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Kill_off
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Whenever I land a Probe on the Mun or Minmus, transmitting some Data and then return to the Space Center the save gets corrupted. As in I can´t acces the Orbital Map view from any vessel anymore, only through the UI button once but then can´t switch back, my Tracking station won´t show the latest vessel anymore, while the ComNet lines are still there, and the section with the vessel type filter shows 0 for all. (should show how many vessels of each type you have usually). Mod list extracted through Ckan: They´re all updated to a 1.8.1 compatible version. The bug doesn´t happen from just having the vessel in orbit or transmitting data (tested that) but after landing it´s guaranteed.
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I'm just wondering how to "give up" on a station/Base. Like when I already did some contracts for base 1 but I want to start over with a new one without destroying the old one. I tried changing it from Base to lander, but I don't get a new "scout for Base position". I had no active contracts for the Base before changing it to lander.
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I just noticed that the "Populate Base" contract turned into completed just by switching to my Base. I built a new Base on Mun and then got the contract to put 2 Kerbals inside. So I switched to the Base to see if I had LS on there and just by that it got completed. Edit: After switching back to KSC I can accept the same contract again and it's completed again when switching to the Base. it doesn't recognise if kerbals are in it or not
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I haven't switched to him at all. Like with all Rescue/Recover missions you can only track them but not switch to them before you are close by. The eva time tracking started right after I accepted the mission when I started a rocket. So now I'm wondering if it's even worth sending someone to rescue him. can I still move them when the eva time is expired? couldn't find anything about it
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Could anyone tell me what "Eva time" is or what happens if it is expired ? can't find anything about it on the wiki or in the forum. I got a mission to rescue a guy from the surface of the Mun and after 6h his eva time is expired. I can't get there that fast.
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Could you help me identify the mod which changes asteroids ?
Kill_off replied to Kill_off's topic in KSP1 Mods Discussions
http://imgur.com/W1sbhTi Thanks, i apreciate the help. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Kill_off replied to TriggerAu's topic in KSP1 Mod Releases
Ok the replacement worked really fine and all, but i still had to deinstall the mod because now timewarps freeze my game, not sure how this mod affects timewarp in any way. But every time there is a timewarp restriction, like SOI change or entering the atmosphere, the game completly freezes and needs to be force shut. -
First: I really like this mod and all those experiments. I am just confused by the Asteroid experiments - i did a few on a Class A - it said so in the tracking station - but when i reached it the experiments said ".... of a class S asteroid". So does this mod change the asteroids too, i couldnt find anything about it in the description and that class S was 16.000t.
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[1.1.x - 1.2.x] Alternate Resource Panel - Icon Overhaul (v0.10.3)
Kill_off replied to Olympic1's topic in KSP1 Mod Releases
is there a way of having it instead of the stock panel ? because when i install it its just an extra icon - i dont want 2 ressource panels so iwant to kick the stock out -
So I´m playing with a lot of mods and i usually do know what they do of course - but one of them seems to change my asteroids. The size from the tracking station is wrong: it says "class A" but the first i captured was a Class C & the second a Class-S, which is not even part of the usual sizes. and the are all way too massive. the class S was 16.000 t. Most of the mods i use are parts, so i guess it has to be one of them: KSPI-E, Near Future (all), Asteroid Day, OPM, USI (all) - I checked the Asteroid Recycling Technologies Thread but couldnt find anything about that happening.
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KSP Interstellar Extended Continued Development Thread
Kill_off replied to FreeThinker's topic in KSP1 Mod Development
you need to have 2 kerbals in there, i think one must be a scientist at least.Have enough electricity and of course you need data. Do some sience experiment on the vessel with the lab and then there is a 4th button - besides recycle, keep and transmit - it will give you data from the experiment. right click the Lab and you will see how much data you got and how much science/day will be produced -
KSP Interstellar Extended Continued Development Thread
Kill_off replied to FreeThinker's topic in KSP1 Mod Development
Okay thanks, i was wondering where the collider wa, now i know. Only the Edge Radial radiators dont work - stock one, kspi-e and from the mod heat control. I have seen that someone had the same problem but there was no solution. -
KSP Interstellar Extended Continued Development Thread
Kill_off replied to FreeThinker's topic in KSP1 Mod Development
so i have 2 Problems: the super collider shows up in the tech tree but not in the VAB or SPH. the radial/edge radiators are useless. in the info tab the show up with 0MW power radiation and dont function when i test them, all the edge radiator actually, not just the ones from KSPI-E. -
Yes I have the latest update, that's why I have this question. Same Craft, but different amounts of homesick time. The guys before the update got 105y and the guy I sent there after update 0.3.15 only has 285d. Is the home time calculated different now or is it just an issue because before 0.3.13 home time wasn't displayed ?
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