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Malich

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Everything posted by Malich

  1. Yeah, those ones i leave for another space agency.... or jeb on his days off.
  2. Mine says ksp_linux so that's not guranteed. But with all the support and guides here if mods still are not working its about all i can think of other than a totally borked game install or an out of date game / mod combo
  3. Also, possibly stupid question. Are you using the full game or the demo? Mods do not work on the demo version.
  4. I run ksp with the file on the desktop so it should work anywhere. And whatever programme you use to unzip / unarchive should be fine.
  5. yes, in KSP_win there should be a GameData folder it goes in there One side note, the 32bit windows game can't support a lot of mods because of the memory limit on a 32bit system. If you keep getting crashes after installing that could be the issue. The hope is that 1.1 which is due out Soon(tm) should have a reliable 64bit windows version which will fix this.
  6. Daily... Except when I am away fro work. so in reality I miss 1-2 nights a week.
  7. Step 1 - Dowload the mod from your chosen site. Most mod makers will have links on their forum thread here. a google search will also turn up most mods Step 2 - Unzip the mod to anywhere Step 3 - Open the mod folder. If the folder has a "Game Data" folder within in take everything you find in that folder and drop it into the "Game Data" folder in your KSP install. If the mod does not have a game data folder then just drop the whole folder into your KSP Game Data folder Step 4 - Load the game and enjoy! Hope this helps?
  8. You know if you type a name in the box where it says "Untitled Craft" it will save the ship under that name. then you can load from a list of all your vessels? Just call them "ship 1", "ship 2" and it will save them as different files
  9. I can strongly recommend Nightingale's Strategia As an awesome way of making your career mode plays a bit more rewarding for focussing on specific goals.
  10. My most recent play through just ended because all my ore miners stopped working. They worked in sandbox but not in my career save. I had a power cut and it corrupted a few parts of the save game and while i fixed most of them that one eluded me. Hadn't planned on starting a new game this close to 1.1 but it will keep me Kerballing until my mod list is 1.1 compatible and I restart again.
  11. Its totally random.. you just got unlucky. If you feel confident you can go into your save persistent file and change pilots into other classes.
  12. Its possible i guess. If its changed the tag in the Kerbal's entry but not in the contract. If its just doing a straight look up for "tourist" it might not recognise the non english spelling
  13. Well, I'll start with the obvious possibilities 1) Did you accept the contract after launching the station? The station needs to be built after the contract, just having an old station on Duna won't do it. 2) It may just be bugged. Try closing the game and coming back into it to see if that fixes it. Failing that there is always mod-F12 to bring up the debug menu so you can mark it as completed. Best thing i can suggest to get more help would be to grab a screenshot of the craft with the contract window open so the helpful folks here can see if there is anything obvious that has been missed.
  14. No, they can't which is why I have 6 of them and 1 of the others There are, within close proximity, KSC, Runway, VAB, Astronaught complex, mission control, admin, Hanger, shores, grasslands, crawlerway, tracking centre and, if you can find it, a section of tundra just at the base of the hill closest to the shore.
  15. 30 parts shouldn't be an issue if you've got the science to use larger fuel tanks. Early on I go for aerodynamics rather than rocketry and build a little ground car using aircraft parts. For 30 parts I can get 6 materials bays, 6 goo containers, and a few science parts that can be reset by a pilot and then drive the whole thing round the KSC and surrounding biomes gathering all the science there. You should be able to get a few hundred science to get you the bigger tanks. That should let you build something that will get to the Mun with your 30 part, 30 ton limit... just.
  16. All the time. Last night I launched an orbital tanker, a Minmus ground station and a nuclear engine powered interplanetary drive unit for my next Duna mission. I had debated putting a 2-man crew return module onto it as well for a couple of rescue contracts in Kerbin orbit but it was getting a bit thin and wobbly to the point where not even struts were going to help Launch the whole thing into orbit. Existing drive unit docks with the launch, refuels and then I dump the tank. New drive takes the ground station to Minmus and then returns to Kerbin orbit. I love making 1 launch service multiple purposes!
  17. Does she have fuel for her EVA pack? If so then ok Minmus you should be able to bring her up to 15k ap / pe easily.might make things a bit easier.
  18. How about doing away with set action groups all together but getting 4 or 5 unassigned action groups at each stage. That would give you some to start so you leatn how to manage them but get more flexibility each time you upgrade?
  19. Antennas on their own do not work immediately. you need to put one of the small "Always on" antennas onto the ship to get it from the surface into space then open the larger antenna once you're clear if the atmosphere. I can;t remember the name but its part of the starting tech you get in a career game.
  20. Ditto. It's not a long list but MJ2, KIS, KAS, SpaceY (and extended), B9, FTP, MRS, (Yes, i like variety in my fuel tanks) RSCapsuledyne, Chatterer, ScanSat, DMagic and Near Future.
  21. I've completed this with an extra lab a few times. Anything "Auxiliary" seams to mean fit an extra one of something you already had. I one had a station with not 1, not 2, but 3 cupola modules on it.
  22. On this play through I don't have much as I'm trying to run it at least semi-reusable (I have yet to successfully how to de-orbit the remains of my 4200 ton Jool mission launcher.. that may have to be just deleted) space programme. All my interplanetary missions are designed with docking ports on the long axis so I can connect one of my Transit Drive probes to either move them to a new location or to being them back to Kerbin. Currently I have a semi-cluttered 125km parking orbit around both Kerbin and Duna waiting for me to decide what to do with it all. My goal for this play through was my first Kerballed mission to Jool which is almost complete. After which I am debating a restart and adding in a Remote Tech comms network... which could easily lead to me with probes all over the place because they ran out of comms range!
  23. I SAW THIS THREAD AND HOPED THERE HAD BEEN AN ANNOUNCEMENT. I AM DISAPPOINTED NOW! Happy now Chewy62? Got my hopes up and everything. While I am enjoying the Linux 64bit experience I am hoping for a stable Windows 64 bit version so I don't have to keep swapping between systems when I want to run other games. That is probably the only thing 1.1 needs to have to keep me happy. The remote tech-esque communication system will add a nice set up to a stock game and one i was considering graduating to in my next re-start... but we have Remote Tech and I have no issue with using mods to adapt my game play... well, not now I am using a stable 64 bit system anyway.
  24. I take contracts that further my goals. I will do a Minmus / Mun trip if i have at least enough contracts to cover the launch and recovery with 50% or more left over. Ideally I want a flag contract, a science from above, a science from the surface and at least 2 tourists for a good pay out. I rarely take random contracts like satellite ones unless I need to send a probe somewhere or launch a few new pieces of science hardware. That being said I currently have 7m in the bank, am fully upgraded, have a large duna presence, missions at Dres, Eve and heading out to Jool at Year 2, Day 317. so not racing along, but not short of a bob or two either.
  25. I'm having the same issue with an IRSU on a mining vessel sitting in Ike orbit. If I switch to it before rendezvous it's glowing red hot but does not explode, only when it hits the point at which the game starts to draw it. Currently running the Linux x64 build (1.0.5.1028) https://flic.kr/p/DkoEKc This is what I get if i turn on infinite heat
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