Jump to content

Cassin

Members
  • Posts

    41
  • Joined

  • Last visited

Posts posted by Cassin

  1. 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 ?

  2. 2 hours ago, Stone Blue said:

    @Jiraiyah @Cassin OK.. I can confirm and reproduce your issue ;)
    its AL itself... and yes, indeed its with the old deprecated AL lights activated. You must have activated the cfg patch that deprecates them, and you are trying to use the old parts to build new crafts. There is an easy fix... *unless* you have crafts in your save that are using the old parts. :(

    EDIT: OR, you are both just using ancient versions of Aviation Lights. What version of KSP are you both running?
    AL was heavily modified in a dev version, that released during KSP 1.3.1... Since KSP 1.4.0+, the old light parts have been deprecated... vOv

    I just installed it from CKAN and my KSP is up-to-date. Don't know about "dead skin" mod, never heard of it ^^

  3. 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 ^^ 

  4. 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 :

    a987e2decec449b5f73d45c7c7e3ec45.md.png

     

    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 :wink:

  5. 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 :wink:

  6. On 21/12/2017 at 10:45 PM, Cassin said:

    Hi,

     

    Just getting back to KSP after a few months off, started a new save after 1.3 and 1.3.1 patches, took the first contract "gathering science around Kerbin", and launched a pod with a Goo Capsule and Bob in it.

     

    While on the launchpad, when I run the Goo Experiment, I only have 75% of the science value. I thought that Kerbalism changed that annoying grinding ? (or that's what I remember from my last game... last year maybe ?) Or is it a bug related to the errors Module Manager get with Kerbalism at launch ?

     

    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 :) 

  7. Last version of MM (downloaded via CKAN). A post on last page said the CFGs need a cleanup, but I don't know if it means "waiting for a new release of Kerbalism" or "tweak with the files" ^^

     

    The errors are related to Kerbalism/Support/Contract Configurator.cfg and EPL.cfg (and I notice that today I only have 2 of them, got 3 yesterday ^^ )

  8. Hi,

     

    Just getting back to KSP after a few months off, started a new save after 1.3 and 1.3.1 patches, took the first contract "gathering science around Kerbin", and launched a pod with a Goo Capsule and Bob in it.

     

    While on the launchpad, when I run the Goo Experiment, I only have 75% of the science value. I thought that Kerbalism changed that annoying grinding ? (or that's what I remember from my last game... last year maybe ?) Or is it a bug related to the errors Module Manager get with Kerbalism at launch ?

  9. Hi guys,

     

    There something I don't understand : the Mûn network contract won't become available because I have one condition unmet : "Must have a Remote Tech constellation orbiting Kerbin with an active disj (or omni antenna) with a range of at least 12,000 km".

    But I've got 4 satellites in Kerbin GSO (Kerbin network contract for 4 sats), all of them have 2 DTS-M1 pointing toward the Mûn and Minmus (so that's much more than 12,000 km ?). What I've got wrong ?

  10. Hi there,

     

    I've started my first career with Kerbalism a few days ago, mostly use unmanned until now, but there's something weird (I think) : in the planner, I've got no info on food, oxygen, etc... It only shows EC and Environnement, like that :

    4392688b-8446-42cd-b296-f8854cf9f3fc.jpg

     

    But I think I should have more info like on the screen on the wiki : 

    new_planner.png

     

    Maybe I'm doing something wrong or I missed something ?

    Thanks :wink:

  11. Hi,

     

    I've got a question : I started a new career and do the first historical of Pre1960Mission, the A-3, the R-Vs, the first V2, but the V2 no.20 won't show as available (despite the conditions are OK). I've got the Sputnik-1 and done it, now I've got Sputnik-2, but no V2 no.20. If I decline Sputnik, it came available again a few seconds later, but not the V2.

    Is there something I missed ? Will the missing V2 will be accessible at a time ? (hidden conditions ?) Because without this mission I can't access to future contract (the Vanguard ones and so the following) :/

     

    EDIT : OK; it show up after Sputnik-3 :wink:

  12. Hi guys,

     

    I think I'm dumb... I took the contract "Investor Tour" where I must choose between Valxy and Dufrey Kerman to build in the future the casino or the hotel. I took Dufrey onboard and... I don't know what to do next ^^

     

    How to make him "the tour" ? I tried EVA report, Crew Report, but nothing. Didn't see any special option neither on the cockpit of the rover (it's a mod, the Karibou Rover by Roverdude, maybe it doesn't count as "rover" ?) nor on the kerbal himself.

     

    Help ! ^^

     

     

    EDIT : okay, I've found out :) I used Waypoint Manager and the waypoints appears clearly ^^ But it's a little non-intuitive I think (what about people don't using Waypoint Manager ?) Would it be simpler to spawn flags at the waypoints as well as the two kerbals ?

  13. 11 minutes ago, FancyMouse said:

    Aren't they reflected in a new measure "Core temp" that isn't either skin/internal temp that KER would have examined?

    There's option for core temp in KER, but I usually don't display it so I didn't notice ^^ (EDIT : no there aren't, I messed up)

     

    With some medium thermal control (radiators seems to not work, I can't place them ON the drills) it's working, core temp reach 100% and don not drop any more :)

    But there's another problem : on time warp x1, the mining probe consume EC at night (by day the 4 Gigantors -I added 2 more- provide enough power), but if I push the time warp on x10 ore more, it didn't use EC anymore (and the batteries even recharge !). When reverting to x1 (still at night), EC is still not consumed :/

×
×
  • Create New...