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JPL1980

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Everything posted by JPL1980

  1. No... but it takes the timewarp quite some time to cool-off the Defender after I shut everything down. I've uninstalled and reinstalled it several times, with different mods. Doesn't seem to matter. About 5 mins into any mission the Defender starts heating up. It will continue to heat up until the "overheating, shutting-down core" warning. When I installed Hot Spot to see what was warming up, it is indeed the Core of the Defender. Out skin warms via conduction, and it takes over 30 mins in time warp for the thing to start to cool down. It's technically not game breaking, but it does mean the Defender has a very limited range once it starts up. And the cool down afterwords takes even longer.
  2. I don't know if this is a bug or a feature, but in my game the main chassis starts to heat up after a little while. Activating the radiator doesn't seem to have an effect. Is this normal? A bug? Or could it be a interaction with some other mods? I don't have any mods that mess with the thermal physics. I do have Dang It! And at first I thought maybe it was a random fault cause by that mod (busted radiator?) but it happens every time I launch the rover.
  3. How do you add MM config patches? I've never done it before.
  4. So thats what those things that kept flying off my rocket were. Is there a fix for this bug coming?
  5. Hay guys, I just noticed my clouds have stopped moving. Has anyone else had this happen? EDIT: Ok they are moving.... but very slowly. Like you can watch them creep along at several warp factors beyond normal, but it looks very weird with day and night flipping and only minute motion in the clouds. IS there a way to increase the speed of the clouds?
  6. Oh no.... worry not. I kinda of liked it when I first noticed it, but I'd never noticed it with stock textures. I'm sure I would have had I been paying closer attention... it's the beauty of your Renaissance textures that made me just stare at Jeb's awesome new face and notice it for the first time.
  7. I really love this mod... just installed it and everything seems to be running fine, But I've noticed that my Kerbals' eyes are different sizes... I never noticed this before, and it seems to be for all kerbals (who otherwise look great). Is this normal or a bug?
  8. I must be a complete idiot. Can someone explain to me exactly how you add a skybox to KSP? I have been searching this thread and the internet in general for days. I've read Green Skull's instructions for his pack... but either I'm not seeing it or I'm just #^$%@$ dumb. I just want to know what do I do with skybox files... where do they go? Do I have to delete files? Please help me.
  9. You can mouse over the "Crew Hatch" which is on the tower at the start of the ramp, just as you can click on the hatch on the actual space craft. Make sure you loaded the Kerbals onto the tower before launch, because they don't automatically start in the tower just because you added it.
  10. I started having a problem with my new modded KSP once I started launching ships into space. Twice now I've launch a single manned pod into Kerbin Orbit. No problem getting there. Once I'm done though and shut my engines off my final stage gradually starts a roll once thrust is gone... unless I compensate with MechJeb the roll will accelerate up to a maximum and just keep spinning. If I stop the craft from spinning and let go it starts up again. This is not a "My rocket is uncontrollable" problem. My rockets seem to work fine. I don't know if this is a problem with MechJeb or some other mod incompatibility. I've never experienced this problem before and searching has only turned up threads dealing with uncontrollable rockets. This isn't that. The only way I can describe whats happening is that it seems like once I'm out of the atmosphere my space craft start rotating in one direction, accelerating unless I manual stop it (which is hard) or use MechJeb SSAS kill Rotation. These are the mods I currently have installed: Blizzy's ToolBar, AntennaRange, Chatterer, DaedlyReentry, DistandObjects, EVE(with Astronomer's Oblivion pack), FASA launch clamps, HGR (HomeGrownRockets), HotRockets, IFILifeSupport, KAS, KerbalJointReinforcement, KSOS, MechJeb2, PlanetShien, Procedural Wings, Procedural Fairings, RasterPropMonitor, RealChutes, SCANsat, SmokeScreen, StockDragFix, StageRecovery, TextureReplacer, and UniversalStorage. If anyone has seen this bug or knows what causes it, I would be very grateful for any help.
