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bertibott

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Everything posted by bertibott

  1. Hi, I am running a rather heavily modded install facoused around the USI Colonization mods. I have a spacestation orbiting the mun, and after collection a lot of science and processing them in the Mobile Processing lab i cannot transmit the science. The only affects the Science points generated in the lab. If I transmit experiments "normally" all is fine. Any ideas where to start? I am not using science Alert. berti here is my modlist
  2. hi, I seem to ba having a bit of trouble with the investor tour contract: I built a small taxi, drove up to the investor and put her in the taxi. (I switched to the investor kerbal, walked her the last few steps and got in). Now that she is in the taxi the contract screen (the built-in one as well as CapCom) don't have the "Crew: Beagrid Kerman: On Board" ticked. So I thought "maybe it has to be an EVA?". Whe she gets out of the vehicle it says that the "Crew..." condition is met. So I walked her to her first stop (the Space Plane Hangar) but it does not tricker the wayoint. I even climbed on top of the dammned thing but nothing happens. What am I doing wrong?
  3. [quote name='bertibott']i've been having some issues with this mod. connections seem to just break off without any discernable reason. example: i've sent a probe towards eve. it is equipped with the Reflectron KR-14 (60 Gm range). that dish is aimed at my relay which is equipped with the same dish. the relay says everything is fine, the mapview even shows the little faded line that indicates an unused connection, but the probe has no connection. (and before anyone suggests it... yes the relay does have a connection to KSC) any ideas what i might have gotten wrong? is there a problem when the probe loses the connection temporarily?[/QUOTE] it seems i have found the culprit. I was using the SETI config. after removing it (and getting another relay into position because suddenly there was only one ground station available... :( ) i was able to re-establish connection with my probe :-) off course i found this AFTER posting here... well maybe it helps someone else...
  4. i've been having some issues with this mod. connections seem to just break off without any discernable reason. example: i've sent a probe towards eve. it is equipped with the Reflectron KR-14 (60 Gm range). that dish is aimed at my relay which is equipped with the same dish. the relay says everything is fine, the mapview even shows the little faded line that indicates an unused connection, but the probe has no connection. (and before anyone suggests it... yes the relay does have a connection to KSC) any ideas what i might have gotten wrong? is there a problem when the probe loses the connection temporarily?
  5. Hi, i just started a new career with a lot of mods... Realism Overhaul mostly (and no... Scott Manley's new series has nothing to do with it... nothing at all... why would it.. ) And it turns out none of my wings are working anymore. Doesn't matter if I try stock, wings of B9 Procedural Wings. I found this thread which is about a similar problem. Only the solution for his problem didn't really help me, because he used another mod that I don't. Any pointers as to where I could find a work around... or on what data I should provide. The mods I have installed: "kind": "metapackage", "abstract": "A list of modules installed on the default KSP instance", "name": "installed-default", "license": "unknown", "version": "2015.09.30.08.47.21", "identifier": "installed-default", "spec_version": "v1.6", "depends": [ { "name": "FerramAerospaceResearch", "version": "3:0.15.5.1" }, { "name": "KerbalJointReinforcement", "version": "v3.1.4" }, { "name": "CommunityResourcePack", "version": "0.4.4" }, { "name": "TestFlightConfigRO", "version": "1.3.1.1" }, { "name": "ReflectionPlugin", "version": "1.2" }, { "name": "SmokeScreen", "version": "2.6.9" }, { "name": "CrossFeedEnabler", "version": "v3.3" }, { "name": "SolverEngines", "version": "v1.11" }, { "name": "NearFutureConstruction", "version": "0.5.4" }, { "name": "Toolbar", "version": "1.7.9" }, { "name": "FASA", "version": "5.36" }, { "name": "ModuleRCSFX", "version": "v4.2" }, { "name": "FirespitterCore", "version": "v7.1.4" }, { "name": "B9AerospaceProceduralParts", "version": "0.40" }, { "name": "KSP-AVC", "version": "1.1.5.0" }, { "name": "TACLS", "version": "v0.11.1.20" }, { "name": "ProceduralFairings-ForEverything", "version": "v0.1" }, { "name": "UniversalStorage", "version": "1.1.0.7" }, { "name": "SCANsat", "version": "v14.2" }, { "name": "RocketdyneF-1", "version": "1.2" }, { "name": "NearFutureSolar", "version": "0.5.3" }, { "name": "NearFuturePropulsion", "version": "0.5.3" }, { "name": "BetterBuoyancy", "version": "v1.4" }, { "name": "RealismOverhaul", "version": "v10.4.1" }, { "name": "RealHeat", "version": "v1.1" }, { "name": "MechJeb2", "version": "2.5.3" }, { "name": "ConnectedLivingSpace", "version": "1.1.3.1" }, { "name": "ModularFlightIntegrator", "version": "1.1.1" }, { "name": "TACLS-Config-RealismOverhaul", "version": "v10.4.1" }, { "name": "InterstellarFuelSwitch-Core", "version": "1.17" }, { "name": "RealChute", "version": "1.3.2.3" }, { "name": "TextureReplacer", "version": "2.4.10" }, { "name": "DMagicOrbitalScience", "version": "1.0.8" }, { "name": "KAS", "version": "0.5.4" }, { "name": "FilterExtensions", "version": "2.4.1" }, { "name": "AdvancedJetEngine", "version": "2.4.1" }, { "name": "ModuleManager", "version": "2.6.8" }, { "name": "TestFlight", "version": "1.3.1.1" }, { "name": "SemiSaturatableRW", "version": "1.10.2" }, { "name": "RealPlume", "version": "1:v10.4.9" }, { "name": "DeadlyReentry", "version": "v7.2.2" }, { "name": "RemoteTech", "version": "v1.6.8" }, { "name": "ProceduralParts", "version": "v1.1.7" }, { "name": "ProceduralFairings", "version": "v3.15" }, { "name": "SovietEngines", "version": "1.1" }, { "name": "ModuleAnimateEmissive", "version": "v1.11" }, { "name": "RealFuels", "version": "rf-v10.6.1" }, { "name": "EnvironmentalVisualEnhancements", "version": "7-4" }, { "name": "EnvironmentalVisualEnhancements-LR", "version": "7-4" }, { "name": "KerbalEngineerRedux", "version": "1.0.18.0" }, { "name": "RealSolarSystem", "version": "v10.2.0" }, { "name": "RSSTextures2048", "version": "v10.2" }, { "name": "TweakScale", "version": "v2.2.1" }, { "name": "KSCSwitcher", "version": "0.4" }, { "name": "Kopernicus", "version": "1:beta-04" }, { "name": "RP-0", "version": "v0.39" }, { "name": "KerbalConstructionTime", "version": "1.2.2" }, { "name": "KerbalConstructionTime-RP-0-Config", "version": "v0.36" }, { "name": "Taerobee", "version": "2.1" }, { "name": "KerbalRenamer", "version": "0.4" }, { "name": "SXT", "version": "22.2" }, { "name": "ContractConfigurator", "version": "1.7.5" }, { "name": "CustomBarnKit", "version": "1.1.1" }, { "name": "VenStockRevamp", "version": "v1.8.1" }, { "name": "CommunityTechTree", "version": "2.1" } ] } {
