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bwheatley

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Everything posted by bwheatley

  1. http://ns1.globalonehosting.com/billfiles/games/ksp/kso/altnames_super25.zip Here is a copy of what you can install to get the altnames into KSP quickly w/o messing around.
  2. Well then..i'll stfu Thanks avalon. - - - Updated - - - Hah it works much better when i use the right parts.
  3. - - - Updated - - - No dice with a ship built by hand. But thanks!
  4. Even for fresh built models? I'm not using the prefab.
  5. Weird i'm not getting RCS from the back of my shuttle to push it forward. I'm also not getting down from the rear of the shuttle. So when i separate from the Main tank i have trouble getting separation. Then weirdly my right (from the top) OMS falls off after separation. I'm going to refly and let you know if it happens again maybe i goofed on something. Still she's super sexy.
  6. Thanks for the hard work Helldiver this is awesome!
  7. Latest and greatest...helldiver says we're going live tonight sometime.
  8. Can't wait for the KSO Super 25. This is my favorite new mod. If it could haul more it would mean hours and hours more fun. Thank you for all the hard work.
  9. Nice yea i didn't think about the fact it was a 32bit binary. Looks like i'll use a 64 bit linux vm http://forum.kerbalspaceprogram.com/showthread.php/43600-Allowing-KSP-to-use-more-than-4gb-of-memory Or i could just un-install NovaPunch. It's so big but i like a few of the rockets. I suppose i could just take the 2 parts i like heh. Thank you for taking the time to help.
  10. I LOVE this mod..but i've had 3 crashes so far today in the VAB trying to add these babies into my shuttle to replace my old stock space station. Not sure if you know what the dealio is or not. Running .21.1. Plenty of memory etc. I was running on a 6GB ramdisk but i'm going to move it all back to the SSD just to make sure that wasn't anything related.
  11. Btw I'm rebuilding my stations as FusTek just because they look better. I am going to locally mod the Utillities Module that says it handles waste etc. To have a large recycler & a large support tank. The mass of both parts is 2.9. So it seems like it should be easy enough to mod with Module Manager and then not have any break in the look of the space station.
  12. Ahh it was mechjeb 2 that's i get for wanting to try it out. http://forum.kerbalspaceprogram.com/showthread.php/47317-MechJeb-2-Patch-test-bed-release-%28September-9%29?p=632524&viewfull=1#post632524 That post explains those 2 files but with the MMSarbian file ION doesn't work. I can live w/o mechjeb for now i'd rather have Ion.
  13. So i too was having problems after installing B9? Or something who knows. Using JSGME it should have been easy to fix but no dice. Anyway I eventually found and fixed it. Found MMSarbianExt.dll next to ModuleManager.dll and it can be found here https://github.com/sarbian/MMSarbianExt Not sure what does as a ModuleManager extension or which mod of mine installed it. But removing it caused the IonCross stuff to start working again. Just trying to possibly save someone else frustration.
  14. OOps i stand corrected. Apologies. MissingFieldException: Field '.FlightGlobals.fetch' not found. at QuantumStrut.QuantumStrutCore.OnUpdate () [0x00000] in <filename unknown>:0
  15. Thanks Romfarer I eventually figured out i should be closer. And then realized the size of what i was trying to tow was MUCHHH bigger then the tow truck. Also [Exception]: MissingFieldException: Field '.FlightGlobals.fetch' not found. any idea when you are going to fix that? I saw there was a bug post that you were fixing it but i'm still getting it with .21.1. I'm trying not to bug just help. I find the lazor system to be pretty much a requirement now so to have to remove it would destroy my whole fleet and stations. Really nice work!
  16. Just spent the better part of 3 days reading this. please get back to work. It actually helped me change what i was planning to do as well to follow in your footsteps. Funny to see you learned the same lesson i did about trying to dock with super heavy loads. I also learned the...use linear RCS ports since it's 1000x easier to control.
  17. Thanks. Yea that will be a lot easier then making sure you cut the engines before you blow the fairings.
  18. Ok i must be retarded. What am i doing wrong with the tractor beam to try to tow that ship towards my station? It must be something simple and i searched through all 108 pages w/o something that helps so if any knows what i'm doing wrong i'd appreciate it. edit: tweaked picture url
  19. Like i said I wasn't debating it's one connection. Just that you could break 3 up w/o blowing the other 2 engines. It works it's not as nice as it should be. And those were not quantum struts they were the procedural fairings i just hadn't added the fairings yet. It's pretty obvious it's 1 with how it did the fairing coverings. <3
  20. Oh no i wasn't saying anything about multiple engines actually being connected. I was just saying you could get 3 in line w/o them blowing up 1 of the engines. I just fix the wobble with strutting the crap out of it. Yea not perfect but for now it works.
  21. As someone who now has only docked successfully 2 times out of hundreds of launches...i agree 100% docking cam has been much more helpful to dock. I will say the days of utter frustration melt away when i finally reload for the 1001st time and manage to dock. It feels really good when you do it.
  22. The really funny thing was i spent 2 hours trying to figure it out and found this thread while looking for a solution
  23. It actually does work. You just need the decouplers...and the biggest thing is you *MUST* have your engines at thurst 0 when you power them up. If you decouple w/ full power the fairings destroy 1 of the engines and then the ship is totally off balance. I did this a lot last night so it was fun to get it to work.
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