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Nicky21

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  1. I also don;t have the rotate and counterrotate buttons appearing. I can't make this mod work. I tried installing the community bug fixes but that didnt help. What are teh alternatives to thsi mod ?
  2. Yeah, its a really hard choice between making your game be interesting and making your game look interesting....
  3. How do you properly use hover engines? I found that the hover at 5 m altitude is sketchy. The hovercraft keeps gettign catapulted above that then it drops down fast and engine reengage. Also, how do i manually set the engine to have alieka 30 degrees inclination forward ?
  4. This mod is brilliant! It saved me a lot of headaches from building bases on slopes!
  5. Who's ass do i have to kiss to make this mod work with tweakscale? Would a crowdfunding campaign help? I'm willign to throw 200$ for this....... Anybody else? I find the game sooo boring once you unlock the tech tree..... I have no reason to go places anv visit stuff.....
  6. I have already sent the rover back to my base, and of course it has spawned right on top of my solar panels. As soon as i switch to that scene im greeted by a bunch of explosions. Is there a way i can move it remotely liek 100 meters in any direction, THEN switch to my scene?
  7. I happen to get teh "No sites found" problem a lot lately as well. There are survey stakes nearby. I once managed to fix it by staking a new survey stake , saving and reloading. Later edit: i found that placing a pilot in the base's main building extends the search range for survey stakes to up to 100 m.
  8. I want to use a ground pylon, adn on top of it i want to build a solar farm network close to my base. How do o do that usign kas? I placed the pylon in the ground, i kis-attached an extrapalanetary launchapads base builder pad on top of the pylon, where i want my solars built, now i have to connect the pylon to the base so that i can access the base's workforce adn build the stuff with el. How do i connect the pylon to the base?
  9. @hmoram This issue is set to pop up again; I will send you the save as soon as i see it again and the ksl log, but be aware i am running a million mods....
  10. The extra habitation will always revert them back, but my guys were far gone and the ship didn't have as much hab as the starbase they were on. A note: on the usi panel I can see the home timer increasing for the tourists in the medbay, so i know that the med bay is not using up colony supplies for nothing, but they still don't get "healed". Thank you for looking into it!
  11. I have a medical ship. I have a 3.75 medical bay, 800 colony supplies, a medic, 2 scientists, and some kerbals turned tourists in the med bay. I started the med bay, waited for a few hundred days, but the tourists do not revert to their original jobs. What could be wrong. How can i make this kind of ship work ?
  12. I have a problem. Whenever my ship is in an eclipse of any kind, everything goes black. I have lights on the ship, but it still pure black. What could be the problem ?
  13. I have no idea what happened, but now it works normal. The station somehow lost its kraken rotation and it's now stable when sas is turned off. Everything I build now no longer has issues. As far as getting on rails and then off rails to stop the rotation, that was the first thing I tried, with no success. On one of the tests there were auto-struts (landing gears autostrut to heavy), but in other simple tests there were no autostruts anywhere. I do use a lot of Rigid Attachment in my builds. That might be a factor. My solution so far is to build shipyards taking special care of parts that are radially attached. I started to make more use of the radial docking node rather using radial attachments of most components.
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