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Graploos

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Everything posted by Graploos

  1. Do i need to change DSN or antenna range when playing KSRSS, like with JNSQ?
  2. Did you ever get around to doing this? I started a new career with ksrss and want to use DR. I installed the manual patch you provided, but it would be nice to have it auto calculate the right settings.
  3. Yes. But launch sites are disabled in the config if you have the 2.5 rescale version installed.
  4. Has anyone ever shared a config to enable additional launch sites with 2.5 rescale installed? Currently i just have 'ksc 2' as a secondary option, but that spawns me on top of a build most of the time.
  5. To come back to my transfer window problems; I've removed all mods and installed just this: Breaking Ground (BreakingGround-DLC 1.7.1) Harmony 2 (Harmony2 2.0.4.0) JNSQ (JNSQ 0.10.2) Kerbal Alarm Clock (KerbalAlarmClock v3.11.0.0) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-74) Kronometer (Kronometer v1.12.0.2) KSP Community Fixes (KSPCommunityFixes 1.6.1) Making History (MakingHistory-DLC 1.12.1) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.1) Scatterer Sunflare (Scatterer-sunflare 3:v0.0830) Ingame alarm clock and kerbal alarm clock still come up with different transfer times. When warping, they also stop at different times. The ingame alarm clock seems to be off, kerbal alarm clock seems to be OK when used with the option formula and not Model. For all users i would suggest to only use kerbal alarm clock for calculating transfer alarms.
  6. I've got that mod installed, but i maybe have installed it after i had started my save. So i tried a new game and use both tools to create an eve transfer. Use ingame alarm clock: 113 days from start Kerbal alarm clock: 273 days from start
  7. I'm running into the problem that the time/date from the regular alarm clock doesn't seem to be correctly. I also cannot use the in game manourve tool to warp me to a transfer window, it just spits out a date that doesn't make any sense. The only way i found to get a correct transfer window is to use the mod Kerbal alarm clock. Is this is expected? Or should the ingame tools be enough to find transferwindows with JNSQ?
  8. I have got restock, restock+ and this mod installed and i have a problem with the lv-t05 cogswell. The attachmentpoint is halfway up the engine. Is that a bug from this mod or from restock? I have downloaded all the mods through ckan today.
  9. Unmanned before manned from ckan is not version 1.2.0 but an older one.
  10. Any luck on finding and fixing the leak? Playing without this mod really makes playing KSP annoying.
  11. Oh well, i got it to work. Maybe i did something weird/wrong or it bugged out. But dropping the contract and retaking it fixed it. Thanks for replying Enjoying the mod so far. First time i play with FAR and procedural parts, lots to learn.
  12. The contract mentions the name of the ships your provide with the install. Does that mean you have to use them to complete the contract?
  13. So i just installed the mod and i'm trying to do the 18KM mission. I can get up there and land with a kerbal, but the mission won't complete. Weird thing is, the 18KM is not on the objectives list only in the description. Did i get a bugged contract? or am i mission something else? --edit-- NM. Retook the contract and used one of the provide ships, now it did complete,
  14. The mod is indeed having trouble finding km_Lib according to the log. km_Lib is located in \Klockheed_Martian\Plugins. This is the right locating i think? This is the error: [EXC 12:50:51.434] FileNotFoundException: Could not load file or assembly 'km_Lib, Version=1.0.5314.16449, Culture=neutral, PublicKeyToken=null' or one of its dependencies. --edit-- The km_lib version i downloaded is 5321.16176. Maybe that is the problem?
  15. Made an eve lander ship yesterday, updated hotrockets and now my ship is bugged. It is the same bug archgeek is talking about. Is there any way to fix this issue? Or do i have to rebuild my craft?
  16. The inflatable heat shield from the BTSM mod shows up as a very bright white rocket piece. Is there any way to fix that?
  17. Is there list that shows the mod compatibility with KSPI? I want to try this mod with some other mods but i don't know if they will gives problems.
  18. I hope the community can keep this mod going. This mod adds such a huge amount of gameplay to the vanilla game.
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