burningcrow
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KSP2 Release Notes
Everything posted by burningcrow
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(1.11.x) Weimaraner's Sci-Fi VE Config Tweaks
burningcrow replied to Weimaraner's topic in KSP1 Mod Releases
Thank you! -
'Focus: Kerbin'
burningcrow replied to Kuansenhama's topic in KSP1 Technical Support (PC, unmodded installs)
This is happening on mac too fyi. I'm also unable to click on the orbit and bring up the orbit tool. Without that I'm pretty much wasting my time. Anything about that? -
(edit) Looked up the name for it and I can't bring up the[h=1]Maneuver node[/h] Is it a bug or just the new settings in 1.0 that I can't use the orbit tool once in space? I used to be able to click on the trajectory line and bring up a tool to circularize the orbit. Nothing happens now. And when I double click it selects Kerbin as the view. Then when I try to double click my ship it won't make that the centered view and just remains on Kerbin. Maybe things changed so much I don't know how to use it? MacBook Pro (Retina, 15-inch, Mid 2014) 2.5 GHz Intel Core i7 16 GB 1600 MHz DDR3 NVIDIA GeForce GT 750M 2048 MB Yosemite 10.10.3 I'll try it on my iMac and see if it is there by chance.
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1.0 - Constant crashing on OS X
burningcrow replied to shaun3000's topic in KSP1 Technical Support (PC, unmodded installs)
Just FYI same for me with default settings. MacBook Pro (Retina, 15-inch, Mid 2014) 2.5 GHz Intel Core i7 16 GB 1600 MHz DDR3 NVIDIA GeForce GT 750M 2048 MB Yosemite 10.10.3 I'll try it on my 2011 iMac in a bit. I'll also try turning down textures like previously stated in this thread. -
Anybody know which engine I should be using with the Juno rocket? After many attempts just to get the rocket clusters not to explode during separation I think I am lost as to which engine I should be using with it. Also I am still using procedural parts and I can only make the fuel tanks as small as 1m in width and height. So some of the KW rockets are good for 0.5m from what I can tell but there isn't any tanks available for 0.5m rockets. Should I still be using procedural parts or should I be going to the older StretchySRB's? I liked the stretchy being able to make them very small. Can't seem to do that with PP. Any advice on that would be great. Thanks and this is the best mod out there. And when I say best I mean you and Nathan make the best package. I only play this way anymore.
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Awesome news MedievalNerd! This is the only way I like to play KSP anymore. I spent a whole day yesterday trying to get one thing to work as you can see in earlier posts. Right now I am using Procedural Parts instead of Stretchy SRB. So I am guessing the next RPL will have that in mind since SSRB is moving into PP from now on? So far it is working out good with PP. Thanks for the awesome mod.
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Thanks for the response but I assure you I have the DP-10 on. I even made a rocket with the exact same setup with starting parts in RPL both in sandbox and RPL and sandbox connected but RPL did not. I seem to only have the Communitron 16 and DP-10 available in the starting tech within RPL. Is this correct? I put them both on the Sputnik probe mk1. I am able to hit the spacebar for staging but I am unable to control throttle or direction. Is there an updated file I may be missing? I've been scouring this forum thread but haven't come across it yet. Any info would be awesome
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Ok after putting in the above cfg data I was able to get RT2 to work and locate at Canaveral in RSS. However after all this time I found out where the problem seems to be. When I test in a sandbox game RT2 works just fine. When I choose a career and select RPL then RT2 doesn't work. Any ideas on what that could mean?
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Ok I changed the location to match the launch site in RSS inside the RemoteTech_Settings.cfg - On map it shows the red dot has now moved to my location however I still get no connection. I also applied the updated .dll hot fix for RT2. Everything seems to work just fine but I can't get RT2 to connect. And without RT2 I can't use RPL. So it is working for others using the RSS / Realism Overhaul / RPL / RT2?
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Can somebody help me out. I've looked everywhere for this solution and not sure if it is related to RPL. When I start data collection on the sputnik and wait until it hits 25 to take a reading and then transmit the data, it consumes the charge way too fast. When I say fast I say about 70 out of 100 charge in one second. So I come out with like 0.4 science before the battery runs out. So I have been searching high and low to see if there is a charge consumption rate needing to be adjusted thinking maybe there is a mod conflict. I can't seem to find it because everything I tweak does nothing so I change it back and keep looking. Here is what I have installed. My guess is there is a conflict between RPL / RemoteTech2 / and RealSolarSystem but I can't seem to find out how to adjust consumption rates if that is the problem. Here is my mod list in case somebody else has this issue and might recognize the issue? toolbar activetextmngmnt aies chatterer custombiomes deadlyreentry distantobjects engineignitor environmentvisualenhance exsurgentEngineering FAR habitatpack RasterPropMonitor KAS DifficultyScaler KW-Rocketry MechJeb2 DockingPortAlignment FinalFrontier UniversalStorage PreciseNode ProdeduralParts RealChutes RealFuels RealSolarSystem RemoteTech2 (with community hot fix) RftS Romfarer Lasers RPL Tweak Pack ScanSat TAC Treeloader Kerbal Alarm Clock Universe Replacer VesselView (RasterPropMonitor) Can this be intended? Seems like I would have to launch 100's of sputniks to get all the science just to unlock batteries and solar panels.
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Just curious if anybody else is having the problem with the Polar exploring missions. Says one of the objectives is to land on in the Ice Caps biome but I can't complete that one step. What I noticed is the Mission statement says to land in the "Biome: IceCaps" however when I am actually on the Ice Caps it shows I am on "Ice Caps" with a space in between the two words. "IceCaps vs Ice Caps". So I am guessing that is causing me to not complete the mission. Any way for me to fix this? Thanks.