Jump to content

SaphireFalcon

Members
  • Posts

    11
  • Joined

  • Last visited

Everything posted by SaphireFalcon

  1. I encountered this too. What helps is to stage the decoupler first and the stage after that the engine itself.
  2. I have experienced the same, After returning from my n-th mission, I suddenly saw Jeb (who was missing after the first mission) was back. So today he'll go to Duna!
  3. So I have been trying a few things over the past week. What I found out is that in the save file in the vessel section, Location -> LocationType is "SurfaceCoordinates" while the ship was just in orbit. If you correct this to "Orbit" then it works again and one can land on the planet. So far tested this on the Mun and Minmus.
  4. I have encountered similar problems: When timewarping When loading save created an orbit just fine. It seem the vehicle gets "hit" by the Kraken. Depending the time warp speed, it is only a gentle slap making the vehicle spin, or something more destructive leaving you with debris. Edit: my vessel survived the Kraken, but it is not just moving through the Mun surface as if it wasn't there
  5. For some reason Infinite fuel gets enable randomly. I can notice, 1) there is no green fuel bar in the current stage, 2) after a long time, the fuel tank isn't empty (this happens when launching a rocket from KSC). But when looking in settings it is off. Turning off and on again does help
  6. I have exactly the same issue. I landed safely (three times by now), but I never find him for the next mission in VAB. I also noticed, that after recovering the vehicle, you get this window, where you can either go to Training Center or Tracking Station. The is no way to back to KSC, you just stay where you landed. If you go to TC or TS and go back (the arrow in the top left) you go back to where you landed. so weird. I guess Jeb is tired after a 3d long mission to Mun, he needs a holiday...
  7. Me too, it took me extremely long to fine-tune my node to get to Mun. I cannot imagine what I'll have to do to get to other planets. I miss: Seeing node information while editing the node. (stock KSP1) Being able to press +/- to add a certain amount of dV to the directions of acceleration. (mod KSP1) Adding time to node position in orbit (mod KSP1)
  8. I'm trying to create my own contract pack, to create a real career. On the wiki is defined how to disable contracts, though how to disable the world first contracts?
  9. I figured it out! By accident I had a subfolder (old_mods) with older mods and in there the old 5.3.2 version in there. From the error I should have noticed that...
  10. I'm running 1.1.3 (32 and 64 bit version) and the newest EL 5.4 But the "show UI" button is not shown in the menu. Looking at the ksp.log It gives this error: [ERR 20:05:44.540] AssemblyLoader: Exception loading 'Launchpad': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'ExtraplanetaryLaunchpads.ExTarget' from assembly 'Launchpad, Version=5.3.2.0, Culture=neutral, PublicKeyToken=null'. If I try to google for this error, it seems that the module is compiled incorrectly for unity. Strangely enough I havent compiled it myself. Anybody an idea?
×
×
  • Create New...