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Space Kadet

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Everything posted by Space Kadet

  1. yup, but SOO MUCH FUN thow i dont make use of interplanetary ssto's i always make motherships and dropcraft. and nowadays those engine are close to the end of the tech tree....
  2. i doff my cap in appoligies, mine arent straight opt, i have the legacy engines i can only get 2k in orbit without. but if you want some fun here you go i think tweak scale in needed for the first, definatly for the second. and the second is the lander in the video!tac needed for both. the crew transport, 10 k dv left in 120k orbit. https://www.dropbox.com/s/lvr9hfq8v07nq59/OPT x.craft?dl=0 100 ton to orbit, 2.4k dv left at 90k orbit https://www.dropbox.com/s/il77l61imcxb93j/opt A.craft?dl=0 heavy ssto's landing on laythe
  3. most of my ssto's end up with 6k dv left after taking 20 ton cargo to orbit, and i have kerb atomics and all that fun installed
  4. ok i have to admit defeat, @Angel-125 how do i use the mass drivers, i have over 50000mbs in the ranch house, and so much lf and ox i could send a car to orbit the andromeda galazy but it will still only allow me to send jusr over a ton of rps to orbit at laythe (havent setup anywhere else) im stumped, also if i use the orbital mass driver on a ground craft will it work for sending things ground to ground?
  5. Could you up the temp resistance on the launchpad, ive poped 4 today in launches (2 will be featured in the next KeK and how*snip* found it!
  6. think your out of luck then, last time this happened to me the only recourse was to pull all mods, and do a fresh install one at a time, 3 days of work with restarts between every mod. althow start by pulling IFS, it seems to cause some funny issues at the moment.
  7. opt is 1.3.1 my best advice is to pull everything, and then use ckan to install everything you can thats on the updated list. and if that nothing crashes go from there installing the other mods you want manually one at a time till you find the culprit. also make sure everything is re-downloaded.
  8. Hello oh god of mole, and hater of my bugs..... the mark one hab has dolores habitat, that when tac is installed still produces mulch and not waste. apologies and thanks!
  9. *sniped for not researching*, i think your going to have to pull all 1.3 or lower mods and do a mod by mod reinstall
  10. what did you change between the last time it started and this crash?
  11. well here is a bug and a half, im still getting the tank error, even though i've pulled IFS!, just cleared the cache and restaurant to get you fresh logs! https://www.dropbox.com/s/5v726hhvj8uv8p6/output_log.txt?dl=0 https://www.dropbox.com/s/tmdncrx1ztuq34p/KSP.log?dl=0
  12. And that dosent account for most modders who run second / third copies with their mods in.....
  13. honestly man i think its your best yet!, i love those legs!
  14. thats exactly what i thought but it wasent working, ill try the quick saving and reloading thing, it could be an issue with the fact im bringing a new vehicle into range of a base every time im trying to do a transfer. Playing with your mods is like the old days of distruction testing for risk assessments. i seem gifted at breaking things sorry
  15. Glad to hear people are liking this, here is the latest installment , and yes it took may way to long to sail that bloody boat!
  16. sorry for being a pain! im installing this and editing my last explosions at the same time.
  17. yeah still! fresh install downloaded your 'suit' from github and fresh tac, b9 switcher, crp etc still no button.
  18. everytime someone mentions this to a mod maker that dosent use Ckan you just annoy them and reinforce their decision. i dont get that, im so confused, i just checked and no buttons for greenhouse!i even videoed it! also theres a huge framerate drop for me using hizenberg parts on big ships, far more than dsev or your others for comparable size ships. in the video looking away from the craft im getting 52fps, but when its in shot it drops to 10. Not sure if this is fixable but just letting you know. i will include craft file and logs. Craft https://www.dropbox.com/s/k74is4x66h9ijgk/Boaty McBoatface.craft?dl=0 output log https://www.dropbox.com/s/e0lgugvvaggaonc/output_log.txt?dl=0 normal log https://www.dropbox.com/s/9cvsrc414jcx684/KSP.log?dl=0
  19. i get that, maybe then there will be a second space ship mod in the future well , either way im lovin the stuff!
  20. oh come on man you cane pull that pretty ness out and not make the command pod, ill wait till feb is i have to! (and cap converters would be nice too! ) also have a look at the station parts expansion and station parts redux that nertea is doing, you could just add your modular storage to them when they are loaded!
  21. so is this using the nuclear salt water thats the same resource in @Nertea's far future mod?
  22. I get that about non high capacity producers, buUuut ..... you made them convertable into buildings i needs a big ass walled space farm.....
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