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Spacetourist

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Everything posted by Spacetourist

  1. Same as Nicky21, an option to disable build time would be fine. (I already do it by modifying the .cfg files, but it would be cleaner if it could be done in game) Thank you in advance.
  2. Thanks for the answer, it's not a problem, I will put bigger Vistas on my freighters
  3. Hi, This may have already been reported, but i didn't see it in the previous few pages ... I can't get with the new Vista 10m engine the 7000KN of thrust but only 1200KN as the old 5m model , I have unlocked all the nodes improving the Vista engine. I use Antimatter Initiated Reactor and charged particles generator on this demo ship. Thanks!
  4. This is not a bug, the name of some parts has changed in the .cfg files. If you want to retrieve your ships after the update, duplicate the .cfg files from the parts you are missing and rename them with the previous version names Example with the Mk 3-9 Command Pod: - Duplicate the file "command-mk3-9.cfg" and name it for example "command-mk3-9_legacy.cfg" - Edit the created file and look for "name = command-mk3-9", change it to "name = mk3-9pod" - To avoid confusing the parts in the VAB, also change "title = # LOC_NFSpacecraft_command-mk3-9_title" for example like that "title = Command-mk3-9 legacy" - Finally save the new modified file Do the same for all parties with the name modified by the update and you will retrieve your ships ... For the old name you will find them in the .cfg files of Near Future Spacecraft for KSP 1.2.2
  5. Max Rebo recompiled to the .dll pending official update of EPL. This also solves the problem http://forum.kerbalspaceprogram.com/index.php?/topic/54284-112-extraplanetary-launchpads-v532/&page=156 @Runescope, Simple Construction uses the EPL "Launchpad.dll", you can download EPL and try to put "Launchpad.dll" in the SC folder.
  6. I had the same problem, it come from Exptraplanetary Launchpad. Edit the "ExtraplanetaryLaunchpads \ EL_MM.cfg" file and comment out the block "@PART [launchClamp1]: FOR [Launchpad]" Like this : // @ PART [launchClamp1]: FOR [Launchpad] // { // @MODULE [LaunchClamp] { // @name = ExtendingLaunchClamp //} //} This had fixed the problem for me in the meantime of an update.
  7. Not really because I do not do my tests a mod at a time, but by 50% packets, I had to redo it several times before understanding that many mods caused the stability problem.
  8. The engines state does not change anything. I have made a lot of tests and it seems that multiple mods amplify the "stock bug" described in the links of the JWag post. But finally, according to my tests and with my mods list, Kerbal Joint Reinforcement is the strongest "bug amplifier". - With mods and KJR : the orbit varaition is about 30m by seconds - With mods but not KJR : the orbit varaition is about 1m in a time lapse between 1 or 3 seconds - Without any mods : the orbit varaition is some centimeters by seconds
  9. I have the same problem of "mysterious force", This also makes the docking maneuver very complicated. Mods List : Toolbar USITools AB_Launchers AoATech ASET B9 Aerospace ProceduralWings BDMk22 (mk2 cockpits) CommunityResourcePack Thermonuclear Turbines EVAStruts EVATransfer Extraplanetary Launchpads Firespitter (.dll) FuelWings Goodspeed Haystack Continued Heat Management Interstellar FuelSwitch Raster Prop Monitor KAS+KIS KerbalAtomics + DeployableEngines + NTRsUseLF Kerbal Engineer Kerbal Hacks (Asphalt Tiles, PP Textures, Wrapper Tank) Kerbal Joint Reinforcement Nav Instruments HyperEdit 1.5 kommit nucleonics KspPlayers KW Rocketry Infernal Robotics MechJeb2 Mk1 RPM Internal Mk2 Expansion ModuleManager.2.6.24.dll Docking Port Alignment Indicator Near Future Props Planetary BaseInc Precise Node Procedural Fairings Procedural Parts Rcs Sounds RealChute RealPlume RealPlume-Stock SCANsat SmokeScreen TarsierSpaceTech Trajectories TweakScale UbioWeldingLtd USI (Karbonite, Kontainers, ReactorPack, WarpDrive) Interstellar Extended Wild Blue Industries (Buffalo, DSEV)
  10. Problem solved, it was an older version WildBlue Tools. thank you very much.
  11. Hello, i have some problems with the new versions of Buffalo and DSEV updated for KSP 1.0.5. The following files causes the hanging of the game while loading : WildBlueIndustries\Buffalo\Parts\JetWing Jetwing.cfg WildBlueIndustries\DSEV\Parts\Engine Supernova.cfg I have removed all unneeded other mods and ModuleManager cache files for avoiding incompatibility issues. (KSP 1.0.5 32bit with Windows 8.1 64bit)
  12. when I update a mod, I throw the old folder before copying the new one. PATH_INDUSTRY { author = Angel-125 name = Ironworks title = Ironworks Foundry shortName = Ironworks TechRequired = advMetalworks description = The Ironworks Foundry is great for building vital rocket parts and material kits out in the field to spare you the trouble of hauling them all the way from Kerbin. It's also great for creating hot metal plates for frying eggs. mass = 5 rocketParts = 2000 reconfigureSkill = Engineer logoPanel = WildBlueIndustries/Pathfinder/Decals/HotMetal glowPanel = WildBlueIndustries/Pathfinder/Decals/HotMetalGlow toolTip = If you're tired of hauling rocket parts around, why not build them out of the local resources? toolTipTitle = Your First Ironworks Foundry Thank you for responding so quickly
  13. Hello, I could not run the Ironworks Foundry, Ionly get "No processors are present in this configuration" in the "processors" area. the Ironworks Foundry has energy, MetallicOre, metal and storage spaces ... A screen of the base : http://s11.postimg.org/7362fz9b7/screenshot5.png Is something missing ?
  14. Try " --force-opengl" with 2 minus signs instead of "-force-opengl", it's working for me on Win7 32bits, so it's probably usable on Windows 64bits. if I remember correctly : KSP 0.22 and KSP 0.90 need --force-opengl KSP 0.23 to KSP 0.25 need -force-opengl
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