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Warp11

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Everything posted by Warp11

  1. Thx, sounds good to me. That means I can start a career once RP-0 is up and running. Awesome
  2. It might be helpful to alter the google form to allow submitting for multiple biomes at once. Many readings will be universal, especially for in space high. That would speed up the whole process greatly. Alternatively someone would have to go through in the end and copy stuff around. And is the Geiger Counter the X-Ray Diffraction Scan?
  3. Just out of interest a few questions: Are you gonna integrate mining? When Squad gets Win 64bit running how hard will it be to get RO, RSS etc running on it? Could a 32bit save be continued? I'm just interested because I've got a 64bit system and can't use its full power right now and RSS seems to be a bit much to handle in 32 bit. Thx a lot
  4. Anyone who wants to help but doesn't know how can come here and add some science logs. The amount of work that needs to be done on it is just massive. Any help is appreciated. http://goo.gl/Pd0Qs2
  5. I would love to help but after looking at that to do list I just have to admit that I don't have a clue how to do any of these things, so unless someone wants to teach my sth easy I don't think there's anything I could do... :-(. So thx guys for your hard work on all of this.
  6. I had the same problem recently. Here is NathanKell's solution: you need to set "onDemandLoadOnMissing" in rsskopernicus.cfg to false. Worked for me. It still crashes sometimes but that's probably really memory.
  7. That helped, thank you. I actually had no idea there was a specialized career mode for ro. I just started a career without it. Looking forward to seeing that update. These mods are awesome, I already learned heaps about realistic spaceflight so thx for the hard work.
  8. I'm having the issue with the vector hold as well. A far more annoying problem however is that every time I try to load a save or exit a flight scene to the space centre the game crashes. I am not sure whats causing it but the RAM is only at about 80% when it happens. The hardrive however seems to be operating at 100% (According to task manager). Is this just a performance problem? How can I fix it? Crash log (random example) https://www.dropbox.com/sh/8lqvje1c55exw54/AABKM06IITrMXNmblYoOKBzya?dl=0 In this case it says 88% memory use, but sometimes it already happens at 72%. Thx for help
  9. I'm having the same problem. RSS definitely changes body names. Is there any way to work around this? E.g. changing some file? Cheers
  10. So EVE does work with this? I just thought because of the different topography it could get into trouble, e.g. when adding the city lights.
  11. There are no files at all in these folders. For the second option where do you want me to type stuff? Because I can't access the kOS terminal. Did you mean that or sth. else? Thx for your help. - - - Updated - - - I tried that but just copied the PART section for the kOS part to the old craft. The game then refused to load the save. It just paused for a second and went on where it was. It seems like an awful lot of work to get every value perfectly right and there is so much room for little typing errors that I'm just not sure if it will work. Thx anyway
  12. Is it possible to get the programming functions on a craft that's already in flight? I'd like to use it in an existing save. I tried copying the processor module from the mod parts but it didn't work. Thx for you help. Awesome mod.
  13. I found the problem. The fission reactor on one of my old crafts somehow switched to the wrong fuel when I installed the new Version. I will just EVA switch it back, I have the time for this in this particular mission. I tried the rocket nozzle on a new test craft and it worked fine. PS: How do you get these pictures in here?
  14. My thermal rocket Nozzles aren't working. They show Isp but Thrust and Fuel Flow 0,0. @Fractal: I don't know whether you already fixed this but it would be great if you could have a look at it before releasing the new Version.
  15. Is it possible to change the power priority of e.g. the Power Transmitters? Or do you have another hint on how to prevent a fusion power plant from giving away too much power to sustain itself? Thx for help.
  16. Is it possible to change the power priority of e.g. the Power Transmitters? Or do you have another hint on how to prevent a fusion power plant from giving away too much power to sustain itself? Thx for help. @Shotdead: My Tritium breeding works fine on nuclear and tokamak reactors, dunno what your issue is.
  17. Was this the same with the old version? Cause my reactors were working fine without such problems. Do I really have to breed tritium first? I tried to do that but when I enabled tritium breeding nothing really happened. @fractal I can't switch fuel in the vab, but I only unlocked the first fusion tier. I'm getting the feeling I don't understand the basics of this stuff yet. Anyway thanks for your help.
  18. Hello, I'm having some problems with my fusion reactors. They don't generate any power, charged particles and thermal. I have enough power from an external source to power it and it says active but at 0,00% and doesn't do anything. I believe the fuel mode could be wrong, for it says deuterium-tritium and I have deuterium-lithium, but I can't find any way to change it. Or could this be because the resources aren't in the part files for the reactors anymore?
  19. Is there a way to make the interstellar lab or the stock lab to perform the functions of the other one? For example I don't always want to take the 2 labs with me just to reset experiments. I tried to copy the modules from the stock lab to the science lab but that doesn't work. When I rightclicked on it, it just disabled rightclicking on everything.
  20. Is there a way to make the interstellar lab or the stock lab to perform the functions of the other one? For example I don't always want to take the 2 labs with me just to reset experiments. I tried to copy the modules from the stock lab to the science lab but that doesn't work. When I rightclicked on it, it just disabled rightclicking on everything.
  21. Since I activated the experimental edition of this mod (for 0.24 compatibility) my seismometers only have the stock functionality. Even those already in flight or deployed on a body. I tried to fix it by messing around with the part files but I have not found a solution. How can I get them to work as impact detectors again? (I'm sorry if this is a FAQ but I couldn't find an answer in the thread.)
  22. Since I activated the experimental edition of this mod (for 0.24 compatibility) my seismometers only have the stock functionality. Even those already in flight or deployed on a body. I tried to fix it by messing around with the part files but I have not found a solution. How can I get them to work as impact detectors again? (I'm sorry if this is a FAQ but I couldn't find an answer in the thread.)
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