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Emirhan
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I have the bug that makes nodes go crazy as you guys mentioned earlier but I have another weird bug that makes the game literally unplayable. Changing the texture and type of the fuel tanks works fine and cause no problems at all but whenever I resize a fuel tank in my vessel by any means (diameter, lenght and making it conical etc.), it causes massive amounts of aerodynamic drag that i can't make any of my logically realistic vessels go faster than 250 m/s. It either explodes because of the g-force or simply cant make into space. I tried this with a solid booster and when separated it from the main vessel, it didn't crash landed, instead it slowly fell to the ground at 20 m/s and survived without any parachutes or extra equipment. I don't know if this bug is known but it's worth noting. Edit: I think the problem is caused by Procedural Parts mod because this occurred (maybe i spotted it late) when i downloaded this mod. But I will ask about this problem on the forum anyway. Maybe there is something else behind this.
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I have only a question. Liquid oxygen and hydrogen decays in time. Is it has a solution? (sorry for bad english)(I use procedural parts mod)
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Engines are automaticly shut down at half fuel!! Help! Also it say's stable propellant! Is this a bug??? Edit: Never mind. I don't look test flight.
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RemoteTech problem
Emirhan replied to Emirhan's topic in KSP1 Technical Support (PC, modded installs)
Thanks. I got it -
RemoteTech problem
Emirhan replied to Emirhan's topic in KSP1 Technical Support (PC, modded installs)
I already use Hyperedit to do orbits. Only one of the satelites have a orbit 1000km ap, 996 km pe, others have 1000km Ap and pe. When I use Hyperedit, orbits are automatically changed and become like this. I do this very hard with Hyperedit so it's impossible to do make by launches and rockets. If they are broke like that RemoteTech is really really hard. -
I using RemoteTech mod. I do set of relay satelites (4 satelites). but after few time its become a sh*t like that: http://imgur.com/a/jvcNM What should i do?
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Encounter problem
Emirhan replied to Emirhan's topic in KSP1 Technical Support (PC, modded installs)
This is only a fantasy And thank you so much. Also if you do an encounter like my picture you only need ~120 dV to enter minmus 's orbit and transfering to minmus takes very short time. -
I going to go minmus with gravity assist with mun but when I do this minmus encounter is showing but its beyond isn't showing. Plz help (sorry for bad english.)
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Is there a faster warp mod for ksp 1.1.2?
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What is Relative wing area and how much relative wing area need to lifting 1 ton?