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elijahlorden

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Everything posted by elijahlorden

  1. You are not missing anything. The other options you see in the previous version are provided by additional mods. If you only installed USI you will be missing mods like KIS, which provides the 'Seat # inventory' options.
  2. The way I use Jumpdrives is the very reason most people consider this mod OP. I normally launch a beacon out to the highest possible orbit around Kerbin. Then I take whatever im trying to launch into space, slap some SRBS on using radial decouplers, and attach a jumpdrive to the bottom with a stack decoupler. BTW, im pretty sure you meant to say that they work from NEAR the surface. if you use it straight from the launchpad it sinks into the ground and your entire ship explodes.
  3. Any plans for TweakScale integration? You could have the charge time decrease or increase with size, and the Jumpdrive part really does not fit very well in many situations.
  4. I appear to be having a serious issue with the Antimatter Collector. I am using Parameciumkid's Jump Drive Mod to jump a probe that has an antimatter collector into orbit. The jump completes correctly, and i end up in the correct orbit next to the Beacon. After going to the orbit map, however, I noticed that every solar body in the system had been removed. Returning to the space center gave me the KSC screen with no buildings, and only relaunching the game fixed the issue. The Jump Drive does actually work with other ships, i have used it many times with no issues. The antimatter collectors do seem to work fine when they are launched normally, though. Also, another question, will antimatter collectors work on planets added by the Kopernicus mod?
  5. This actually appears to be an issue with KSPI Extended, actually. A ship that does not have an antimatter collector will jump with no issues, but one WITH an antimatter collector will destroy every solar body.
  6. I appear to be having an issue with this mod. I am attempting to jump a probe with a few antimatter collectors to a beacon i have placed at Jool. After i jump, all solar bodies (including the sun and Kerbin) are removed from the game. All of the objects i have in space have retained their orbits, but the planets are gone. The only way to fix this is to completely quit out of the game and reload the save.
  7. I seem to be having an issue with this mod. after i installed it every solar body (including the sun) disappeared. I saw no anomalous log info. Every object i had in space kept its orbit though.
  8. Will I get any problems if I try to use thismod with the outer planets mod?
  9. By exploding I mean when I jump when I am near another vehicle or station, It bursts apart. I switched back to find that my orbital resources station was in pieces. No exceptions in the log file. Also, for the jump pad, can't you just teleport it like the drive and then match velocity with the other pad?
  10. do you have any other mods that add resources called "Food", "Water", or "Oxygen"? If so, that is the cause of your lag.
  11. I am having an issue, i have TAC life support installed, along with MKS/OKS on KSP 1.02, and the kerbals do not use food/water/oxygen, and the MKS/OKS parts do not have food/water/oxygen in them.
  12. Before you update to 1.0, can you please release the next patch for 0.90? I would really like to see the jump pads work in my current KSP (which is playing with mods that have not updated to 1.0 yet). Also, is there any way for you to fix the random exploding of near objects when you jump?
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