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heli

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Everything posted by heli

  1. Hello, is it known that the 'Honey Badger' part is broken? or the RCS nozzle animation goes in the wrong direction and it's a shame that the lamps don't provide any light
  2. Hello, now I would like to write again in the hope that I won't disturb you too much. After all, this problem has been around for about 1-2 years?! Unfortunately I was ignored last time but it's ok. Will there be a future where people without English knowledge can play this mod properly? or do I have to be satisfied that such a future will not exist? It's about the problem message "Engineer not present in active vessel" if the language is not English! So I can't use some modules at all even though I have an engineer on board (in German "Techniker") Or does anyone know if I can just leave the engineer in English in a setting file or something That would be such a shame because I love this mod so much
  3. Hello, first of all I love this mod. But is there a chance that I can play this mod with my German KSP version??? The problem that he does not recognize the engineer in modules because it means "Techniker" in German unfortunately still exists
  4. i always get the message "engineer not present in active ship" when i try to produce parts and when i press the button "enable construction" i get the same message. When I switch to english it works normally. But I don't want that as a solution.
  5. I'm back to 2.0.2 and lo and behold it works normally. no performance problem. apparently only version 2.0.2.1 doesn't work for me
  6. First of all, thank you very much for the super fast reply, Also managed to successfully change the persistent.sfs so the ships weren't there anymore, but unfortunately it didn't improve the lag. I uninstalled KSTS with a heavy heart(after uninstallation it works normally). I hope I can still find the mistake, or just start a new career
  7. sorry, here the file, I hope it's the right one, it's my first log file that I'm sending https://1drv.ms/u/s!Aguz_zUJaStKh5NFMpR1AG31R9UOfg?e=1Eo4cs
  8. Hello, I have the problem that the game is extremely laggy after I reinstalled KSTS. I have an older save where I had KSTS on it before without any problems. There are a lot of ships in Deploy and Transport, I can't remember having so many. I would like to delete this list in the hope that things will then go back to normal. At the moment it is unfortunately impossible to continue playing my old save with the mod. On a new game it works normally with no lag. Would be grateful for any help
  9. No, but I just switched to English and it works well, my first thought that it fails because of the linguistic translation seems to be confirmed.
  10. somehow i don't get it, always the message "engineer not present in active vessel" when i try to produce parts and when i press the button "enable Konstruction" i get the same message
  11. Thanks for the reply, yeah I guess I'll have to take a closer look at the new resource chain somehow. Unfortunately, there are no instructions or diagrams for the new chain here, are there? So I guess I have to test a lot first Would you advise not to use KIS and Global Construction anymore? That could be the end of my old career game, let's see how/if I do it like that USI is really epic, I'm very grateful for that and for any help here
  12. hey, a question, i always get the error message with Konstruktion "engineer not present in active vessel" maybe it has something to do with the language? in German it means Techniker
  13. I have a question now. Why is the Assembly Plant module relatively much earlier in your career than Industrial Refinery. without an industrial refinery, assembly plants are almost worthless
  14. Hello, after a long search I finally found my problem -> Drift bug ... as a German with poor knowledge of English it is always difficult to find out;) I have several ships with robotic parts where the parts are constantly drifting (I haven't tried 1.12 yet, but if it is with the docking ports then it's good night. Is there any news on this topic, has it been resolved? I also have various drift problems with EVA parts with KIS
  15. Thanks for the quick answer, yes it works, even if not very precise
  16. can it be that the PAL Crane does not work? get no connection. Or do I have to pay attention to something else? enable targeting should be enough right?
  17. Hello, I would like to know whether you would generally advise against the use of Flexotubes, since it only works with the outdated KAS / KIS system? This is a painful experience for beginners, as flexotubes seem very tempting, especially at the beginning. With me and what I've read with many others, this part is very often crazy. The only example files in the wiki are outdated and unfortunately use exactly these flexotubes. Or does someone have new sample files?
  18. Thank you for the help, I forgot to switch the Sifter to resource havester, thanks to your contribution I came up with it! now I'm trying to understand the whole thing with Global Construction. If you don't speak english well, it's not that easy. I thought I could build something for the inflatabel workshop, but I think it only works with a DIY kit. well, I'll probably have to think about it further;)
  19. Hello, first I think the mod is great, and I appreciate the work behind it. I have a question about the resource lode. unfortunately I don't know how to mine it. when I connect it with KIS, I see the resource but how can I convert it? It doesn't clap with the drill either. Can someone help me?
  20. Hello, I have a problem with FMRS if i go back to seperation the GH-01-Nose Cone ist Buggy and the ship are explored, anny have a idea ? KSP 1,8,1, install with CKAN
  21. Thanks a lot, that helped me!!! yes the mod KEI is really great, unfortunately only limited to KSC, but helps a lot. @ DStaal: how does that work with edit the science points ?
  22. Hello, Does anyone know a mod or another possibility where I can select the science points manually. I would like to have an extended start where I have already completed a first part of the research tree. I know I can do a lot of research at the beginning and just click through the tree. But then are all research points on Kerbal available too, which I do not want!
  23. Hello, First of all, I would like to thank you very much for this mod !!!! Since my English is not so good, I found it difficult with all the mods and also with USI, but I found it so fascinating that I just wanted to try it out. I've looked through many pages here to give my answers, and I think and hope I'm on the right track. My biggest problem was the fact that EC was not working properly or not at higher speeds. And I am afraid that there are more problems to be found here. Too bad this is not mentioned in the wiki, that would have saved me a lot of time (or I have overlooked it) In tests, I noticed that normal kerbonauten sitting in the same vehicle as vets protected from the dead can be? in the USI mods are no integrated backgroundprocessing for EC or? (> 100 time warb) Rescores are processed in the background, that is in USI or not? I use 1.5.1 with CKAN - 94 mods
  24. So then I will search the versions manually. Thanks for the link. But then I have no control over whether the mods are compatible with each other right?
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