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jcthemc

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  1. Hey Matt, What is the ascent profile for the engadine? and when do you use which engine? Love your videos, they've been really helpful. Best, JC
  2. This might've been asked, but i can't find an answer for this in the documentation: Which of the MKS character classes are able to research science like a Scientist class character in a regular MPL-LG-2 lab?
  3. Can anyone advice how I fix this? As in.. have the attachment actually attached to the part? Or, maybe even better, how can i revert back to certain stock parts instead of Ven's version? Edit: I was able to delete the use of this part by deleting the appropriate lines from the .cfg files.
  4. Runway is fully upgraded, level 3. It's the runway that has both restrictions on size and weight. The last level of SPH upgrade is part count and action groups - so not size nor weight. I'm starting to think my save might just be screwed and somehow. I've rerooted the craft half a dozen times with all kinds of parts and somehow i'm still having the same problem.
  5. Engineers report is telling me that both length and mass are over the limit. But since my runway is fully upgraded, this shouldn't be an issue, right? Could KER be enforcing these limits?
  6. Hey everyone, Whenever i try to launch an SSTO from my SPH in it's correct orientation (the length of the plane on the deck), it will give me the error message: Craft is too large for Runway! I get the same error if i try to launch it directly from the runway through the main space center screen. My runway is fully upgraded. http://imgur.com/aT01n3e However, if i orientate the craft upward (and basically sit it on its engines) i AM able to launch it... if only it didn't fall over and explode. Can someone explain what's going on here and how i can fix it so i can launch my big SSTO's?
  7. KSP: 1.0.5 Windows x64 Problem: (mostly) B9 S2/S3 Spaceplane makes negative ground contact. Craft 1 can't take off at all - explodes as soon as you start accelerating. Craft 2 can take off, fly and land, but explodes when switched to from a save. Problem might stem from interaction with other mod. Mods installed: (it's an idiotic amount, i know) All of these are the latest version available through CKAN, except for DMagic Orbital Science Craft 1 Reproduction steps: Craft 1: Load it up in SPH, then go to launch. Entire craft starts angling, nose up as soon as the vessel is spawned. Once you accelerate, it explodes. Craft File: https://mega.nz/#!jEtTTbBA Output Log: https://mega.nz/#!mVlHECwD I've tried to isolate the part from which the problem stems by taking apart the vessel piece by piece, but i haven't been able to identify which one it is. Craft 2 Reproduction steps: Craft 1: Launch from runway as normal, fly to orbit. Save game. Load save, the whole thing explodes. For the production of the log i used hyper edit to put the vessel into an orbit, and then saved/loaded. Craft File: https://mega.nz/#!qNFwDYRI Output Log: https://mega.nz/#!nElRAY7D Because of my heavily modded install i'm not expecting much - i'd settle for some troubleshooting tips helping me identify/isolate the problem.
  8. I just reviewed the contract, and it does not explicitly state that you can't use the stock experiment for this. I fixed it by just editing my save - didn't even realise you can fulfil contracts through the F12 menu
  9. The contract states "return or transmit" - poor phrasing on my part there.
  10. Question about an Anomalous Signal contract. I need to return Mystery Goo data "from above near the anomalous signal" ... i've tried hovering 50 and 100m directly above the Anomaly (it's a monolith) and, doing the Mystery Goo observation and then transmitting the data, but for some reason it's just not registering. What should i be doing differently?
  11. Thanks for answering my question, but me being impatient as i am, i decided to give myself a crash course in save file editing, using this: http://forum.kerbalspaceprogram.com/index.php?/topic/73990-all-osjavawip-ksp-savefile-editor-v022-241114/ and i fixed it before reading this thread again. Thanks for the quick reply though!
  12. I just had to fix a vessel that was screwed up by the install of a new mod.. The overview this editor gave me was just what i needed to grasp what was going on. Thanks so much for creating this, i'm a total coding/scripting layman and this helped me tremendously!
  13. Installing this mod screwed up the tank config on a bunch of non-stock parts, switching them from liquidfuel only to fuel/oxy combinations. Is there any way i can fix this in the debug menu?
  14. How can i prevent my ship from exploding when i try moving a part from one surface to another? Edit: Must've been 64bit wigging out or something. Rebooted the game and everything went well.
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