  6. Thanks a lot. I tried an ISRU with a nuclear reactor and a generator... still nothing the thing won't even change it's status from "offline". So I am guessing there is something broken with my install. Are there any known Issues with other Mods Especially Karbonite and Extraplanetary Launchpads? And if not, what should I do next, to find out whats wrong? (Except for buying a family-sized Ice-Cream container and deciding which mod to part with... )
  7. hi, i have two problems: i put an ISRU refinery on minmus and it is not working. my lander has solarpanels. but no reactor or anything that produces megajoules. Does the refinery require megajoules (in this case i would humbly apologize for wasting everyones time and bang my head against my desk)? so.. now for the real problem: the spectrometer (? is that what it's called... the thingy that can display uranium and thorium hotspots) is not working. it does not show any hotspots (i tried kerbin, mun and minmus). i am using karbonite and extraplanetary launchpads and had a similar problem with the ore detection. the problem was solved by using a different .cfg file. Will there still be uranium/thorium even if it does not show any on the map?
  8. Hello, I have a bit of a peculiar problem. My SAS seems to want to counter any steering commands I give. So in order to actually steer I have to turn off the SAS. I have been running an install with quite a few mods. But I have been installing mods only a few at a time and then testing if everything was still working correctly. At first I thought this had something to do with a few mods that I recently installed (Kethane, Kerbel Joint Reinforcement, Enhanced NavBall and Kerbal Alarmclock) but here is the peculiar part. Even after removing the Mods the problem persists. And there is no problem when I start a new career. This leads me to believe that there is something off with the save. Does anyone know how I can fix this? Or do I have to start the career over?
  9. I've got it working now... It just takes a lot of workto actually the things you need. My favorite: TAC Life Support there are two download links in the first post of the thread... on leads to a version that simply does not work... I needed the other one... and now that I've got it it all works fine...
  10. Hi, not sure if this belongs here. I am using the and I have this rather simple setup: 3 Satelites kerbin in stationary orbit one is almost above the KSC and that one has connections to the other two. The all work just fine. Another Satelite is orbitung Mun on an almost polar orbit so it can always see at least one of the other three. And now the problem. I sent a probe into an orbit around the Mun. It get's a connection with the Mun Satelite but not to the KSC -> ergo not control unless I connect it directly to one of the three Kerbin-Satelites. Is this a bug or am I doing something really wrong? Is there a maximum of connections each node can handle? Or A maximum number of nodes a Signal can pass?
  11. Hello everybody, first off, English is not my native language. And while my english-skills are servicable for the most part I don't usually discuss rocketry and orbital physics... so forgive me if I don't use the correct vocabulary. Now... to the matter at hand. I have been playing KSP for quite a while now and I like it a lot! And yesterday I had nothing to do so I said to myself "Let's try modding the game!".... Get all the new rocket parts! My aim was to get a setup close to what Scott Manley uses in his "Interstellar Quest"-series ( )He has even published a modlist and a video on how to install these mods. Looked at the video... and well it didn't work... One problem may be that the video is two months old (a LOT can happen in two moths) and also there is one point in the video where he installs pacthes and says "You will have to gather these from the threads" being kinda new I have no idea which ones "the threads" are. The most obvious problem is that the TAC-Lifesupport mod won't work. It adds new parts and I can see new ressources (Oxygen, Water, Food) but these do not deplete and there is no fancy Lifesupport Monitoring-Thingy. It even won't work after I re-downloaded the game and installed it on it's own... I think I got most (or all) the new parts from the mods but I think something went wrong there too since no matter how many antennae I stick on a ship it will say "No comms device on this vessel". I woudl like to get a more realistic game experience with some additional features like mining... Fancy graphics are nice to have but not really important (this is not Skyrim ) So I would like to get a setup that looks a bit like the following: B9 Aerospace Ferram Aerospace KW Rocketry Interstellar (with techtree) Deadly Reentry (worked fine) TAC Life Support So can someone get me started here? Are there any obvious mistakes? I have come across somthing called ARM a few times... that seems to be a thing around here... I have got a freshly downloaded, untouched version of the game. where do I start? bertibott P.S. I have done quite a bit of modding on other games (mostly Skyrim) so I am not afraid things like editing XML-Files and such...
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