KSPNoob
Members-
Posts
126 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by KSPNoob
-
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
KSPNoob replied to Kari's topic in KSP1 Mod Releases
Can the Passenger Starship not hold science nor do crew reports? -
[1.12.5] Starship Expansion Project - SEP | v2.2.0 (June, 23rd, 2024)
KSPNoob replied to Kari's topic in KSP1 Mod Releases
How do you vent the tanks? I selected the correct fuel type but don't see an actual button to vent/drain? NVM just figured out they are "engines" on the two pieces. Awesome mod BTW -
Missing Asteroids Career?
KSPNoob replied to KSPNoob's topic in KSP1 Technical Support (PC, modded installs)
Is there a reason the asteroids show up in Sandbox and not Career though? That's what's weird to me. -
I have a modded install with Galaxies Unbound and Outer planets, along with some part mods and the typical graphics mods. However during my playthrough in career I cant seem to find asteroid in the tracking station (fully upgraded). I put up a Sentinel equipped satellite in a lower solar orbit then Kerbin and yet no ? are showing on the map. I though it was my game at first, that a mod broke it, but I fired up a Sandbox mode and they are appearing. Any Ideas what it could be? Am I doing something wrong to make them show up?
-
Figured out my issue, but just realized that the systems have to be downloaded and installed separately now.
- 1,711 replies
-
- planet
- kopernicus
-
(and 3 more)
Tagged with:
-
Sad to see you stopped developing the Starship, but thanks for linking some alternatives.
-
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
KSPNoob replied to Nertea's topic in KSP1 Mod Releases
I've learned with some mods, although it takes a little longer, its better to install them manually. Just be sure to delete all the old folders from the GameData before you put the already extracted new folders into it. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
KSPNoob replied to Nertea's topic in KSP1 Mod Releases
I'm getting a duplicate error via the Zero Mini AVC for the HabUtils.dll for this mod along with the Tundra Exploration which also has a HabUtils.dll. The game loaded up fine and I dont see any issue, is this just a false report from AVC? -
Just wanted to say thank you for all the mods you make and keeping up with updating them. While there are other great mods I believe you make some of the best looking ones along with finding some of the best balance between "realism" and fun.
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
KSPNoob replied to Angelo Kerman's topic in KSP1 Mod Releases
I think it might just be the nature of that system being a little "odd" (the Star has 9999G and the "Planet" 999G) but multiple attempts with various ships all result in destruction due to the 1200+ G the ships pulls when it exits the wormhole there. I cant find any other wormholes so I don't know but that's what I'm leaning towards because when I cheated a rendezvous to the Wormhole in the Kax A system my ship also exploded. Only way to survive is to disable the G Limit in the settings and even then for some reason you seem to gain acceleration when you exit the wormhole. I tried to brake off the speed with some retrograde burns but it doesn't seem to do anything. I dont see anything in my log that seems out of place -
Im using the Blueshift Mod with this and am trying to go through the Jool Wormhole and when my ship goes through it hits the G-Limit and explodes. Is this a bug or do I need to keep G-Limits (both part and kerbal) disabled? Also when I went through my orbital velocity is stupidly high to where there no way I could have enough deltaV to be able to land on the planet (The All). I cant even time warp since my ship is constantly accelerating, also cant change vessels or save because of this. Am I missing something?
- 1,711 replies
-
- planet
- kopernicus
-
(and 3 more)
Tagged with:
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
KSPNoob replied to Angelo Kerman's topic in KSP1 Mod Releases
Trying to go through the Jool Wormhole (with GU installed) and when my ship goes through it hits the G-Limit and explodes. Is this a bug or do I need to keep G-Limits (both part and kerbal) disabled? Also when I went through my orbital velocity is stupidly high to where there no way I could have enough deltaV to be able to land on the planet (The All). I cant even time warp since my ship is constantly accelerating, also cant change vessels or save because of this. Am I missing something? -
KSP Interstellar Extended Support Thread
KSPNoob replied to FreeThinker's topic in KSP1 Mods Discussions
How would I go about just installing the warp/ftl parts? Which folders would I need. -
Is it possible to use this with just the warp/ftl engine components of KSPIE?
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
KSPNoob replied to Nertea's topic in KSP1 Mod Releases
Not better or worse just different from what I was use to, as you said I use to just shut down the reactors and vent heat via some LH2. It'll just take some getting use to and require having more rads then I usually went with, but itll be far less micro managing so thats a plus. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
KSPNoob replied to Nertea's topic in KSP1 Mod Releases
Ok sorry I know the System Heat stuff is separate but I wasn't sure if it was a bug with Atomics mod. Basically the engines and reactors are now tied together as a single unit instead of being separate with the old NFElectrical Extra. I was just really confused on why activating the engine suddenly now was activating the reactor and deactivating the reactor also deactivated the engine. -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
KSPNoob replied to Nertea's topic in KSP1 Mod Releases
I have three of the large thermal control systems and whenever I shutdown the engine it still overheats and melts down. I remember I use to just shut down the reactor and let the engine discharge some of the heat via thrust towards the end of my burns or shortly after, is this not possible anymore? Sorry I like the new system heat mod but Im having a terrible time with the atomic engines/reactors. So it's not a bug that the actual atomic engine and reactor are tied together? -
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
KSPNoob replied to Nertea's topic in KSP1 Mod Releases
I'm having an issue where activating the engine also activates the reactor and I cant independently shut down the reactor without turning off the engine as well leading to meltdowns. I tested a few of the engines as well as the stock NERV and they all seem to do it. I have system heat and all its extras installed. I recently had the NFElectrical Extra installed but removed it at as it was causing an issue with reactors overheating per your recommendation. -
NVM
-
Is there a part list with descriptions anywhere? I have quite a bit of parts mods already and wanted to know which ones out of this mod I want or need.
- 1,711 replies
-
- planet
- kopernicus
-
(and 3 more)
Tagged with:
-
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
KSPNoob replied to Gameslinx's topic in KSP1 Mod Releases
Thanks for letting us no, take your time your mods are amazing.- 1,650 replies