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    Bottle Rocketeer
  1. I just saw your reply after I completely read downloaded Kerbal Space Program and reinstalled all the mods. Everything's working now, so I'm guessing I just had a corrupted download.
  2. Im getting a "freeze" during loading on one of the extraplanetary launchpad modules. I'd post a log, but the game doesn't actually crash so there is no log. It just sits there forever on the loading screen. Screenshot below. Edit: problem fixed by redownloading and reinstalling ksp
  3. Thank you for keeping this mod up to date. It's an absolute life saver for those of us with less powerful rigs. Quick question: would it be possible to add another category (like engines, command pods, fuel tanks, etc) specifically for weldments? I find that my normal part list is getting a bit cluttered.
  4. First off, thank you for this amazing mod. I absolutely love this base system. I was wondering if the IVA textures are supposed to be low resolution (This isn't a criticism, I'm just wondering if I've got something set incorrectly). I have all of my texture details and anti-aliasing on max, but the sticky notes in IVA are still illegible. Please don't misread my post; I understand that this is provided for free when there is no obligation to do so. I just want to make sure I'm not missing out on something. Edit: I love it when I try to take screenshots of the problem and the problem magically disappears.
  5. So what do I need to delete to make this even remotely easy to understand? Or better yet, is there some way to completely disable the mks functions and just fill all the tanks with lf/ox?
  6. Ah, that's a shame. It appears to be gone. That's alright, there were some design flaws anyways.
  7. So I didn't notice that there was an update to KSP until I loaded my game and realized that my Tekto base was not showing up in the tracking station. Would it be correct to assume that it is gone for good? Or is there a possibility that it will reappear when the new version of kopernicus comes out? I'm very new to OPM (like, started using it about a week ago) so it's not a huge deal either way.
  8. How do you guys use the conical payload bay thing? I'd like to use it, but I dislike how the stuff that is attached to the top node looks like its just floating there when the doors open. What sort of builds do you use it for? When/why is it more appropriate to use than a fairing?
  9. Hello, I am a TA for a university physics lab. We are trying to see if KSP EDU can be used in our lab sections to discuss gravity and orbits, but the potential energy that is given on the energy spheres seems to be incorrect. According to pretty much everyone in physics, orbital potential energy is given by U = -GMm/r Where G is the gravitational constant, M is the mass of the planet, m is the mass of the orbiting body, and r is the distance from the center of the planet. I'm ok with the negative not being present in game, as a negative volume sphere would be rather hard to depict. Unfortunately, the energy sphere says that, at an apoapsis of 8,600,000 m from the center of kerbin, the potential energy is 120,000 kJ. When I calculate the potential energy, I get 8,833,106 KJ. Can anyone explain why this is happening? Thanks
  10. OMG thank you so much! I have been trying to understand the instructions in this thread but I just wasn't able to follow it. You have saved my Vall expedition good sir!
  11. What exactly is the difference between the ground pylon and the CB1 ground base?
  12. Here is a link to my output_log.txt. When I installed this mod, it cleared all of the 0-9 action groups that I had programmed in the VAB. The gear and light action groups still work, and I am able to edit all of the action groups that fall in the "other" category. When I try to create new action groups, they don't function. I can add actions to the groups just fine, and they show up in the little list of actions, but nothing happens when I click on the actions in the list and the hotkeys don't work either. I tried the version you posted today, but still no luck. Here's my list of mods in case that's important: Aviation Lights Kerbal Attachment System Kerbal Inventory System Kerbal Engineer Redux Infernal Robotics Umbra Space Industry's MKS/OKS Output_log.txt: https://www.dropbox.com/s/llrrmvtda48v5q1/output_log.txt?dl=0
  13. I'm having some issues with this mod. I am able to edit the default action groups (abort, landing gear, lights, etc) but the changes I make to action groups 0-9 do not function. Even when I click the action group in the menu, nothing happens. I am new to this mod, so it is very possible that I'm just doing something incorrectly. Any help would be greatly appreciated.
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