jabbashouse
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Everything posted by jabbashouse
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Hey, Epic, cant wait to try it. I never went to Moho before, so it will be a great challenge for me. And yup The Sun is also a news paper lol Thanks all
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Hi, Thanks for the quick reply. I do prefer to hard test through error so i guess it will be a surprise. Hopefully the Sun does have an effect...if not they should think about placing it in.
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Hi all, I was curious as to whether the Sun in KSP has any influence on a vessel that would be potentially orbiting Moho, as in heat or if being close to Kerbins Sun would affect Ablater shielding. Im planning on sending a Science Probe to Moho at some point and im in between thoughts as to whether i should fit some sort of heat shielding. Im hoping the answer to the Sun question is yes. As it would be a massive shame to go to all the trouble of having other bodies have heat entry influence but to completely ignor the Sun. Thanks Note Realised that maybe i placed this post in the wrong forum. So im sorry for this if its the case.
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lol Thanks for the reply, i wish i'd checked in here earlier because i did it all by hand in the save file lol UPDATE Questions all answered, Admins can delete post if you like.
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Two more questions. Is that the same for flags too, that they do not need updating. If so is there a way to change the flag without starting a new save? and if so how would one do this? Many thanks.
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Hi, Thanks so much for the link and the super fast reply
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Dear members, I was wondering where i can get some small slim looking lights for the exterior of a vessel. Some thing along the Surface Lights Mod that used to be on Kerbal mods website. Alas all or any light packs are pretty much out of date regarding the KSP version number. Has anyone found or know of a different website where i can find ones that are compliant with the current KSP version number, the stock lights are way too bulky and big. Thank you.
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Dear members, Ok i made a fresh install after the B9 mod no longer works (at least 80% don't work). So the only the only mods i am using are the recently updated Mechjeb and Kerbal Alarm Clock also updated to match the current build of KSP. I have two problems that keep cropping up, i have listed them below. 1. Whenever i set a maneuver node for a burn regardless where in time it is, Mechjeb will turn to face the target node but will fail to warp there. If i warp there manually it will then fail to fire the crafts engines and merrily sail the craft on by. It doesn't always happen but mostly it does. I have used Mechjeb since forever and so find this weird, i do know how many variables could cause this as KSP is a complex game. Wanted to know if anyone had the same problem or had even fixed it. 2. One of the things that led me to first validate KSP was the above mentioned issue, and to my surprise Steam said "1 file failed to validate and will be reaquired". Everything was fine with Mechjeb until i next played the game. So again validated KSP and again the same thing "1 file failed to validate and will be reacquired". Now i checked the KSP installed games library on Steam and tbh Steam wasn't reacquireing any files for KSP. Is this a dodgy install? am i going to have to install KSP again which tbh will now be the 6th time i have had to do this (getting annoying). Worth noting that i just now validated KSP and again it said the same thing. Anyone had this problem and fixed it? KSP Modded - Mechjeb & Kerbal Alarm Clock only current versions. UPDATE Senario, sending a probe to Duna. I set a maneuver node with Mechjeb. Mechjeb turns to face the node, but will not warp to it nor will it start the burn. However it will launch and put the rocket in orbit around kerbin and start the burn out of kerbin. Anything after that it wont do. Theres plenty of power and Mechjebs the right way up. Although steam keeps finding 1 file that fails validating, on closer inspection steam seems to be reacquireing a 26kb file everytime it finds the said failed file. maybe theres an issue with that install? Thanks all. UPDATE Turns out i had a problem with the Steam installer the issues i believe are now resolved. Please feel free to delete this post.
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L2 Atlas Low-Profile Engine Bug
jabbashouse replied to jabbashouse's topic in KSP1 Technical Support (PC, modded installs)
Hi all, Currently reinstalling B9, see if that works. It was working fine on KSP build 1.0, i'll update if i resolve the issue. -
Dear Support team, KSP - Unmodded Scenario - Built CSM&LM (Command Service Module&Lunar Module), launched them together (CSM has the L2 Atlas Low-Profile engine fitted to it). Fired the engine in orbit of Kerbin and there is no sound, no flame graphic coming from the engine its self. The burn its self does work but as I said there's no sound nor flame graphic coming from the engine. This is a Stock build unmodded and I have tested as much as I can. Thanks.
