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Posts posted by erkha343
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Those are 4b in the gamedata folder or as a whole?
My whole ksp folder is 2,25 gb anyways. And I put both folders in the gamedata folder. Could it be incopatible with some other mod? I have all the same ones as in .23 though. And I didn't have any trouble then.
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How many mods do you have? Either you installed it incorrectly (not likely) or you are running out of memory (quite likely. This is the problem for most people. KSP can only index up to 4Gb) Try my ATM mod in my signature.
Those are 4b in the gamedata folder or as a whole?
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Hmm, whenever I stall this mod it crashed my game while loading. What could it be?
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More hyped for this than ARM.
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I don't know if anyone has tied this, but I'm going to report it anyways. In case there's something that can be done.
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I've reinstalled all my mods and everything works as it should. But my parts are really wobbly. I don't know if it's because of the new update or if it's a bug.
My large KW rockets wobble like wet noodles during launch when they where rock solid before. I think it's because of the things Kerbal Joint Reinforcement changed.
I'm going to try and tweak some thing and see if they become sturdier. I'll report back with results.
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Either you're missing the Firespitter plugin (FSAnimateGeneric to be precise) or the Firespitter plugin is not compatible with 0.23.5. (which probably just means it needs recompiling for 0.23.5)
Yup that's it. You just need the Firespitter plugin and you're Good To Go. Works fine in 0.23.5
Thanks, that fixed it. I was actually wondering why I had firespitter in my old install.
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After the ARM update I can't seem to open or close the cargo bay of the Mk2 extension pack. Not in-game or in SPH/VAB.
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This is just amazing. I've never really liked the cartoony textures of KSP. This is going to make using mods much more pleasant :3
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very good work, can't wait to see what you do with the fueltanks
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Can somebody help me patch in a little bit of code into my script so that my rockets speed can be locked until a certain height? Something like this?
until 23000 {
if speed > x [set throttle to t - x}
if speed < x [set throttle to t + x}
}.
Or something like that, I dunno I'm terrible at this...
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awesome
I wonder what the Nerva will look like...
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Buena suerte con la entrevista!
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Posting because I NEED this.
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I love the rockomax engine texture. They look so much better than the stock ones, can't wait
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hmm, maybe I should have looked into the bug a little more before posting. Turns out that the Probe IVA mod renders KAS unusable. All crafts get destroyed like I mentioned earlier is Probe IVA is installed
BTW: Any way to rotate parts that I want to attach in another axis than b/n?
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Id like a HD version, but it's up to you. The re-texture will be welcome in whatever res you choose
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Well, that's all too vague. If you found a way to reliably reproduce it, describe the exact steps. Also, is that with the current released version?
It is quite simple to reproduce, attach a pipeline from one vessel to another, then enter one of the connected vessels. Either both will be flung at great speeds or they will collide and explode. (newest release)
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Hey guys, I was just going to refuel a lander on my Mun base and when the Kerbal got into the ship everything exploded and got thrown away at high speeds, some things even reached sun escape velocity.
I managed to repair some of the damage with the in game cheats and Hyper edit. What is going on, why did everything all of a sudden start doing this? I've recreated the phenomenon with a spaceplane and space station in LKO, it also exploded. While recreating the base, I connected everything with pipes again and when the kerbal entered it all exploded again
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"nodes" are now structures containing many 'suffix' components. To steer in the direction of the node you need to "lock steering to node:deltav". Node:deltav is the vector of the total delta V that comes from summing together the prograde, radial out, and normal components of the node.
Thanks mate, something else...
I'm making a simple script to LKO. It runs perfectly until it's time for the circularization burn...
wait until apoapsis >80000.
lock throttle to 0.
lock steering to prograde.
print "Gravity turn end.". wait 2.
print "Coasting to Ap.".
wait until eta:apoapsis <30.
print "Begining circularization burn.".
lock throttle to 1.
wait until periapsis >80000.
lock throttle to 0.
print "Launch complete, vessel in 80km LKO.".
It works well, the periapsis is 80km, but the apoapsis burns to >300km. How do I do some kind of If statement so that it makes an eccentric 80km orbit?
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hmm, does the line "lock steering to node." not work in this version? It doesn't work for me...
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Looking good. Is the capsule texture done? If so, is there a version in higher res?
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Thanks guys, got the spaceplane to orbit
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
in KSP1 Mod Releases
Posted
oooh, that makes more sense...