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hipy

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Posts posted by hipy

  1. 5 hours ago, Foxster said:

    Stuff like this with the new experiments is a mystery to me. 

    One set of experiments I placed on the Mun has continued generating occasional science over a period of several in-game years. Others on Duna have produced nothing despite being powered and connected.

    I also have Science Transmitted as "Infinity%" on some experiments. 

    Quite a few bugs still to be worked out methinks.   

    Just checking - your experiment does have a solar panel nearby with sufficient capacity and it's daytime?

     

    I think it is a bug yeah, it has power!

  2. Hey, I'm trying to launch a tiny sattelite on an Atlas V411 but for some reason it keeps spinning out of control. No matter how hard I try it always flips over eventually. It's a lot of work flying it in the first place since it does not stay on course at all. I got the OSFairings mod. Anything i'm doing wrong? I tried with RCS, adding multiple SAS units but its always the same problem. The flipping occurs both with the booster attached and after I staged it. I didn't fly all the versions but the 421 and 551 worked fine. I'm using the smallest fairing for the 4 series

    Edit: I switched to the longest fairings and the rocket did not flip. Smallest fairings are the cause I think

  3. Hey guys,

    I like to play with realistic rocket mods like japanese launch vehicle mod, esa mod. Sadly those are all outdated. If I fly them the rockets just flip and crash into the ground.

    I read somehwere that it's a simple task of editing the .cfg files. Is this possible? I would love to fly the rockets again without having to revert to 0.90!

     

    Thanks for the help in advance :)

  4. Yes, the problem is not isolated to KJR. It also happens in stock, although the exact reason is unknown. I think there was just a bug in KJR that triggered it more often, or maybe caused it directly itself.

    In any case, this guide still works for 0.90. One way to find the port is to turn off the crossfeed and search the save file (as outlined in the instructions). You can also set the docking port to "control from here" and use the control id to search for the correct docking port.

    Sorry for the delayed response. I was out on an extended trip. If you can give this guide a try, it should hopefully help you out.

    Cheers,

    ~Claw

    Hi, I too have this problem but in my case, when I turn off the corssfeed, it does not save it in the save file. I could not find any port with xfeedenable active = true :-/. How does this control id work? What do I look for?

  5. Hi,

    I'm trying to upgrade my station. Sadly I can't undock a module. When I press undock, nothing happens.

    The module itself is just a part, I used the astroid grabber to connect a ship to it from the other end. This worked before with moving modules.

    After googling I found out you need to change some stuff in the save file. I tried disabling the crossfeed to allow me to find the part in the save file but it's not saving this change. So I can't search for this.. I also tried searching for the name but could not find it in the file.

    Any tips? I can't do anything. Removing the module it connects to is not possible. It would mean I would have to take apart my entire station to replace it..

  6. I run into a weird bug. I made a seperate installation for this mod together with kerbalalarmclock and mechjeb. I added interstellar for the warp drive. As soon as I activated the drive I was on my way to another star. But as soon as I left the SOI of the kerbol system, my screen turned black and I had to restart the game to fix it. The spaceship itself is gone.

    Am I doing something wrong here? :(

    Edit: tried a different warp mod, no sigar. I get a black screen, black gimbal and every new ship launched teleports to the center of the system(black hole)

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