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Rasip

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Everything posted by Rasip

  1. It seems to work, but Patch manager prevents the game from even trying to load in 1.12 so you have to delete that. Also tweakscale throws a message in startup saying it isn't compatible and may corrupt so you should probably toss it out too. (The file 999_Scale_Redist.dll is required though)
  2. Removing KIS/KAS and patch manager from my gamedata lets the game boot up.
  3. Hi, can anyone tell me what i am doing wrong? Even with only the Lynx Cockpit, 2 Lynx Service bays, a Lynx rear airlock, and Talon wheels it rolls every time i try to turn even slightly. Kerbin, Mun, Minmus, it makes no difference. It rolls on them all.
  4. I'm having a bit of a problem with RC7 on 1.8.1. Both the advanced goo unit and advanced materials bay are saying "cannot run experiment; science module full" when i hit the observe button. The only options are to close it and observe. I tried bringing it back from the Mun but still got no science points from it. The only other mods are KIS, KAS, Mechjeb, Kerntrotter's Feline Utility Rover, NavyFish's Docking Port Alignment Indicator, ScanSat, Triggertech's Kerbal alarm clock and transfer window planer, And the one i suspect is causing the conflict Automated Science Sampler. The temp/pressure wedge works just fine though. Update: removed all other mods. The ones on my ship at the mun still don't work. They work when i make a new craft. Maybe a bug with save/quick save?
  5. Docking ports and struts are a good way to hual cargo. There are drogue chutes in stock. But unlike real ones they won't deploy until it has left your hold.
  6. Seeing as how the op said the screen rotates around the ship's position while in map mode and that is what i am seeing, yes i do think i am seeing the same phenomena.
  7. I have seen that same effect, but only when the mouse was over one of mechjeb's screens while at warp.
  8. If i remember correctly, remotetech has a config option for probes to be controllable without contact, but no science transmission.
  9. This glitch has been in the game for a very long time (I have definitely seen it in .99 and i think back in .25). Restarting ksp fixes it 99% of the time.
  10. The vab seems to be calculating rocket height as if the parachutes were deployed. MOLE's MK1 Flight Control Package and Sounding Rocket's 0.35 and 0.625 nosecone parachutes all add ~9m. The mk16, RealChute's Cone Chute, and radials all work correctly. According to ckan all are up to date as of last night. KSP 1.0.5.1028
  11. Maybe mine is busted. In 1.0.5 with version 2.5.1.7 most functions work, but not the edit ability.
  12. Am i the only one that has all mention of action groups vanish with the default config? I deleted the config and they came back. No logs because nothing crashed. Also, i tried with nothing but this mod and stock with the same result. Did something break with the switch from 1.0.5.1024 to 1.0.5.1028?
  13. It did work in 1.0.4, but now it doesn't even show up in 1.0.5
  14. Any chance this could be tweaked to let you flip over a lander/rover?
  15. The mono.dll is usually your computer trying to pass the 3.5GB ram limit in 32bit unity. I'm fairly sure the mods that add more planets are mostly not compatible with each other.
  16. Where did you get that number? I've got 34 mods running right now and am only at 1.4GB. By your math i should be using 3.3GB just for the mods. OP, the memory leak is in KSP itself. Over 90% of the out of memory crashes I've seen have been while loading into the VAB.
  17. It doesn't have to deploy, just be activated through staging. Personally, I only do landed and sub/orbital test contracts. Then again I started doing so after I tried an engine test at about 8000m and 500m/s...
  18. The last line in the config.txt is I'll look to see if it is available in game after i land. Yeah, if you click the SR icon at the KSC the bottom option is recover clamps.
  19. I have a question. Is there a way, other than farming contracts, to make the 6.36mil needed to upgrade the R&D building on hard mode? Or to make money at all for that matter? I do agree a few changes are needed to some of the contracts. For example the science from space could be return only. For the plant flag it could be plant in a biome. As to the idea of making the satellite contracts long term, you do realize you only have 2 slots to start with and 7 after the first upgrade, right?
  20. Your issue would make sense Baythan since anything on rails is deleted as soon as it hits atmo if it isn't in physics range. As a test i removed Scansat and flew straight up decoupling 2 parachutes every 1k. anything dropped under 20k "landed" at 781.52km. Everything over 25k "landed" within half a kilometer of the ksc. Readded Scansat and removed Blizzy's toolbar. Everything under 15k "landed" at 781.52 also. time for work.
  21. I just installed Scansat and Blizzy's toolbar on my 0.90 game and this bug is back. Anything dropped under about 10k lands at 781.52km for 61.5%. StageRecovery worked perfectly before I added them.
  22. Do you have any other strategies running? I'm fairly sure there is one that takes rep from what you have with every launch.
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