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Joontry

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Everything posted by Joontry

  1. Hello. Thanks for creating CKAN. It is awesome. I'm having a problem where CKAN freezes and crashes anytime I click on a box to check or uncheck a box in the program. I suspect it may be related to how CKAN has been asking me to reinstall a mod whose repositories were updated, and then fails every time to reinstall that mod because it conflicts with some other mod. I tried re-downloading CKAN but I still have the same problem. Does anyone know how to solve this, or what steps I could take to figure out how to solve this? Thanks in advance.
  2. Recovered Bob Kerman from Kerbin One station. Sent Bob to plant a flag on Minmus and recovered him along with a green sandstone and a bunch of science. Have almost all the 160 science nodes unlocked now.
  3. Haven't been able to load my save since installing this latest update via ckan this morning. Running JNSQ with GPP and principia. Was all working fine a couple days ago. Going to try downgrading to v161. When I load the screen is black until I press esc, then there are just stars and no planets and I can't move the camera. If I load a quicksave, I can see the craft but can't go to the map, space center, or tracking station. EDIT: It was Grannus Expansion Pack, not GPP that I have. And the problem went away when I downgraded to v161. Thank you so much, R-T-B, for your work on this mod, and for addressing this particular concern so quickly!
  4. Mission 8: https://imgur.com/gallery/Y3yq3Vq Collected a bunch of science flying high over Kerbin. Earned 51 science plus some funds and science from a contract to do mystery goo observation while flying high.
  5. Mission 6: https://imgur.com/gallery/WOTswUn Did some parts testing missions. Build a jet powered land vehicle to get some science from KSC, Launch Pad, and Mission Control for a mission. Transmitted science from space around Minmus for a mission. Unlocked General Construction. Have 641000 funds and 25 science left over.
  6. Mission 5 Report: https://imgur.com/gallery/5j1Hr1X Successfully deployed a satellite into orbit around Minmus. Recovered the booster stages. Destroyed the upper stage that brought the sat to Minmus. Only left fairings debris in space (gotta not do that in future) To Boldly Go I strategy activated (+15,000 funds when science transmitted from new biomes) Mission Control upgraded (7 max contracts)
  7. Mission #4 Report: 1st recovery of a craft from orbit. Successful Test of Mk16 parachute. Progress: Upgraded launchpad and VAB before launch. Earned about 70 science from Barometer and Temperature readings in space and in the upper atmosphere. Unlocked 2 new tech nodes, Advanced Rocketry and Basic Science. Have about 219032k credits to spare and 2.6 science after unlocking new nodes.
  8. Thanks JadeOfMaar! I installed Omega's Stockalike Structures and look forward to checking out the content. Mission #3 report: 1st orbit successfully completed, booster stage recovered, upper stage de-orbited and destroyed on reentry. 30 parts, <18 tons. Now up to 415,820 credits and have 36.8 science to spend. Changes to difficulty: Purchases in R&D building now required for new parts to become available. EC requirement removed from Engine Igniter. Added Tantares mod and Tareobee.
  9. Second mission: Liquid fuel rocket with about 3k dv, made it into space and safely splashed down in the ocean: 41.8 science plus about 20 mission science earned. Now up to 282k credits.
  10. First mission: Just launch a SRB with a couple goo canisters and a chute. 15 Science earned and almost 70k credits.
  11. Hello! Just coming back to KSP after a year and it was too daunting to update all my mods (CKAN was crashing) so I just started a fresh install and reinstalled the mods. Nerfed reaction wheels, ullage via engine ignitor, TACLS, Principia, Deadly Reentry, FAR, JNSQ, GEP, Stage Recovery, Kerbal Health, Deep Freeze, Orbital Colony, Far Future and Near Future tech, Bluedog Design Bureau, and a bunch of other mods (will list them at some point). I hope to colonize the Grannus system eventually and have some fun! Maybe set up some bases on the sea floor as well. Wish me luck! If anyone has any advice for JNSQ or for my career, please let me know. I have Kerbal Konstructs this time around and have never used it before, so if there's some content for that in JNSQ, I'd love to get a hint about where to look! Happy holidays! Edit: just remembered another reason I started this was to use the latest BDB, since my old career had the older BDB's Saturn V parts. What an awesome mod! all the mods are great. Thanks to the modding community and the KSP creators.
  12. Hi. I started a new career save with the same mods except no GPP, and yes Kerbal Konstructs. I tested it out to 30 years with hyper-warp from better time warp continued and Jool's moons were fine. Grannus also seemed to be fine. So it seems Principia works fine with JNSQ and GEP for at least a few decades in-game time.
  13. Did a contract to put a satellite in orbit around Kerbin with a magnetometer and a rpws antennae at a specific inclination and eccentricity for at least 2 days stable orbit. Slapped some relay antennae on there also. Easy 70K.