  11. I stopped having the memory problem when I took off Editor Extensions. KSO and HGR are the only part mods I use besides pwings and fairings. I guess Mechjeb comes with parts, oh and I use Universal Storage and KAS... but I was only running out of memory in X32 when I had BOTH KSO and Editor Extensions loaded. Once I took EE off all my other mods loaded and I got to the main menu.
  12. I noticed there seems to be problems with active texture management and or maybe editor extensions. When I removed those all the sudden RPM was working right.
  13. RAM not harddrive. But it wouldn't necessarily matter if you had enough RAM (378 Gigs of RAM would be AMAZING!), KSP runs on the Unity engine... which plays with RAM funky. Are you running KSP x32 or x64? KSO works in 64 (though no support) and you shouldn't have issues running out of RAM in x64.
  14. I think the Mod "DistantObjects" does this. It's compiled for .24, but I haven't noticed a problem using it in .25 x32. At least with that mod on the star field is too dim to see in orbit on the sunny side of most planets. I also use EVE 7-4 with Astronomer's Oblivion pack. I can recommend these three mods for really making KSP space look like space.
  15. Well the aerodynamic radial attached liquid boosters (R-7 bits) don't have textures... so, I think it does need a patch.
  16. This is a problem with the wheels and placing them in the SPH. You need to add each wheel (Don't use the mirror symmetry feature) and you need to rotate each wheel so that a little indicator (For the sedans it's a white tab on the inner side of the wheel extending from the hub, for the Lorries it's a simple red triangle) is pointed down.
  17. I put just the Launch Towers in my game and it starts up ok... haven't played much yet. I do have a lot of mods already, mostly game related (EVE, KAS, MechJeb, StockDragFix, TAC Life Support etc... just a few part mods: HGR, KSO, US, and of course NASA LaunchTowers), so it does takes its time booting up.
  18. Two words: Mystery Goo. The Mobile Processing lab should have a Kerbal Kitchen that can turn Mystery Goo Containment Unites, or Samples from same, into Snacks!
  19. It works fine, the firespitter plugin for Space Plane is from like one version back, so mod manager knows that firespitter has a more up-to-date plugin, but it doesn't actually mean that the plugin you have is incomparable with KSP .24.2.
  20. I tried ( with EVE 7-3 and it only solved half the problem... the volumetric clouds worked fine at anything above 4000... you don't have to go all the way to 10000 for example. But the cloud layer was still too low, so the volumetric layer didn't match the rendered layer in height (though it seemed to be matched otherwise) giving the odd effect of making Kerbin appear to be shrouded in a layer of dense fog with higher cloud later above... worse; this effect was voided near focused objects with a sharp division. Would this problem also be true of the EVE overhaul? Does the overhaul do something different with how it matches the volumetric clouds with the rendered layer? I'll run KSP in 64 if it means I can have RSS Kerbol x6.4 AND a volumetric cloud layer which fits the cloud rendered layer.
  21. I don't think EVE hand's it. At least when I tried to use RSS 6.4x Kerbol System with EVE weird things happened like the cloud layer was full of huge round holes. You didn't see them from really high up or space, but at sea level an overcast looked like Swiss cheese. I also think the cloud layer was too low.
  22. Good, cause I can't start my career game properly until I have the MP-38 Unoccupied Guidance System.
  23. I don't know whats causing it, but when i was using this earlier everything seemed to be going fine, but after a couple times launching craft from the VAB the check list disappeared. The Rocket or Space Plan selection window was still showing up when I selected "New Craft" but regardless of what I selected [space plane or capsule] the checklist refused to present itself. Is this a known bug, or is there some key that hides the checklist that I pressed by accident maybe?
  24. Technically there already an extra step for the model manager files for the other common part packs (NovaPunch, KW Rocketry, KSO... etc) that come with realchutes download files. So I wouldn't worry about that. Love this Mod BTW. I really just came here to say that. HGRs has become my default part pack I add to my career games now.
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