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Dear community I can confirm that it was one of the mods that coursed my original issue. Most likely the culprit was the Mercury to Apollo mod, seeing as I only had a few mods running and those ones have checked out fine after extensive game play. I think that that particular mod being of such detail and complexity should have been installed onto a fresh unmodded version of KSP. But unfortunately im not willing to risk my career save again. Please classed this thread closed and ready for deletion. Thankyou.
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If by custom tech tree you mean the mods add new tech to the original tree then yes. If that's not what you mean then no. UPDATE: I did take a look at the Sticky posts, but unfortunately there wasn't a solution that solved my issue I was having. Also I'm using the original install of KSP, whether or not by default KSP runs in 64bit im not sure. I'll upload the crash files when it happens again on this current install. Thanks again
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Dear Support, I have a few mods installed, one is the science mod that provides the Kerbal Zoology bay, Kibbal food, quarks and so on. The other is FASA Mercury - Apollo and finally Mechjeb2. I play only Career Mode, 64 version i believe, latest ksp update. I've been having a very weird issue happening. Every time i brought the Three man command pod back for a splash down or hard landing i was unable to retrieve either the pod nor the kerbals. I had to actually EVA one kerbal in the end to retrieve him then go into the Space Centre and retrieve the pod (I'm aware there's two retrieve buttons), this issue was happening to me literary every time i returned a command pod, eventually i was having to restart the game just to get my kerbal and pod back (restarting the game seemed to almost stop the loop the game got into). Unfortunately a few days ago i the issue became a bigger problem, where by before these work a rounds would work they eventually just stopped working. In the end i had to eject the three kerbals into the ocean, retrieve the command pod. But it wouldn't let me retrieve nor even terminate the three kerbals that were permanently left in the water. I did notice however that when i went to the Astronaut Complex that the three kerbals i wanted to retrieve were available for the next mission, but when i viewed the Assignments Section it said they were still on EVA, so it ended up being a permanent loop. I did read up on other people on the Steam forum but there was no real help there. One thing i saw was that sometimes the game thinks that the command pod is still moving (it won't let you retrieve a craft/kerbals if the craft is moving), but obviously it would be moving as i have splashed down. I tried landing on the ground but the same thing happened. As there was no fix and now restarting the game wasn't working i had to reinstall the game. I haven't had a chance yet to see if it happens again, but to note i was having this occasional problem when i was on a fresh install with no mods but it wasn't as bad until now. Should i have a fresh copy of ksp every time in install a mod? is that something you would recommend? Thank all
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Hi Razgriz1, Thanks for your help and support, it works very well. Note: If i double posted this, it was because the "Reply to Thread" messed up.
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Dear Members, Im not 100% keen on the stock Lunar Module legs and wanted to know for example. If i say downloaded the FASA Mercury to Apollo pack and say i just wanted the Gemini lander legs (the gold ones) only. Is it possible to drag and drop those into the KSP GameData folder and then use them? Or would that not work? If it is possible, would some one be kind enough to explain to me in simple terms how i would go about getting those legs into kerbals without installing the whole pack. Thanks all.
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[0.90] Kerbin Shuttle Orbiter System v4.13
jabbashouse replied to helldiver's topic in KSP1 Mod Releases
Hi all, Sorry if there's already a post section for this, but im looking for a functioning Shuttle with functioning cargo bay and docking abilities. A Shuttle that you can carry cargo and deploy the said cargo in orbit. It needs to look like the actual Shuttle. I have found two websites but they do not say if the cargo bay is functioning let alone has the ability to carry cargo. The mods on those web sites i have found look amazing especially this one http://forum.kerbalspaceprogram.com/threads/68429-0-24-2-Kerbin-Shuttle-Orbiter-System-v3-11 which i found on this web site. If this Shuttle has the ability to carry cargo and deploy and dock, then this one will be amazing. Anyone have any ideas on this mod or any others relevant to my question. Thanks