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Everything posted by Nergal8617
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I've been building this in Mun orbit using MechJeb and Konstruction ports.
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Just make sure you have plenty of attitude control and do not turn on angle snap on the construction port.
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I've used MechJeb's force roll for docking with these and it works well, at least in space never tried it on the surface.
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[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Nergal8617 replied to IgorZ's topic in KSP1 Mod Releases
"Retract Cable" would probably be the best bet. While using just "Retract" or "Extend" for the opposite is both technically and linguistically correct, adding "Cable" removes possible confusion as to what the button actually does. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Nergal8617 replied to RoverDude's topic in KSP1 Mod Releases
And, if some dimly remembered research is being recalled correctly, has happened in nearly every society in history at one point or another. Usually not in all parts of a society, but in some small part of nearly all of them. -
[1.4+] BETA: Kerbal Attachment System (KAS) v1.0 Release Candidate 1
Nergal8617 replied to IgorZ's topic in KSP1 Mod Releases
I have to agree, it is a winch not a hoist. Edit: Pulling some info from wikipedia; " A winch is a mechanical device that is used to pull in (wind up) or let out (wind out) or otherwise adjust the "tension" of a rope or wire rope (also called "cable" or "wire cable". In its simplest form it consists of a spool attached to a hand crank. In larger forms, winches stand at the heart of machines as diverse as tow trucks, steam shovels and elevators." " A hoist is a device used for lifting or lowering a load by means of a drum or lift-wheel around which rope or chain wraps." So in other words a winch is used to apply tension to a cable, a hoist is a specific device for raising or lowering a load. -
Try bringing up the right click item menu when your EVA'd kerbal is standing next to it. There is no board action location as there is with other command pods.
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[1.12.x] Near Future Technologies (September 6)
Nergal8617 replied to Nertea's topic in KSP1 Mod Releases
Shouldn't matter if you install it before or after, if it is there NF will make use of it. Other than that yes all dependencies are included in the NF downloads. For example I personally don't use CTT and all my NF mods work just fine, but if I decided to use CTT I could without having to do a re-installation of all my mods, I could just add it in. -
I'd have to see what your mod list looks like. Anything that adds a lot of parts tends to be very memory intensive. That being said the only way to increase the amount of memory KSP can use if you are already running x64 bit would be to upgrade the memory in your machine. The other option is to trim your mod list if there are things you don't use.
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Are you running x64 bit KSP, if not try that.
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So just from looking at the bit of log file there you are suffering from a memory shortage crash; it looks like you only have about 3 gigs of RAM available which is the absolute minimum that KSP requires. Most mods are fairly memory intensive so if you are just barely meeting the minimum system requirements for the game I seriously doubt you are going to be able to run mods.
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mono.dll crashes
Nergal8617 replied to SuperCookieGaming's topic in KSP1 Technical Support (PC, modded installs)
You are probably running out of RAM. I presume that you are running a heavily modded install so the only fix is to either run the 64 bit version of KSP or get rid of some of your mods. -
That's not a bad thing. Honestly, even though I can tell it's not your first language, I have to say I have an easier time reading and understanding your posts than I do the posts of some people who only speak English. EDIT: Besides, my sense of humor is questionable and tends towards sarcasm and snark anyway.
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What seemingly basic thing have you never done in KSP
Nergal8617 replied to Whisky Tango Foxtrot's topic in KSP1 Discussion
I have never left Kerbin SOI. I will at some point, I just haven't yet. -
Looking for offplanet building mod...
Nergal8617 replied to Probodobodyne QBE's topic in KSP1 Mods Discussions
The only one I can think of off the top of my head is Extraplanetary Launchpads, however that won't work for unmanned missions as you need kerbals onsite to actually build anything. Oh, and Ground Construction but the same limitation applies.