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Mapoko

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Everything posted by Mapoko

  1. Hello. I recently came back to KSP. Decided to start over semi-modded Hardcore (no revert, Redouts, 120% reentry etc.) I have very low amount of part mods. Most are just to please the eye. But I decided to install OPM and 2 other mods that add very distant planets, as well as one more star. I decided to use TACLS. I remember back in the days there were greenhouses for TACLS that helped reduce food consumption by 80-90% (Do not want 100% efficient stuff, as it is stupid) at the cost of being pretty heavy and not suitable for moving. I assume that maybe a month from now my first trip to one of those outer planets will take years and I do not really want to lose kerbals that way. I searched for the greenhouse or convertors, but did not find the ones I used to use back in the days when I played moded. (Havent played fully modded since .90) I also remember that there were some kind of mining for at least water (mod back then, but now mining is stock) Please point me out to some of those if you can find them fast. I simply can not find any. Thanks. Mapoko P.S. : This is how big my planetary system is now.
  2. @eloquentJane t turns out that one of the other planetary modes did override Kopernicus with older version. I installed OPM last (so it can override last) and now everything is on the map ! Everything works fine now ! Sorry for bothering you. Going to have so much fun trying to figure out how to make it to the planets (again) with Lifesupport mod this time
  3. @eloquentJane ModuleManager.2.7.4 GameData\CTTP (with 1 folder named textures) GameData\Kopernicus (2 folders : Config, Plugins) \GameData\ModularFlightIntegrator (License, dll, version files) All downloaded via CKAN and it says 1.2.1 (compatible mods)
  4. Hello. I installed OPM (as usual) on my 1.2.1. via CKAN, with all the additional required mods. Planets did not show. Funny thing is I installed another 2 mods that add more planets and they did not show as well. And before you say there may be a problem with them coexisting - all 3 worked fine at 1.1.x and I had all those planets at once. Can you help me get at least OPM back ?
  5. I installed through CKAN. It is not working for some reason. I have the parts, but not the table in VAB. Is there direct link or version for 1.2.1 ?
  6. https://justpaste.it/wu7f EDIT 2 : I did one "warp here", did my aerobrake and the second "warp here" crashed it. Here is the output log for that instance. http://m.uploadedit.com/ba3s/1470015567688.txt
  7. Hello. I did not have this problem until today. But today I was playing as usual, then I did "warp to maneuver" it crashed. "Warp here" it crashed. "warp to next day" (KSC scene) crashed. I had Kerbal Base Mod, but I had no builds with it and removed it. That is the only change I did apart from launching more missions. I start my game from KSP_x64.exe , but it seems that when it reached 4GB memory due to warp it crashes. I have 16GB RAM. I notice it crashes when the warp starts to slow down right before the node. Like it says 401x on the frozen screen, then 201x. My mod list : (Mostly visual stuff, almost no parts) I wish I had a crash log, then I could've solved it myself, but it does not generate one. Hope you guys help me EDIT
  8. Hello. Is there a way to remove the >> "warp to AP/PE etc" ?
  9. Okay. Thanks! I guess I can disable the mod in general and only re-install it on demand when I need it then ? The only solution ?
  10. Hello. I just had a terrible experience on my Hard career save. (No F5/9 etc.) I was going to rescue 3 kerbals (contract) from LKO as well as 5 others returning from Minmus mission, realizing they only got 1 parachute, so hanging in LKO. And as soon as the kerbal's craft was supposed to load Kraken did strike, the rescuee started spinning out of control and my rescue cratf' ~70by70 (w/e the rescuee's orbit was) became 58 sub orbital. I managed to switch (from tracking station) and what I saw was : http://imgur.com/pxK79Je Can you please make so it is not available as stranded kerbal's crafts?
  11. Hello. Long time ago I had a mod that made my EVA suit have EC and drain it when I use the lights. I believe it was TACLS. My current career have some kind of realism theme, no F5/9, but decided against life support and virtually no part mods. I use Monoprop for EVA Fuel, but was wondering if there is separate mod that will allow only the functionality for the EVA EC that (iirc) TACLS provided ?
  12. Hello. I am playing 1.1.2 and installed KAC via ckan, but there is problem. Can you please point me toward the version for 1.1.2, because I think that is the problem. THanks!
  13. I deinstalled the mod, but will try reinstalling on the weekend (when I play), then hopefully It will work. If not - not sure where to find the logs.
  14. Hello. I have Cap Com Mission Control on go and Contract window+ installed through ckan. It installed contract parser and progress parser as well, but in game I just can not see it. The contract window is the same and I do not have access to the CCMCOG. No matter in KSC or Jool. What can I do to make it work ? It is very useful and worked for me back in 1.0
  15. Thanks! I guess I will be skipping those engines for my current hard career restart (1.1.3), but hope to fully use them (for reality sake) next time I start over. Can simply move them myself, but I think they are too powerful to simply do that and it will diminish my gaming experience. Really looking forward to the tweaks and balance updates!
  16. @blackheart612 Thanks! I will try to remember doing that. Possibly a silly question, but why are the engines so far back in the tech tree ? Shouldn't we play with rotary engines before we use jet power ?
  17. I actually have a problem. Whirlwind is OK, having both forward and reverse thrust, but the other 3 reverse is not functioning at all. Is it me or it is something that is being worked on ?
  18. I have the surface scanner ready and mounted on the future rover, but I guess I am not moving this base anytime soon. It has too little fuel to even hop 500m. Maybe will figure out something. That's the fun of it. Thanks guys! Just hope that 2.5% requirement for the small version will be highlighted / more visible in future versions. I am not sure that I even have 2.5% concentration anywhere in Kerbin system. Will be more sure once I get the narrow band scanner and send some rovers
  19. I guess it was my bad for rushing and not sending a rover first, but I tried to snag a Mun Base contract as well. I do not have the narrow band scanner yet. P.S. I think I found what is wrong with it : Pretty much limited of using the small ones in Hard mode (due to the 50% resource abundance) I guess. I think it should be put somewhere more visible!
  20. Hello. After a bit of trouble, a failed refuel attempt and almos losing my vessel (Hard mode career) I managed to land on the sweet spot (supposedly) of ore. As you can see in pic 1. Then I deployed my drill and it just do not do its job. Do I need an engineer present (like labs) now or it is something else. I really hope there is something else, because I am planning asteroid recovery mission and it will be unmanned. Hope there is a bit of ore on the asteroid, so I can deorbit it.
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