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sinpro

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Everything posted by sinpro

  1. @DMagic Thank you for your fast response I undestand, but it'd be amazing to see the parts which a contract is reffering to in mission control or in capcom, it will save time (lot of time without playing KSP, I forgot almost everything )
  2. First of all thank you for this mod. Maybe you can help me. I installed this mod because when you are in the mission control and have a contract you cannot see which part it's reffering to, so you have to go out to the building and check it in the construction building. If I have for example the contract test LV-T45 and I don't know exactly which propulsor it is, I have to get out of the vehicle assembly building or spaceplane hangar because accept/decline buttons are not available inside this buildings, and keys shortcuts also didn't work (this line is about the mod) Is there any way to use your mod inside construction buildings to have access to parts/descriptions and not exiting them to accept a contract? Thanks in advance
  3. Thanks and nope, you wasn't rude, maybe me, but I also didn't pretend it so my apologize just in case Sure! Probably it sounded different in my head (and as atheist I couldn't resist to answer )
  4. I really appreciate the work that you and all other modders do for the community Waiting the version compatible with 1.1.2, and hope you finish soon and fine the tedious paint Also kerbal alarm clock can do it (at least from kerbin to moons or other planets), but I really love this mod It's like say: "you can drink pepsi" Sure! But I prefer coke or water instead
  5. Love this mod. Hope that it was updated because it doesnt work in current game version
  6. I'd recommend you transfer windows planner. Not sure if it works in 1.1, but worked in 1.05 really good
  7. Then it'd mean that It hasn't been working properly in 374 hours played It's just an expresion (mine of course), but if you are landing or reentering in a planet with horizontal speed = 0 m/s it means its an spargarus, isn't it? Why? Just to test the game in the worst case scenario (it's worst way to reenter to a planet with atmosphere) and test if it fails or not Edit: happily playing with the 32b version, thank you for all the responses
  8. As I said up, I tried a lot of reentries, with different angles and different speeds, and all finished reaching the ground @250+ m/s (no matter how I try, it always crash at ground) And doing everything I want (even a aspargarus reentry @ 3000 m/s in 32 bits version, which should be the worst scenario possible) with ablator it reduces and it lands fine so it means that 64b version is not working properly in my environment and 32b version works really nice (doing the same things 32b --> OK, 64b --> DEAD)
  9. Not sure about that, maybe. I left here my system specs, maybe anyone could test it I'm playing fine in 32b version and just a few mods (KER, precise node and other info mods) Edit: If someone is reading, it'd be really nice have access to the KSPedia from the mission control (contract building) to check parts before accepting a contract
  10. Windows 10 X64 Profesional (upgraded from Win7), I7 6700K 4.0GHz, Nvidia GTX 980 Ti and 32 Gb RAM (my brand new pc to play Kerbal!!! jejeje) BTW, 4k resolution is amazing, just the fonts are really small, even that you can made them bigger
  11. Doing exactly the same in 32bits version had not any problem, everything worked like a charm (even crazy reentries really fast and with bad angles and worked fine) Trying any kind of reentry (different angles, speeds, etc etc) in 64bits caused the probe to crush no matter what I did, First time I hear about that definition. What's the origin? It's the same that you do to land in mun or minmus but in the earth. You can do it or just use a parabolic trajectory as usual, but result should be the same Best regards!!
  12. I tried most of reentry situations and all finished in a crash @250 m/s or more Using 32 bits version everything works well as usual, so in my case I can be sure that it,s a problem with 64b version Aspargarus descent means descending with horizontal speed = 0m/s. My last game was when they released 1.05 I can set my post question as solved, hope it helps to anyone
  13. well, I can confirm that 32 bits version works as usual, so it's an issue with the 64 bits version Another weird thing that I realised is that you cannot move the window when you get science and it asks to keep, discard etc. Maybe it's a config issue, but at least I could play 1.1 in 32bits
  14. probably it's a problem with steam 64 bits version 1st test succesfully using 32 bits version. I'll try more things just to isolate it and report if it's useful for anyone thx for your interest
  15. my last test. just reinstalled and clean game, no mods, anything. steam x64 V1.1, sandbox game Build a simple rocket, decouple at 120.000m, leaving just the pod MK1 (with ablator and parachute mk16) hit ground at 305 m/s As I said 370 hours played, not my 1st bbq
  16. well, something is wrong. Just a pod with termometer, mistery goo and ablator. Reach 300 Km reenter the atmosphere at 2000 m/s aprox (no aspargarus reenter, doing an arc) hit water at 300 m/s, no posibility to slow down, open parachutes or doing anything I'll reinstall, just in case, but its really weird
  17. just aspargarus from ksc to 75-85 Km and then aspargarus descent (using BAAC thumper) Thx for your answers, maybe lot of time without playing is betraying me
  18. I'm starting a new fresh career and something is not going as it should with my KSP (Steam x64, v 1.1) The problem is that I'm not able to open parachutes and my ships are just exploding, reaching the land at 300-400 m/s (I cannot open them due to the high speed) the parachutes are red, even the MK12 Is there any change/issue that I'm missing? (369 hours played btw) Its a pod mk1 with a science junior and 2 mistery goo (and 5 chutes) Edit: managed to open mk12 at 400+ m/s and 1700 meters (weird how physics seems to work)
  19. never. More than 350 hours and never went to Dres (feel ashamed) I have a little problem with restarting career mode over and over
  20. 3rd ship lost I can restore backup, but it'll mean loosing my last 3 hours Seriously, not sure if reinstall, start new career or just quit ksp for a while (
  21. I updated some mods, which means delete and replace them with new versions, but I think that none of the mods that I use have parts, because all are info/visuals mods like KER etc etc
  22. Hi all. It's the 2nd time that I suffer for this error I had a space station which was near to change SOI between kerbol and jool, so I selected it in the tracking station. Game was like bugged, showing NaaN in the navball and nothing was working, so I restarted the game. After this space station just disappeared, like if it has never existed (mission to build space station still remains) My question is, how could I know what is causing this failure?? The first time happened in an unmanned space station to orbit around kerbol, so it didnt hurt? Now I have to spend the time and money to launch it again, and one kerbal is now missed Mods installed: toolbar ambientlightadjustment editor extensions JSI kerbalEngineer KSP-AVC MavyFish ShipManifest TextureReplacer Trajectories AlarmClock
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