RickyOri

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Everything posted by RickyOri

  1. I don't know what "xmitIncomplete" is, I don't get the difference between "isEnabled" and "canComm", finally I don't know what will be displayed in EVENT and in UPGRADESAPPLIED These are my doubts, can you help me please? MODULE { name = ModuleDataTransmitter isEnabled = True xmitIncomplete = False stagingEnabled = True canComm = True EVENTS { } ACTIONS { StartTransmissionAction { actionGroup = None active = False } } UPGRADESAPPLIED { } }
  2. I think I might have 'solved' it: Kerbalism divides science experiments into 2 different types: Sensor reading experiments , which can be transmitted, and Sample experiments which need to be recovered or analized in laboratories, my conclusion is that Mystery goo and Materials bay lab are sample experiments. Here is a quote by Kerbalism Wiki, science section:
  3. Ok I have this probe on a stable Mun orbit, it has completed Mystery Goo experiment for both high and low space, it has also half completed the Material Lab. experiment which got depleted by the orbit trajectory. Summing up, there are more than 50 science points to transmit, communication is stable, not 100%, more like 30% (100% when it connects directly to KSC), it can transmit science but it doesn't. 'Kerbalism' mod let you see your science progress thank to a menu in the right top corner, it says that data is still on the vessel, but not in R&D, as I can assure you. WHY IT IS NOT TRANSMITTING? I use lot of mods I already tried to restart the game
  4. Thanks to ''Kerbalism'' all experiments have duration time displayed in 24h day time, I Can't find a way in settings to change that time to Kerbin's day-time, Is there one? (except calculating) Maybe I can change something in the mod files
  5. days on Kerbin last 6 hours but clock time shows a 24 hours cycle, I want to set the clock back to a 6 hours cycle, how can I do it?
  6. I noticed that in-game, KOS can't save scripts and cannot see those that I wrote while the game was running. IS IT NORMAL? Am I forced to restart KSP?
  7. I built a probe where apparently solid state rockets do not work properly, in my pictures you can see two different probes, they are thrusted by the same engine from BDB, the "Vessel Viewer" (VV) display shows that thrust is not aligned with center of mass even if the editor shows the opposite. The result is that in space, one probe rotates because of the bad thrust, the other one is fine (mistery goo one) even if VV displays the same thrust error. So my questions are 1) Why isn't the engine's thrust straight aligned with the Center of Mass? 2) Why does it influences only one probe? I'm using this engine: HLR-2911 "Vicenza-11" Solid State Thruster images: http://imgur.com/a/oBwkpP7
  8. Win 10 64bit KSP 1.7.3.2594 64bit I used ckan to install theese mods, there should not be any conflict, , some mods as scatterer and Airplane plus are not up to date (1.6.1) but they work fine. Logs: https://gofile.io/?c=faHafV
  9. I cant run properly Breaking Grounds probably because of my many installed mods, Robotics does not show up, neither Environment changes. The only working feature is space suites for Kerbals. So my question is: Do you know any mod which may cause conflicts with this DLC?
  10. It may be a stupid/outdated question; Why isn't there a "Blue Print" modifier option nor a "Edge Detect" one like in the Original Versions of KVV? I find it impossible to create such images without those options :|
  11. I'm playing a game with no extra ground stations, I set 3 relays on geostationary orbits, with 2.00 G Antennas, which should do it, but when I launch vessels (with 2.00 G antennas too), I still cannot communicate with the Space Center.
  12. When I launch a Rocket, the game runs correctly until I stage /the rocket explodes, at this moment FPS drops and then the game runs with low steady fps when I restart the launch it's ok (until it happens again) but if I load a quicksave (made after the FPS's drop) nothing changes and it still runs badly. I use Visual mods and various parts packs which never caused problems, I use GTX 970, i4570 and 16 GB RAM I don't think it is about pc components, there is something wrong with the game that happens when The FPS ratio drops and never corrects. I GOT A FRAME RATE OF 7/8 FPS
  13. Airplane plus is surely the best mods providing stock alike parts for planes and even if its last update is for 1.6.1, it works properly for 1.7.3, tough it's engines have no animations, rotors don't spin even if they provide thrust and still function as well, So here's my question: is this a compatibility problem with the game's new version or just something adjustable?
  14. The only mod I use at the moment is KK (and module manager), I removed other mods to see if there could be some compatibility problems but still it does not run correctly. When I installed it trough ckan it didn't even show up, so I did it manually, the result is this strange menu in the picture and no icon for the toolbar on the right. I can't see any new base from KK or from KerbinSide (which I installed too and removed) What am I doing wrong?
  15. I'm using KSP 1.7.3, I've installed KK and KSR (+KSR Airports) manually but there is something wrong. In the first place I can't see airports's markers on the map although when I aim on their locations (looking at the map on the mod's post) the airport name is displayed, meaning it is there, I can select different launch sites from SPH and run them but some sites have no runaway, others have it underground (I can see it because of the signal lights). Plus there's is a menù in tracking station that may be 'base boss' which once opened is completely bugged, finally every toolbar icon from KK is a white square I use visual mods as EVE, Astronomer's Visual Pack (and Textures), KSP3 and Distant Objects, I also use Kopernicus
  16. Ok then, thank you, by chance do you know what mod could cause it? Visual Mods or Pheraps Mods that change suit textures?
  17. I took this photo from another post but I have this problem too, every time I switch to EVA mode, (it happens everywhere, space and surface) Kerbals have their semi-transparent parachute attached. I use modded version of KSP 1.6.1, I've a lot of mods included visual mods (even if I dont think the guy who take the picture had ones).