 4-5 times in the 8 month since I play KSP. Is that a known problem ? Any "kerbicine" that can help apart from restarting the game ? TIA, Joe
  15. JoeeoJ

    Offline playing

    Have tried KSP offline starting both on my notebook and my PC and in fact it is on both the same problem. Not the loader, but KSP_64.exe itself is loading all the differnt modules and during this process it seems to expect an internet connection for whatever reason. Will try this evening to find out how many minutes or hours it takes and whether it then really runs or crashes and I will try to find out which connections it wants to establish (ip numbers, domains, etc. ) Joe