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JoeeoJ

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Everything posted by JoeeoJ

  1. In my opinion this is the end of a great game. TT for sure will be able to create a Kerbal 2.0, but whether this will have the same ideas, logic and spirit as the original KSP program, is something they still have to prove. It's no longer about the passion, teaching and fun, now it's most probably about ... business. For me the way TT has acted, lets me assume that Kerbal X.y may inherit the name and perhapse certain interisting features, but I think it will be a completely different game. Well wait and see. Thanks a lot Star Theory for this really great game ( and its more than just a game) Joe
  2. Hi taniwha, have tried yesterday and today several times to get this situation again, where KSP was losing the conenction to keyboard and mouse ... nada, now it was working each time. Seems so as if the problem was aware that I was try ing to detect it ... ;-) Joe
  3. Hi all, throwing 1.6 GB of CKAN cache away and reinstalling these mods wa successful : Finally I got the hammer and the stake. :-) Will try to use it tomorrow. Joe taniwha, I willl test tomorrow the 1.9.1 and will tell you later what I did before KSP lost control over keyboard and mouse. Joe
  4. rmaine, I have now reinstalled KIS/KAS with CKAN. Though I can find the electric screwdriver, the utility wrench and the explosives etc. there is no mallet and no stakes. Will reinstall KIS/KAS tomorrow again and force CKAN to clean the cache first. May be that helps. Will report about the result tomorrow evening. Joe
  5. Hi there, thanks for your comments. taniwha & Zer0Kerbal, thanks both for your work. I guess I have around 60+ mods in my game, so I can only say what happened in 1.9.1 while using Simple Construction and whatever caused the break between keyboard/mouse and KSP can also be a combination of different factors. If you would like to have any logs or any other further info, just tell me what you need. rmaine, thank you very much for your description, but I knew it already, but couldn't find the stakes. Seems that they aren't any longer in the inventory (1.8.1 and 1.9.1) Tried to use those KS-COS Control & Disposable Pad Cubic Family Strut units in the hope that they could be used to mark the point where the constructed vessel would conncet to the building port ... unfortunately it did not work. Joe
  6. Hi there, is there a small desciption for this mod ? I have the problem that whatever vehicle I build with it, it's position is always wrong: Legs up, wheels up etc. I tried to put the construction port on an movable arm, so that I can define the position of the port: horizontal, upward , downward ... did not help at all. Oh btw. in version 1.9.1 it seemed to work until I experienced that several time suddenly input from the keyboard and mouse was simply ignored by KSP. Only solution was -> Task Manager -> End Process TIA, Joe
  7. Have also the same problem with firespitter installation via CKAN.
  8. Hi KCS123, thanks for your reply. That sounds to me that if I install FAR it should work as expected ? TIA, Joe
  9. Hi there, I have a problem with the deploy direction of mirrored B9 Procedrual Control Surfaces. If I push the Deploy button inside the SPH both deploy in the same direction. Also changing the deploy direction works fine. But as soon as my plane is outside and I press the deploy button the control surfaces deploy in opposite directions. One goes up and the other goes down. Changing the deploy direction changes the direction ... on both as usual. Thus both are still wrong, just the other way round. But this happens only using the deploy button. Anything else is working as expected. FAR is not installed. Any ideas - hints ? TIA , Joe
  10. Nope, not yet. Just followed CKAN, but I am aware that it's sometimes not reflecting the real compatibility. Will try it today and report here.
  11. Hi guys, is there a chance to get a Mechjeb Verion for 1.6.1 or is this the end of the lifetime of this mod ? Honestly said this would be a "knock out" criteria for me for anything above version 1.5 as especially docking and landing is, if one has done it several times, becoming boring and I never was able to land as precise as Mechjeb. And frankly said, if one is able to fly to the Mun, the civilisation should be able to produce a computer that can automate certain things. Of course starting in Kerbal is good as it currently is. A good way to learn. But as from a certain level on there should be something like MechJeb. Anyway thanks a lot to Sarbian and LinuxGuruGamer.
  12. Thx kcs123 for your reply. Unfortunately un-installing and re-installing it did'nt help. Still same problem : 'J' Thx, Joe
  13. Hi there, I tried to use this mod in 1.6.1 as in CKAN it's labeled with "All versions". Installation and start - no problem. I can attach one of the three pieces in both SPH and VAB. But whenever I hover of the part and press 'J' nothings happens at all. If the key would be used by another mod, this mod should do something. But as said, nothing happens atall, Even after a restart of KSP - same result. Any ideas ? Joe
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. Hi Taniwha, thanks a lot for the hint. Will give it try ! Joe
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