jcthemc
Members-
Posts
32 -
Joined
-
Last visited
Reputation
5 NeutralRecent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
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
- 157 replies
-
- ssto
- spaceplane
-
(and 1 more)
Tagged with:
-
[1.12.x] - Modular Kolonization System (MKS)
jcthemc replied to RoverDude's topic in KSP1 Mod Releases
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? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
jcthemc replied to Ven's topic in KSP1 Mod Development
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. -
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.
-
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?
-
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.
-
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
jcthemc replied to DMagic's topic in KSP1 Mod Releases
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 -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
jcthemc replied to DMagic's topic in KSP1 Mod Releases
The contract states "return or transmit" - poor phrasing on my part there. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
jcthemc replied to DMagic's topic in KSP1 Mod Releases
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? -
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!
-
[All OS][Java][WIP] KSP Savefile Editor v0.2.2 (24.11.14)
jcthemc replied to SMILIE's topic in KSP1 Tools and Applications
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! -
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.