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KoolBreeze420
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Everything posted by KoolBreeze420
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
KoolBreeze420 replied to Nereid's topic in KSP1 Mod Releases
Any chance of making it compatible with starsystem? -
What log? Yes it is weird I believe that another mod is the culprit and is somehow interacting with alcor but since I can only recreate when I add the alcor pod it's been very hard.. SO alcor pod combined with the EnvironmentalVisualEnhancements CityLights.dll casues this the other poster says it's not alcor which makes no sense to me since it can only be recreated using those 2 mods... I am still interested in the log you were speaking off for next time I am asking for help I can post it..
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http://s1192.photobucket.com/user/Gate420/media/screenshot2.png.html This is a shot of Kerbin after installing the Aset alcor pod is this normal or could another mod be interfering causing this? I Have slowly deleted and reinstalled mods at random and this is the result each time I get to the alcor pod. I thought instead of spending another full night doing this I would find out of it's normal or a known mod combined with the alcor pod causes this thanks
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Thanks I believe I found the problem finally. I installed the asset props into the gamedata folder I went and reread the alcore pod info and installed it into the asset folder and presto the screens inside the pod are now working..Thanks for the info....
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SO then another mod must be interfering here I go again starting over with the mod installation to find the culprit. I wonder if installation order can effect mods and how they interact with each other anyone know?
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I am getting a rasterprop monitor configuration error when I try to launch the alcor pod on KSP 0.25 perhaps another mod is interfering or this is a known bug and maybe I have the wrong version could any one advise on what could be wrong?
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Thank you so much for answering me I knew about loading them but couldn't figure our how to transfer them...
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Official Mod Compatibility Thread for .25
KoolBreeze420 replied to NathanKell's topic in KSP1 Mods Discussions
Kerbal shuttle orbiting system crashes KSP and when installed 1st just hangs does anyone know if it's been updated yet? It's one of my favorite mods but seem incompatible with KSP 0.25 unless I am doing something wrong which is why I am asking on this thread if anyone else has had problems with that mod or if it's been updated. -
How do you move the kerbals from the tower to the craft?
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[0.90] Kerbin Shuttle Orbiter System v4.13
KoolBreeze420 replied to helldiver's topic in KSP1 Mod Releases
I will try this right away thanks -
When you say halfway into atmosphere are you talking about the placement of the green thing on the ball I find if I come in and the green thing is over the atmosphere in the ball I burn for too long and blow up if it's under the line then I lose lift and cant hold pitch and blow up. What is the perapsis at when you reenter and does the apsosis height matter at all?
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So set the perapsis at 30km when I start hitting the atmosphere what speed and angle should I be at although with the files Star gave me it's much easier to renter but still am interested in what I am doing wrong and why I cant reenter without exploding...
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Thankyou so much I have now successfully reentered the atmosphere with both KSO shuttles, now I Can practice hitting the runway am able to use parachutes now without them all exploding to land in case i don t hit the runway so I can complete contracts and not just reload the same landing over and over thank you so much you made me so happy...
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I,ve tried various heights from 20 to none have not tried higher then 20 I don't think since I bounced off the atmosphere. I either descend to fast and not enough lift to keep the nose up or burn for to long either way I have not been able to land one of these KSO shuttles since adding deadly rentry cont I have watched a the few videos out there but they seem to leave out the real important info as the perapisis height angle pitch etc.. STarwasher gave me a couple files I am going to try them out right away and see if I have better luck I really like the shuttles and I like the deadly reentry but if I can't nail the landings I will have to give one of the mods up..
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How can I toughen the KSO shuttles heat shielding as it is I can't deorbit either of the shuttles with out them exploding. I have tried over and over again using various reentry angles. usually what happens is the tail fins blow then the nose cone blows and then the whole ship goes. I think if I could toughen the nose cone and the tail fins i may be able to perform a successful reentry. I Can do it with any of the rockets with no problem but the shuttles blow up any help would be appreciated thanks..
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Another question is about punch cards some of the antennas have a spot where you can add punch cards I guess it comes from the Kolonization mod do I have to fill the antennas up with these cards for them to work? Specifically the communotron 88-88 and the DTS-M1 I don't believe they needed this until I added remote tech 2 any thoughts?
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I Am playing career but I was going through the tutorial and the way it reads was odd I thought that it was preinstalled as well but it hints at having that one particular antenna at mission control and that seemed to hint at launching a ground sat. SO I had to ask to rid the confusion your setup seems like a lot the tutorial says it can be done with 3 sats at least for early career for latter career I could see the need for increasing this for interstellar and what not but my current needs are in the local system Kerbin, mun and minmus.I need to just get a basic system up to learn more about how this mod works then can work up to your more advanced system posted here..
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I am launching my satellites using the KSO shuttle craft so I don't have to worry about antenna connection or remote control it will already be in a stable orbit when I release it from my cargo bay is this sorta what you meant? I haven't used the tug thing yet maybe ill play around with them would it be as efficient to rendezvous with a tug when I release the sat from the cargo bay until I have all 3 sats in orbit and talking to each other?
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I am reading the tutorial here http://wiki.kerbalspaceprogram.com/wiki/Tutorial:RemoteTech2 I want to set up my 1st relay of satellites it states "Launch your first satellite over the KSC. As you leave the atmosphere, target one of your DTS-M1s at Mission Control and activate it." DO I have to launch a ground satellite? to sit on the ground as a mission control satellite or what does target the DTS-M1s at mission control mean something different then launch one on the ground?
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Is there an archive for tac fuel I have mods that are not compatible with 025 yet and so still going to play 0.24 until they are updated but can't find tac fuel .24 for download anywhere
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[0.90] Kerbin Shuttle Orbiter System v4.13
KoolBreeze420 replied to helldiver's topic in KSP1 Mod Releases
I am having trouble with the Service cars and trucks when I launch from the VAB the vehicles sink into the runway and are unusable I am not sure what the cause is, the shuttles and the helicopter are working fine but the service vehicles like the sedans and the lorry sink those are all I have unlocked can anyone advise on a fix? -
Mod parts in sandebox but not in career
KoolBreeze420 replied to Oafman's topic in KSP1 Gameplay Questions and Tutorials
I am having the same issue I noticed it with a part from novapunch 2.06 the part is in sand box but not in career part manager sees the part but the VAB doesn't see the part. I suspect that a tech tree has corrupted career or another mod is interfering in some odd way. I know it started after I added a mod becasue I was using a novapunch engine and strut that disappeared from my career game. I have tried loading new games and various trees. I suspect the only way to find the culprit will be to start all over and load each mod till I find the mod that interferes with the parts makes me wonder how many parts are actually missing..