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smjjames

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Everything posted by smjjames

  1. Hm, can the nuclear engine run on other fuels? Also, not sure if I can manufacture (or distill or whatever) liquid hydrogen since I only have Karbonite and MKS/OKS.
  2. Also, you don't really have to do drop tests right on the launchpad, you can just point upwards if you're doing a parachute drop test and land in the area of KSC.
  3. Is your ship out of electricity?
  4. I've had the launchpad be fine under a really heavy rocket on the initial launch, only to break under it's weight when coming out of time warp.
  5. Instead of using the nuclear rockets for the ejection burn out of Kerbin orbit, I just either use a stronger rocket engine or the second (or third) stage which I used to get out of the atmosphere.
  6. You could just ask the origional maker of the mod (if that is the case) to continue it and fork it off. Several mods have been done that way. Anyhow, how stable is this? I really want to use the rover wheels.
  7. For the graphical issues, you should post in the thread for the stock revamp. Also, that's exactly the same kind of stuff I get in my logs since I also get the crash when I recover ships or leave VAB. So, I would love to know what's going on, though last I heard, it's Unity having a brainfart or something. It doesn't always crash on recover or exiting VAB (though it tends to on VAB exit if the ship is a big one), but yeah, it happens.
  8. So, does the Crescent Bay biome actually exist? I've tried looking around with MechJebs landing AP and even that doesn't find it.
  9. Yep, you really only need the latest one. While having multiple versions doesn't seem to cause harm, it does make the 'loading mods' text above the loading progress bar appear multiple times. And yes, update to the latest module manager version.
  10. Is it just with one rocket design or all? Also, does it automatically trigger the clamps without your input (unless timed launch is on)? Sounds like that kind of problem that I had some time ago. Haven't seen it in a while.
  11. Hm, I see a new thing about sync costs in the github, could those sync costs that cause unplayability also cause this problem http://forum.kerbalspaceprogram.com/threads/109995-Sudden-computer-slowdown-after-a-long-while-of-playing-continues-after-I-close-KSP-have-to-restart?p=1723388#post1723388 ?
  12. True, but it shouldn't be too hard to add support for landing in FAR. Sounds like the new stock aeros are going to be pretty close to FAR though.
  13. *bump* Anybody? I'd really like someone to help me here please. Or at least tell me what the heck is going on in the output log.
  14. There's also a couple spots in the R&D section where if you walk over them with a kerbal, you'll glitch into the ground and then explode.
  15. What defines a badass kerbal though? Besides Jeb, he's always badass.
  16. I've noticed this a lot with Minmus, especially if I'm also headed for a Mun encounter afterwards.
  17. KSP 0.90 (running 32x) WIndows 8.1 64x Since yesterday (I believe, or was it the day before? it started happening very recently, like within the past week), after I play KSP for a long while, I suddenly without warning get severe lag as in the whole computer is lagging which continues even after I close KSP, have to reboot to fix. It started after I updated Hangar mod yesterday I believe. The most recent mods that were updated or I installed in the past week are Hangar (update), RCSbuildaid (installed, but the problem was happening before I installed this) MKS/OKS (install), chaka monkey thing (installed and then uninstalled), NovaPunch (installed), KWrocketry (installed), FAR (update), EPL (update). http://sta.sh/019dmc5w3d3h (crashlog since it ended up crashing this time when I tried to exit KSP normally). Edit: Oh, for some reason, the crashlog file did not include the output log, so I had to manually put it in. Mods: FAR B9 (and it's suite of mods) Better Buoyancy MechJeb stock bug fix modules Dmagic orbital sciences Field Scientist pack Novapunch KWrocketry wombat conversions (karbonite conversion for EPL) SCANsat KJR Smart Stage MKS/OKS Karbonite CRP CSS KAS Universial Storage EPL ATM Stock part revamp Procedural Fairings Hangar Nereids backup system Techmanager and CTT RCSbuildaid
  18. Is there an annotated version of that video on the first post because I'm hard of hearing? Though maybe I can figure it out by watching. Actually, I get the idea already, but would be nice if the video was annotated. At least theres the imgur album.
  19. Is that with FAR I hope? Also, reporting a rather major bug, if you change the root part at any time, it screws up MJ and it doesn't know how to read the deltaV in the VAB properly and it gets the mass wrong as well. The only way to fix that bug is to rebuild it from scratch.
  20. I don't see Active Texture Management in there, maybe try that?
  21. *BUMP* Still getting these crashes. Surprised nobody else has complained about them or are people just accepting it as Unity having a brainfart which we can't do anything about?
  22. C3? Okay. What about the blue workshop, what does that become in MKS? Doesn't look like I have the runway part or the MKS equivalent.
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