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Major999

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Everything posted by Major999

  1. Does anyone else's game crash all the time when using this mod with the 0.90 fix?
  2. My game has been crashing more often than it usually does, and i keep getting this in the unity player's log: Missing method .ctor in assembly /Applications/KSP_osx/GameData/HooliganLabs/Plugins/HLAirship.dll, type System.Runtime.Versioning.TargetFrameworkAttributeThe class System.Runtime.Versioning.TargetFrameworkAttribute could not be loaded, used in HooliganLabs Can't find custom attr constructor image: /Applications/KSP_osx/GameData/HooliganLabs/Plugins/HLAirship.dll mtoken: 0x0a000001 Does anyone know what this is?
  3. Hi all! My KSP (0.90) seems to crash far more often than it should. Crashes usually occur when I load a quicksave, change from vab to launch, revert back to vab (same for SPH) and when I recover vessels or return to the space center. My ksp is running on a 2013 iMac with 8 gb of RAM, and uses 2.1 gb ram on average. I have tried active texture management, and have firespitter, hooliganlabs, toolbar, mechjeb, and a couple other utility mods. It doesn't seem to be a RAM issue, but I don't know what else it could be. Any help would be great.
  4. It's also really useful when paired with other mods, like hooliganlabs airships, Life support mods, as well as making it easier to refuel spaceplanes that you have landed (Trust me, this is useful when you have a base on laythe)
  5. Hi, could you guys please remove the poll on my thread: http://forum.kerbalspaceprogram.com/threads/103206-999-Aerospace-Now-Hiring
  6. Hello everyone, Here I'll be documenting my exploits with a new moonbase that I have built, A base on Minmus, all sent there in a single launch. Note: I use Mechjeb, as I am dyspraxic, and lack the coordination to perform large burns with large, badly balanced ships. I try do do as much as possible myself. Without further ado, let's get on with the mission. The Base was launched in a stack with it's transfer stage, Minmus station, twin crewed landers, and two ion scoutcraft. the stack weighed a total of 550-something tons, and was therefore launched with the Einstein-Hawking II heavy lifter, (accessible through my signature). It was a night launch, and all went well, other than a couple of soiled spacepants (One of my scientists was screaming the whole time) Here is the stack in orbit, with the sustainer of the launcher, which helped start the transfer burn. To the left is the base itself, followed by the station/landers, and then the transfer stage After the transfer burn was completed, two of the drop tanks for the transfer stage were jettisoned. Here is the base, ready for the plane change burn. Here it is, ready to break into Minmus orbit. Time for a deorbit burn! At this point, Sido Kerman took the controls, and laid the base down with fuel to spare. He also landed with a good view out of the main viewport. Enwin Kerman, the base commander, was impressed with his efforts. Here is a Gif of the base after landing: Now all that remains is setting up the station, landing the landers, and taking the Ion Scooters for a spin.
  7. ALLELUJAH IT'S A CHRISTMAS MIRACLE! You sir, deserve a heaping of REP!
  8. Don't rush, It's Christmas! We can wait!
  9. New update for toolbar, maybe this will fix things! Update: Maybe not.
  10. Not with some mods. They're working on a 0.90 update.
  11. Is there any way to restore the simple hover, increase altitude, and decrease altitude functions with just the stock toolbar code?
  12. Depends what mods you're using... I can verify that it won't help HL Airships.
  13. Fine for some mods, and not others. If you're gonna ask if it's compatible, tell us what mod you're using with it.
  14. Do we have an estimated time of release on the 0.90 update for this mod?
  15. When you launch it along with a rover and a second, ground based mobile base, AND use a transfer stage that doesn't use nuclear rockets, you begin to go a little insane. So yes. (Then again, The launch wouldn't have been as much of a headache if I had have used by new 320 ton launcher design, which is accessible through my signature.) (All worth it though, I can now do in depth exploration of eve, and I'm making a version for laythe in anticipation of the toolbar mod updating)
  16. And the boys on Laythe had a celebratory dinner that couldn't be beat!
  17. Hi everyone, I was just wondering if there was a mod, or at least a method of changing the "Type" (Scientist, pilot, engineer) of kerbals, or is there no method or mod that can do this. It would be insanely useful to those with preexisting bases and so- on who want kerbals with different types than the ones that they suddenly have. Any pointers would be great. -Major999
  18. Hooligan Labs Airships V3.0 and above are not working, due to an issue with the Toolbar Mod 1.7.7, which is only functional for some mods, but not others.
  19. Hey, uuuhhh, is there gonna be a 0.90 update for this, or is this fine with the 0.25 version? Hooligan Labs airships don't work, and apparently its because of some incompatibilities that stemmed from the latest update. Any indication would be great!
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