  14. Gaining altitude over KSC Getting close to staging boosters. Trying to keep inclination close to zero. Boosters away! Leveling out... Staging large booster around 79k meters, 0.005 inclination, 2100 m/s circularized at 85km ap, 81km pe, with 2600dv to spare plotting rendezvous in principia flight planner... successful rendezvous burn completed. En route to KSS One! successful rendezvous... transferring kerbals... Recovering rendezvous ship...
  15. Hello! I've been working on this save for a bit. The ambition is to send large colony ships to other star systems. Just gonna start posting about my missions here. Today I'm off to rotate the crew at Kerbin Station One. Engineer Jade Gaelan will be replacing the two Kerbals that have been on the station for the last month. I'm using my 3 kerbal rescue and repair vehicle for the job. Everything is recoverable via Stage Recovery. I have quite a few mods including Principia, FAR, Engine Igniter, TAC life support, a reaction wheel nerf, deadly reentry, and some other realism mods installed, as well as the planet packs in the topic title.
  16. Thanks for your work on this great mod! Sorry, ditching this save is not really an option for me with the amount time invested. I'm still curious if deleting all Sarnus parts will allow me to open my craft files after updating from 1.9, if anyone knows the answer to that question? That would be more practical for me, as it's mostly just my reuseable lifters and launch vehicles that use the sarnus parts and replacing those parts with place-holders while I update and redesign the lifters would be way less time consuming than starting my whole save over from scratch.
  17. So I downgraded to Version 1.9.0 and now I am able to open all my craft files again. Yay! I guess I'd have to remove all the Sarnus parts before updating in order to not lose my crafts?
  18. Hi, I don't see a version 1.11. The latest version on CKAN is 1.10.2. I spent around a hundred hours designing all those crafts and it would be great if they were not all lost because of the latest BDB update. Please let me know if there is a solution. It takes a long time for me to start the game so it's hard to test a lot of stab-in-the-dark solutions. Problem: "I recently updated BDB and a bunch of crafts that I designed late last year are no longer opening. Most say they have locked or invalid parts, and that part is usually bluedog.Saturn.S4.Tankage or bluedog.Saturn.S4B.WideInterstage. Is there a fix so I can still use these crafts with the latest version of BDB? Or does anyone know which version I need to revert to to use my craft files again? Thanks for the great mod and thanks in advance for any assistance. Best regards, Joontry
  19. Good afternoon fellow Kerbonauts, I recently updated BDB and a bunch of crafts that I designed late last year and in January are no longer opening. Most say they have locked or invalid parts, and that part is usually bluedog.Saturn.S4.Tankage or bluedog.Saturn.S4B.WideInterstage. Is there a fix so I can still use these crafts with the latest version of BDB? Or does anyone know which version I need to revert to to use my craft files again? Thanks for the great mod and thanks in advance for any assistance. Best regards, Joontry
  20. Thanks, I fixed it by uninstalling Distant Object Enhancement and updating a few mods (not sure which of those things fixed it though). But then I had a crash on loading a save, maybe because there were different planet packs installed when I made that save. Hopefully I don't have to revert back to 1.12.2, because I don't know how to do that. CKAN is warning me on startup that a bunch of my mods aren't compatible with 1.12.3 (they were all working fine on 1.12.2), but I don't know if that is why the crash happened or how seriously to take the CKAN warning. Gonna backup my main save and try loading that one to see what happens. EDIT: Problem solved. Opened up my main save fine in 1.12.3
  21. Hello, Yesterday my game was booting up just fine, but today it is crashing on startup after loading everything, before getting to the main menu screen. Here's a link to the log. Anyone know how to fix this? I already tried uninstalling the last few mods I updated or installed, tried reverting to older versions of a few mods, tried updating my principia, tried updating from 1.12.2 to 1.12.3, and tried clearing a bunch of hard drive space. But still I'm getting a crash every time. thx!
  22. I had the same issue last night. Once the line was coming out of a part on my ship, and another time the line was floating away from my ship through space.
  23. Hello, thanks for the great mod. I have a contract to complete the Breakthrough Technologies Research LDEF study on the surface of the Mun and recover it. I'm having trouble because there is no LDEF part dedicated to Breakthrough Technologies Research, and the Modular Experiment Wedge only has a capacity for 150 Lab Time, while the experiment requires 180 lab time. Is there another part I am supposed to use? Or is there any other part that can have the experiment loaded into it and has a capacity of 180 Lab Time? Thank you EDIT: If its intentional for it not to be possible to do Breakthrough Technologies Research LDEF without building a manned base with a laboratory, that is totally cool. Kind of makes sense. I just thought maybe this is not intentional. In which case, if there is a template for a module manager patch that would increase the Lab Time capacity of the Modular Experiment Wedge, I would love to see it. thanks
  24. Hello, I'm not sure if this has already been addressed, but I have a station that charges its batteries fine while loaded (using large solar panels and a few RTGs), and has enough battery storage to get through the half of its orbit that is not in sunlight, but that runs out of electric charge when not loaded while TAC LS background processing is enabled. Is there a easy fix for this besides disabling background processing or sending an engineer to slap some more RTGs on the station? Thanks
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