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KSP2 Release Notes
Everything posted by Kerbalstar
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Kerbinside won't work
Kerbalstar replied to Hawks Of Hazard's topic in KSP1 Technical Support (PC, modded installs)
Do you have Kerbal Konstructs installed. Are you running a 32 bit or 64 bit version of KSP? Pinging @AlphaAsh. -
Thanks! And no. I just can't do Caaree Whoops it saved before I was ready. I meant I can't do career mode without Nightingale's mod's but I have had problems with them. Also the new part is coming today. Hopefully.
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No new part. RL Got in the way. Not in a bad way.
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No. Also new part coming today.
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Troubles with Maneuver nodes
Kerbalstar replied to phantom000's topic in KSP1 Technical Support (PC, unmodded installs)
Logs? Also Mediafire doesn't work you have to put them in here. You can get the output log if I remember by going into KSP_DATA. ^^^ Are you in career mode? In timewarp? Screenshots?- 3 replies
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- maneuever nodes
- orbiting
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KSP 1.0.5 Modded Crashing Randomly
Kerbalstar replied to Everettd10's topic in KSP1 Technical Support (PC, modded installs)
Logs? Mod list? Then we can help. -
1.0.5 - "Black screen"
Kerbalstar replied to ibanix's topic in KSP1 Technical Support (PC, modded installs)
Looks like the "Hell Kraken" @Claw and @NathanKell could be of some help. -
Thanks.
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It looks like it's running out of memory. @NathanKell I'm no expert so I pinged NathanKell for you. But if you go to the RO thread I would install only the dependencies and recommendations maybe one or two of the suggestions. Also I think there's another method besides force OpenGL that you could try I can't remember it but if you read though the "Some Relief for Memory Outage Crashes" sticky on the top of this forum you'll find it. Here it is force-d3d11 but only works for Windows.
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Yup right there @NateDaBeast.
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Yes, yes, and yes! Also awesome chapter! I love that they found Kerblus. . Awesome love your stuff.
- 6,461 replies
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- totm mar 2024
- kerbfleet
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No it's not a good title nor does it have imagination but it's true. This is my Space program. It is Heavily Modded, in spoiler Also I have Kerbal Krash Systems installed. And a modlet: @JohnnyPanzer'S Panzer Labs Improved Resource Converters. So without further ado KNSA! The Launch Of the Second Module Of Hestia Station 1. The pictures of the first launch have disappeared: You may notice the stations design. A Coupla, 2 Hitchhikers then a life support container and then a docking port right? No look in between the Coupla and the Hitchhikers there's a Probe core. I tried to sneak it into the design so no kerbals until launch two, in the lander can. Launch Three: Launch 4: Launch 5: Launch 6: Launch 7: Launch 8: Launch 9: Launch 10: Launch 11: I present to you the "Dee" Reusable Shuttle! The pride and joy of KNSA. Do to technical difficulties the Shuttle was unable to dock and therefore the crew Eva'ed over. Val and Bill both survived and the only component lost was the "Poodle" Engine.That wraps up the Kerbin operations. So we begin launching Modules for Artemis Station 1 named after the ancient Kreek Goddess of the Mun. Hestia Station1 is of course named after the Kreek Goddess of Home and Hearth. But before that a Scansat! The TAC-LS timer you see is wrong the staion has enough power for 4 days. Scansat mapping was attempted but I apperatinly was not in the right altidutide I was in a polar orbit but time warping to a node to lower my orbit to the required level with some scaning equpmint open slightly clipping the solar panels resulted in a Karken attack damging the ship so much that all it's fuel leaked and two solar panels fell off rendering it useless. Before launch 1 several prototypes were tested. (The flights were reverted) work well continue later. Launch 1: No Pictures. Launch 2: Launch 3: Launch 4: Launch 5: During the Launch of SS2 the ASLS Core stage relased a bit too early damaging the engine causing it to over heat faster, during the trans-munar injection burn the engine overheated and exploded. A rescue mission is on the way. There's going to be some story next time.
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Make Kerbin More Realistic ~ Suggestion
Kerbalstar replied to Eveeloo's topic in KSP1 Suggestions & Development Discussion
I like the Idea of a Wayward boat. So you couldn't launch without possibly hurting the Kerbals and losing rep. Planes fly overhead can't launch take tourists to airports. Etc. Maybe you could make launches private. So like now no extra benefits. But you could make launches public so if you succeed in your launch you get some rep, but if your fail you lose rep, also range safety you could hit the kerbals if your rocket blew up, also you have to make sure not to hit the cites. Also for public launches you can charge admission per kerbal and change the price so maybe five funds per kerbal. Just my two cents. -
Hi Kal9000 (Yes I know there's a space but if I put it there autocorrect gets me.) Can I be a forum name colonist Scientist but a Mark Watney type one.
- 68 replies
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- colonization
- modded
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Suggested rebalance for the command pods
Kerbalstar replied to Armisael's topic in KSP1 Suggestions & Development Discussion
Me too. -
Can't activate mods?
Kerbalstar replied to upsilone's topic in KSP1 Technical Support (PC, modded installs)
I don't see Module Manger. When you load up KSP do you see "Module Manger XXX Patches applied"? And if you do does it say "XXX Patches applied found X errors in XFile location"? -
Discovery / doing actual science
Kerbalstar replied to Twreed87's topic in KSP1 Suggestions & Development Discussion
Please! Me want! Really I the whole science needs a revamp. And that Materials Bay. That is what we need. -
Just my five cents: Stage Recovery by @magico13 can get the plane back to the ground safely, but it might not be what your looking for.
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Need help on modeling
Kerbalstar replied to XdiiasXD's topic in KSP1 Modelling and Texturing Discussion
I'm not a modder myself but this thread looks good. [MOD - Recursive link to this thread removed - sumghai] -
KSP Caveman Challenge 1.1
Kerbalstar replied to Moesly_Armlis's topic in KSP1 Challenges & Mission ideas
What???? Easter egg or bug???? Also might give this a try. Would have edited other post but post editing is broken again. Also should have taking out the pics from the quote. Oh merging ah! -
[1.3.1][v1.2]PanzerLabs Improved Resource Converters
Kerbalstar replied to JohnnyPanzer's topic in KSP1 Mod Releases
Sorry @JohnnyPanzer but do to another mod scrambling my savegame no pics of launch, maybe tomorrow.- 13 replies
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- converters
- isru
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Most likely. Drain some fuel from the tanks in the SPH and see were the Center of Mass is. I agree @Yobobhi.