Jump to content

twiget

Members
  • Posts

    27
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. I noticed that I was missing a lot more USI parts than just the Construction pack. I was also missing a lot of colonization parts, drills and logistics containers. That motivated me enough to mess around with this. I decided to try the brute force method of uninstalling all the mods I'm using, then reinstalling just RoverDude's suite of mods. Now I have 4 more categories in the VAB/SPH: Manufacturing, Logistics, Construction & Kolonization, all the parts I was missing. Based on the descriptoin for the Community Category Kit "Common parts categories for KSP mods" I'm wondering if the mod was corrupted somehow and it was preventing the missing categories from showing up? I've since reinstalled the remainder of my mod's and everything seems to be present and accounted for. @ekaton, try uninstalling the Community Category Kit mod and reinstalling it. Maybe that will resolve your issue.
  2. No worries, I've made it this far without the construction ports, I'm sure I can survive a bit longer. As requested, my GameData folder: #1 #2 USI Folder Which log file do you want? I searched my KSP install folder and found 100+ *.log files.
  3. I realize the day after Christmas is not the best time to ask for tech support, as most of us are probably in a post-Christmas recovery coma, but I thought I'd give it a shot. I'm having the same issue as Eakton. Is there any solution for this? I have all of the Konstruction parts unlocked from the R&D Lab, but the Construction docking ports and the PAL crane parts are not available in the VAB or SPH. The Akita rover parts are available though. I'm running KSP 1.3.1 and I just redownloaded and installed Konstruction 0.3.0.0 from the GitHub link on the first page of this thread.
  4. There used to be a mod that helped alleviate the grind of science a little. It would give 100% of the science instead of having to run the same experiment multiple times to max it out. I don't remember the name of the mod. Are there any mods that will let me collect 100% of the science? While we're on the subject of gathering science, I'm using Automated Science Sampler and it does part of its job pretty well. It falls flat on another. What it does well is fire off experiments when they are available, it then collects the data and transfers it to the control pod with no issues. What it sucks at is resetting experiments like the SC-9001 and the MysteriousGoo. And yes, Bill is on board. I'm not running any parts mods and the science parts are pure stock, so I'm not sure what the issue is. Are there any other mods out there that will collect the science data and reliably reset experiments?
  5. Now this is annoying. Normally I force opengl for the reduced memory usage, so I wasn't using DirectX. Your request for dxdiag logs reminded me, Sal, so I removed the -force-opengl from the startup parameters and tried running it. KSP loaded with no issues. So I closed it, put the -force-opengl back in and now it works fine. Thanks for the help.
  6. Lately I've been having a lot of issues with KSP and a couple nights ago I got fed up with it and uninstalled it. I vowed not to play until 1.1 and 64-bit support was introduced, but then I watched a Scott Manley video and I gave in and redownloaded KSP from Steam. The first time I started it up after the download, it started in a 600x800'ish window. I set the resolution to 1920x1200 (native res for my monitor), and turned all the graphics settings to 100%. Then I hit the accept button and KSP promptly crashed and gave me the below error: I've gone into the settings.cfg file and tried to change the resolution to 1920x1080 and even back to 600x800 but every time I start KSP it immediately crashes and gives me this same error. How do I fix this?
  7. Lol, yes. I've learned that lesson well. Deploying the antenna's is action group #1, before I even attempt to decouple the microsats. I actually figured out the problem. When I decouple the microsat from the mothership it becomes it's own little vessel (duh!). All I have to do is switch from the mothership to the microsat and I'm good to go.
  8. I just tried radial decouplers, there is no attachment node on them, so I was unable to attach my probes to them. The reason I chose the docking port Jr. is because there is a lot less ejection force. As a result, the sat will stay in the orbit I put it in. Tried the OKTO, got the same results. I'm not actually in orbit yet. I'm just testing the design on the launch pad, so I don't need any reaction torque. When the sat's are coupled to the mothership, I can get the right click menu's and fire action groups with no issues. When I decouple the sat, I loose all control, by which I mean I get no right click menu and action groups don't work anymore. My plan is to keep the microsats as simple as possible, so they have no engines or fuel, just a probe core, a battery, solar panels, an antenna for RT, and a sensor . I intend to slap them on the side of an LF tank, launch the whole shebang into a polar orbit and drop individual sat's at the altitudes required by their individual sensors. I just plopped a microsat on the launchpad all by itself and I had no problem with the right click menus or action groups. I remember back in v0.9 there was a docking bug where docking or undocking a craft would cause you to loose control of that craft. I thought that was resolved with v1.0. Maybe it wasn't?
  9. I like to use SCAN-Sat and Remotech to name a few mods. I'm tired of launching a whole bunch of individual satellites, one for each SCAN-Sat probe I want to use, so I decided to design one mothership that can drop off microsats at the correct orbits. The design was easy enough, I just used Clamp-o-Tron Jr.'s radially on the orbital stage. The idea is when I get to the right altitude, I'll just undock the sat and let it do it's thing. The problem is that when I test it on the launchpad, I loose all communications with the probe after I decouple it from the mothership. Each microsat has its own OKTO2, a Z-400 battery a 1x6 solar panel and a Communitron 32 for RT along with a sensor for SCAN-Sat use. Anyone know why I'm loosing control when the sats decouple from the mothership? It's not RT. I removed it and I still have this issue.
  10. I tried targeting the Mun with one of the geo comsats, that didn't work. I was able to get it to work by targeting the Mun comsat directly. So really, the geo sats are going to need upwards of 5 to 6 dishes each to cover Kerbin orbit + the moons. Then I'll need more satellites to relay commands to deep space missions. Thanks for the tips guys.
  11. Is this the place to discuss game play issues? I'm trying to put a Karbonite scanning satellite into polar orbit around the Mun. I've got 3 comsats in equatorial geosynchronous orbit around Kerbin and 3 comsats in a polar semi-synchronous orbit around the Mun (more sunlight this way = less batteries and/or reactors). The Mun comsats have 4 antennas, one for each Kerbin comsat, and one for the active vessel. I have no problem getting the Munar comsats into orbit around the Mun. However, when my Karbonite satellite gets into the Munar SOI and connects with the Munar comsats, I don't have control. The Munar comsats are not relaying the command signal from KSC. The Karbonite sat has a Communitron 32 on it, so the Munar comsats are well in range. Karbonite sat with LOS of all 3 Munar comsats, yet no control Munar comsat 3 with a direct link to all 3 Kerbin comsats & the Karbonite scanner and no still no control. What am I missing?
  12. Thanks for the tip, Ziw. Those parts are awesome. Unfortunately it looks like it's something with my save game. I tried using one of hinges from the rework; everything works like its supposed to in the VAB, but on the launch pad it's FUBAR'ed. So I made a new save and did the same thing, everything works fine in the VAB and on the launch pad.
  13. I'm trying to use IR on a deep space probe that I'm going to send to Eve. I'm also using Remote Tech, so its got a few long range antennas on it. I'm using 3 gantry rails to extend a girder segment out beyond the edge of the probe. Once that is done, the 88-88 antenna's extend and link up with the satellites I've got in orbit around Kerbin. In the VAB, everything works as intended: On the launch pad though, things are kinda fubared: Gantry #1 extends as it should, but gantry #2 & #3 extend backwards. Anyone know why this is happening and how to fix it?
  14. For the last few days I've been playing though the Kerpollo campaign on the KSP wiki. I haven't been able to access the campaign, or the KSP wiki all weekend though. Am I the only one with this issue?
×
×
  • Create New...