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ecaheti

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Everything posted by ecaheti

  1. I had thé same kind of issue after a fresh install of 1.9. (gog offline installer) I deleted it, reinstalled full 1.8.1, patched it to 1.9 It worked.
  2. It works fine with Kerbalism. As I'm trying to replace RemoteTech (buggy with Kerbalism), I'm testing SignalDelay. I've noted nothing new compared to what was already discuss on this thread (kOS and mouse action runs with no delay, no RCS on probe).
  3. I'm having issue with KCT launch on KSP 1.8. If the mod is there, the initial load of KSP get stuck. Am I the only one ?
  4. What about latency ? I'm a RT user, still with dev Kerbalism. To be honnest I don't see limitation with it. I've noticed that vessel are displayed has "connected" in manager, but with no transmission capability. Also, I can use Kerbalism Script with unconnected vessel, but I just don't use it to avoid cheating. For what it worth, I think RemoteTech is still usable now, and I enjoy high latency communication, which push me to write some script in kOS.
  5. Would this mean that i'll be able to get rid of the mod "Oh Scrap" ? (yes, I play with Kerbalism, Oh Scrap, and Kerbal Construction Time, and I like pain)
  6. I've got the same issue. Any hint (other than "don't take those contracts") ?
  7. Kerbalism works with 172 and BG. I just don't (didn't, made some progress) know how to use some stuff.
  8. I'm having doubt about how to use the ground experiment part from the last DLC (even with ou without Kerbalism.. and remotetech). I deployed a weather station, a control center and a solar panel. LE control center seems to be disconneted from communication (no antenna, so i'm ok with that), but I don't find a way to collect data on both of my "prototype" installation (one on KSC, one on the mun). Any help ?
  9. I encountered the same issue. Kerbalism tool panel show an established link with unconnected vessel (which is correctly unlinked when active)
  10. That 's where KIS and KAS mod are awesome complement to Kerbalism ;-)
  11. I used to put a lot of Nerv engine on my long travel spacecraft, so I did for my first Duna kerbaled mission.... but I saw that a lot of radiation were produced. Is there a way to use it safely on crewed mission or should I change my craft for a liquid/oxydizer engine ?
  12. I have a space station, where my kerbal died regularly because of CO2 poisoning. The station have enough electrical capability while in the dark, but when I speed up the game it seems to be not properly handled by Kerbalism. Except adding more and more battery, is there a way to avoid surveilling the station while warping ?
  13. Hey ! My bad, here is the point. Many thanks !
  14. Unfortunately it is not working. I've also tested to wipe KSP from everywhere on the PC (users & co), reinstall just Kerbal without Making History ext, wipe all MM files except dll... Still got the problem. for the record, i've downloaded Kerbalism from spacedock.
  15. Hi, my container does not show any food or water (fresh install of KSP1.4.4 and Kerbalism 1.7.1.1), am I missing something ? edit : Humm same stuff with 1.6, I need to clean on my side first. edit2 : After clearing all mods, just Kerbalism, I cannot found Container anymore. what?
  16. Hi, I just want to give a big thanks for this mod. I'm using it to make some spaceX-like 1st stage landing, and it's running great. I also use it to make a small plane autopilot to make long range flight in fastforward mode. Having this working with my piece of code is a great satisfaction ^^
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