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Cassin

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  1. It works ! Never thought it would be THAT simple ^^ Thanks !
  2. Hi guys, I'm trying to get a rather -large- modded install (223 mods accounted) with Kolonisation as centerpiece, but I'm stuck at loading screen on the part UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe. I installed from CKAN but Github version seems to be the same. When I uncheck MKS in CKAN (it uninstall Global Construction Core and Konstruction), the game ran through the loading screen and works, as soon as I re-check MKS it get stuck again. It's not a memory issue I believe as the task manager indicate it tops à 9.5 Go from 16 Go total. Have someone encountered same kind of problem ? Is there a way to solve that ?
  3. Okay, I just launched the game and its working now (I didn't really used it since I posted las august). I think CKAN just had updated the mod between Thanks for your time
  4. I just installed it from CKAN and my KSP is up-to-date. Don't know about "dead skin" mod, never heard of it ^^
  5. I'm usine Crew Light too (and a lot of mods too, but less than Jiraiyah ^^ ), it may be a lead. I tried the amber beacon this morning and it was working fine
  6. Mmmm, didn't find any log_output in my KSP_x64_data folder. Weird. (for the other question, the mod was installer with CKAN so I believe it's up-to-date and correctly installed) I'll try to look tomorrow in the Alt-F12 menu log.
  7. Hi, The red beacon seems to be a little broken, when trying to put one on a ship, the game spam dozens of beacons everywhere the mouse pass by The other lights works fine thoug (didn't test the amber beacon yet)
  8. Hi guys, I haven't used KCT for a long long time, and I'm going back to it now. In the "old time" there was a possibility to store a recovered vessel on a hangar to re-use it after top-up its tanks, I can't find the option any more. When I recover a vessel, it's simply unassembled and its parts put in my inventory from Scrapyard. I use Stage Recovery too (but not Oh scrap!) Do I miss something ? EDIT : OK, don't mind, as usual I discover how to do it just AFTER posting ^^
  9. My god I'm so dumb... I looked at the marking on the tyres for reference and didn't notice the axles where horizontaly... ... ... So, it works ! Thanks
  10. If I put a girder, symetry works, but one wheel is nonetheless backward
  11. This is on Kerbin, I tried on the runway, sorry for the dark picture So, yes indeed my left wheels where backward, I didn't notice that. But I can't see the sense of turning them the other way, whatever rotation I try, they're still in that direction (and symetry don't work, radial or mirrored, I don't know why)
  12. Hi guys, I'm not sure that's the right topic, sorry if it isn't. I tried today my first attempt of an Akita rover, but it is stuck on the ground. The wheels are turning, but the whole rover won't bulge. Here a screen : I tried with a more simpler design (just the Akita core, caged cockpit, flatbed and wheels), same thing. If I swap the wheels with the ones of the Rat Pack rover, it works, but the Akita ones are more adaptated for this design. Is there a way out of this ? Thanks
  13. Hi, I've got a problem with Ship Manifest as it don't work at all. I've got the UI, I can use it, but no transfer occur (fuel or crew). For fuel I still can do it manually with the vanilla system, but for crew SM override the vanilla mechanism so I can't move my Kerbals. I use the last version of SM and CLS, but I run an older version of Module Manager (the last version cause problems with some science mods), could this be related ? Thanks
  14. Okay, that was not related to Kerbalism. I tried several things, like removing Kerbalism and tested with the Science Full Reward mod, and got the same result (75% of science on the Goo). So I reverted back to MM 2.8 and now it works again
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