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Nakedchef

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Everything posted by Nakedchef

  1. I don't think there is a easy way to raise the cap. When I played with KSPi I used some mod that gave me funds for every science I got. One option is to just cheat you 1.7 mil for upgrading the thing. Or you have to spam some stupid contracts.
  2. Have you tried upgrading the R&D Center? Should remove the 500 cap.
  3. I don't speak linux very well, but have you read the Notes about Linux stuff mentioned on the github page? Linux users, please oh please apt-get install libcurl4-openssl-dev (Debian/Ubuntu/Mint) or yum install libcurl-devel (RedHat/Fedora) if you have not already done so. Mac/Linux/Mono users: please use the new cert-sync tool, to update mono's certificate store. This release of the CKAN has not been tested on Mono 3.2.8. We highly recommend upgrading to the latest stable release of Mono from mono-project.com.
  4. It has nothing to do with your mods. Happens in vanilla as well. The problem is how the game handles floating point math. IF your are interested und want more information: https://en.wikipedia.org/wiki/Floating_point#Accuracy_problems
  5. Right click the command module (capsule, probe core....) then rename vessel. There should be the possiblility to change the type of the vessel.
  6. The question should be, how much do you have?. The thing is: If you have lets say 8 GB of ram the crash is most likely due to an outdated version of some mod. If you have less ( e.g.: 4 GB) you are running too much mods. In this case is would start removing stuff like environmental visual enhancement. Running things like environmental visual enhancement is very hard on memory usage.
  7. @NemesisBosseretDelete EVE(environmental visual enhancement) and it should work. I don't know why but Eve likes a lot of ram^^. Probably is a bug. Had the same behavior in my install.
  8. It is a feature of texture replacer, called reflection. When at ksc open the texture replacer options ( should be somewhere in the stock toolbar at the bottom of your screen) and switch "reflection" to off.
  9. Hi, can you upload one of your malfunctioning save files and maybe your ksp.log file.
  10. Hi, I can't exaclty tell you whats wrong. But in your log file are a f**k ton of NaN failures related to solarpanels(approx. 180.000 lines of the 260.000 refer to that ) So if I where you I would start looking there.
  11. @Nertea In Version 2.2.0 and 2.2.1 the dl link in KSP Add-on Version Checker ("\GameData\MarkIVSystem\Versioning\MKIV.version") points to Cryogenic Engines.
  12. @FreeThinker @Rushligh f.y.i.:The bug of NFE and USI not working together was already reported a long time ago. The problem is that the balance patch moved "mods". It is in now part of NFE. Before it was in USI Reators. As stated by one of the NFE guys. They recommend deleting the balance file in USI, not in NFE.
  13. Ok i see it. Please open the MKS-LITE_0.4.4.0 folder. Inside you will find another GameData folder. Inside this GameData Folder you will find something that looks like that. Copy that stuff to your "..\Kerbal Space Program\GameData" Folder Then it should look like that: PLEASE NOTE: For demonstration purposes I have only installed MKS LITE. Your other Folders like "KIS, LETECH" are fine. After that delete the MKS-LITE_0.4.4.0 folder. Do the same with USI-LS........
  14. Can you post another screenshot of your ksp and gamedata directory?
  15. Hi, in the recent update of NFE they moved the balance file from USI to NFE. You can look into the NFE thread at pages 255/256 for confirmation. If you have NFE installed and deleted the USI balance file everything should be fine without the need to fix anything.
  16. @danfarnsy I think I got that a bit in the wrong neck I suppose. The thing is, playing KSP without TACLS is like eating pizza with no toppings I really appreciate the great work you do on this mod and I hope that in the future it will be even better than today.
  17. Yeah but there is also a software license which states: "You are free to modify this code, so long as you mention that the resulting work is based upon or adapted from this code" I included a license file and wrote:" @danfarnsyIf you don’t want (for any reason whatsoever) this fixed .dll around, just drop me a line. I will remove it immediately. " and "None of this is a work of my own. I just recompiled the code made by Taranis Elsu and updated by danfarnsy." And btw thanks for the offical update.
  18. Hi, go to your "..\Kerbal Space Program\GameData\UmbraSpaceIndustries\ReactorPack" folder and delete "USI-ReactorNFE.cfg". After that all 3 mods should work fine.
  19. The problem is that you installed nearly all of your mods incorrectly. As a basic guidline of installing mods: Look into the downloaded archive e.g. "USI-LS_0.4.4.0.zip" IF there is a GameData Folder: Then extract the folder to your Ksp directory. (...\common\Kerbal Space Program\) IF there is no GameDate Folder: Then extract the archive INTO GameData Folder. There should ever only be ONE GameData Folder. In your screenshots I see 2 of them.
  20. Why I posted it in the first place was that I found it a bit funny that the cockpit melted instantaneously and the crew cabin acted as a perfect heatshield.
  21. As I am a nice guy and also i have just eaten an strawberry cake, I have uploaded a .zip version of the archive. And after you posting the link to mechjeb I assume you know how to handle a .zip file. Now you only have to copy the TacLifeSupport.dll from the .TACLS 1.1.3.zip to GameData\ThunderAerospace\TacLifeSupport
  22. Inside the .rar is the new TacLifeSupport.dll Copy the new TacLifeSupport.dll to GameData\ThunderAerospace\TacLifeSupport
  23. Did you open the rar file? or replaced the .dll with the .rar file?
  24. Not a bug just pilot error. Hi, I may have encountered a bug (there is as always the possibility that the error is on my side), but as it is reentry related I thought posting it could not hurt. I build a spaceplane and have trouble reentering. For the most part I used stock Mk2 parts. The problem is that the Mk2 cockpit has a nasty habit of melting. To make it a bit more clear what I mean I put 2 identical copies of the same craft in a 200km orbit and reduced the periapsis to 35km (I tried many different values as well). The only difference between the 2 ships is that one has a Mk2 cockpit and the other doesn't (See screenshots). The one without cockpit has no problem reentering whatsoever. On the other hand, if I put a Mk2 cockpit in front it just explodes at about 45 km height and the rest of the craft continues on its trajectory. On both crafts the inital orbital conditions where the same. Also I did not make any steering inputs at all. Just pointed them prograde and watched. Screenshot 1 (Plane without cockpit, works fine.) Screenshot 2 (Plane with cockpit, same initial conditions, screenshot taken a bit before the cockpit explodes) Greetings
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