Kill_off
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Everything posted by 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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I have another Question about the homesick time. The Kerbs in my station have 105y. They were there before v0.3.13. Roverdude said it depends on the best hab these ever had. So I just a new guy up there in a simple rocket and got him in the station. He has just 285d home. Did something change in the new patch ?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kill_off replied to rbray89's topic in KSP1 Mod Releases
Is there a way to change the amount of clouds on Kerbin ? When i play my whole Planet Kerbin is just white, about 90% of the Atmosphere is covered in clouds and it just looks not nice. i can´t even find the KSC from Orbit. -
KSP Interstellar Extended Continued Development Thread
Kill_off replied to FreeThinker's topic in KSP1 Mod Development
Could someone help me understand why my Craft has 0.01 Thrust in Space ? I built a 160t Spacecraft in Space with an Nuclear Lightbulb (not upgraded) as the Enginge. I´m using Liquid Fuel and it should do around 600kN with ~1400 Isp. Mechjeb says the TWR in Space should be 0.35. If i fire up the Engine i get the nice animation but no Thrust, no Fuel consumed, core Temp. isn´t rising. It seems like the Thrust of the Enigne is affected by the Mass of the Craft. If i get rid of a few parts and test it it has about 400kN. Did I miss something ? of course the TWR goes down with more weigth but why does the actual Thrust of the rocket go down too ? I searched with google for quite a while now but couldnt find any explanations. -
Sorry in advance if that's wrong here. I just can't find a mod that adds to the colonization and adv Colonization node. I got all the USI, near future, kspi and a few others. Is just no one using these nodes?