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captainradish

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Everything posted by captainradish

  1. Ok, figured this out on my own. Apparently some kind of problem with Realchute. Replacing my installed version with the new one fixed the issue.
  2. Having a weird problem when I am returning to my orbiter with my lander. Whenever my orbiter comes into view, it looks like it has a chain of duplicates along the orbit of the craft. I can't take a screenshot because the game then slows to a crawl and then crashes. When I select the ship itself from the space center it is uncontrollable despite having a probe core. It's acting like the last stage of the craft (the landing capsule and parachute without anything else) has fired. I have never ever seen this before 0.25. Edit: Finally got a screenshot. https://www.dropbox.com/s/t9trfrmu8k2lx2c/screenshot0.png?dl=0
  3. Does anyone know if there is some kind of conflict between Kethane and the resizer mod? That's the only reason I can think of as to why my radial drill (connected directly to a Kethane tank) is apparently doing nothing.
  4. Weirdness. I'm really wondering why certain mods work fine for some people and don't work for others. O/o
  5. Is there anywhere you can find a reconfiguration of the tech-tree requirements for Bobcat's mods? I noticed a couple MIR pieces don't show up at all and generally you can get too much too soon. I mean, I just unlocked the third level of the tree and already have a 6-manned pod (Orion). I know I can do it myself, but if it has already been done I would prefer to just try that out.
  6. I think we need to start compiling a list of mods that work properly, mods that mostly work properly, and mods that crash the game. And lay off the 32-bit vs 64-bit compiling nonsense. It isn't really adding anything practical to the conversation, as interesting as it is.
  7. Apparently Realchutes causes crashes on load game? Anyone else seen this? This is (almost) a gamebreaker for me as I use that so incredibly much, but if there is no workaround I'll just have to deal.
  8. http://www.hyperkat.com/marschallenger.html It is a rather interesting game where you set up an auxiliary Martian colony. Basically, you start with an unpressurized and cold habitat where you have to set up oxygen, power production, water production, and radio. You also have to pay attention to your astronaut's needs such as food and water. Later missions have you set up sample retrieval and such. It is a really interesting game that I highly recommend despite it looking like someone's college final project. There is also supposed to be a sequel in the works.
  9. It begs the question, and I'm sure it has been asked in the past, but is there ANY way of running all the mods at the same time without waiting on a 64-bit version of KSP? I am having rather a difficult time even with the BoulderCo aggressive texture reducer running. Has anyone had any success running them all simultaneously? Nevermind. Removed all mods, turned textures down to quarter, then re-added. Works now!
  10. Very good. Simply getting rid of the minipack I think will help a lot. Of course, assuming 19 is released soon this should be moot...
  11. THAT worked, thanks! Apparently something did not quite mesh when I simply overwrote the mods.
  12. I don't *think* I have modfuels, just realfuels. I made sure I deleted the modular fuels that came with the minipack and installed realfuels in its place. Edit: Ok, this is the order I installed stuff in: The minipack over a completely new install of KSP, no mods. Deleted the modular fuel tanks folder. Installed all the essential mods overtop of what was there. Installed everything else.
  13. Ok, well if the answer is there then I'll look for it. I have absolutely no problem going back a few pages to find an answer I know is there. And btw, keep up the good work. I was able to get a version working previously by chopping out a lot of stuff that didn't work and the tech tree was great. Edit: can anyone give me a hint as to where the answer to this issue is? I went back to page 25, which is well before the last time I tried this mod, and didn't see anything.
  14. Well, in my defense there are 53 pages here and the front page doesn't really specify what you need to do to get it to work in 0.23. Speaking of that, I am having issues with certain parts, namely the stayputnik mk1: I'm sure I'm just being impatient and missing the explanation for this in the 53 pages of forum posts. Look, I am not an impatient person, I just don't really like scouring through a forum trying to find an answer to a problem that might not be there. I will do whatever I need to do to get this thing running properly.
  15. Hey everyone! I'm too impatient to read back three pages! Yea...ironically I started reading on the page that Nathan states exactly what I was looking for, but somehow I did not see it.
  16. Just for my benefit (so I don't have to scroll through how ever many pages back I would need to), if I download everything from page 1 and set everything up properly and follow all the directions and yadayada, will it work properly? I only say that because when I downloaded the complete list of stuff back a few weeks after 0.23 came out it was horribly broken and I couldn't completely debug it myself.
  17. I'm hopefully not going to start a flame war, but have you tried using MechJeb? I love it and it helps me accomplish a lot more than I have the patience to do.
  18. Gotta watch out for those possessed John Lithgows while in orbit, you know.
  19. At the risk of ridicule, is there any way of getting the massive N1 rocket into orbit using Mechjeb? I discovered that if you start it up right off the launchpad it rotates the craft apart. However, if you let the rocket go straight up until the first stage runs out of fuel and then turn it on, it works fine. However, it is really inefficient. Is there something I can do to make MJ work properly? (And, kindly, don't just say "Don't use MJ and get into orbit on your own." That is not helpful. I can already do that, but I prefer not to.)
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