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Krakatoa

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Everything posted by Krakatoa

  1. Appreciated! That's the trouble with using different names around the internet. Either is acceptable and both provide anonymity.
  2. Hey Taniwha, looks like my little patch didn't make it into the release, at least not that I can find, so the ISRU parts still won't count for folks. Just so everyone else knows, it works on all contracts accepted after it is first included. Any active contracts will still ignore the smelters and rocket part builder.
  3. I'm using both because there just aren't the compatibility patches out there for everything. I customized my SCANSat choices to give me all the Classic Stock stuff and cleared out some of the CRP ones from the scan that I didn't need for anything. So far so good, and nothing has seemed to scream at me.
  4. I was having an error with the workshop, could be the same one, and my very-not-great workaround was to queue 2 of the item and go back to doing missions until the timer was up. Coming back, the printer would be hung up and opening the GUI would give me an NRE until I cancelled the second item. The first would then autocomplete and show up in my inventory and the NRE stopped. ETA: This was using Pathfinder's OSE choices, not the pieces from the base mod, but I figure they all effectively work off the same .dll
  5. Been using it in 1.5.1, does exactly what it's supposed to with my airships. Haven't moved on to 1.6 just yet, but I can't imagine that would have been the final straw to break HL.
  6. No, just install the release linked in the first post. All you want is the "Kopernicus-1.5.1-1.zip" and "KittopiaTech-1.5.1-1.zip" files, then installed like normal.
  7. DStaal is right. I've pulled this off a few times without FMRS or any other stage recovery mod. In my experience, it's all about lofting enough that you can either finish the circ burn before the part now classed as either debris or a probe hits the ground, or get back to the ground mighty quick with the booster before the payload hits or gets too far past the apoapsis. A carefully planned launch will let you keep burning to at least a stable orbit with the payload within just a few moments of staging, then just quickly go into map view and switch back. Before hitting atmo is best, because being on rails, there's no/very little slow down as it passes through the atmosphere.
  8. Then host your log somewhere and link it. You've posted 6 times about your issue and haven't followed the first guideline in getting your problem solved.
  9. Those are all from MOLE, another Wild Blue Industries mod.
  10. Sorry for being a little dense, when you say "Added Expansion requirement", does that mean being able to set up contracts that require MH, or that it's now required for CC?
  11. It's the SPF-50s. The Solar Truss works fine, just the detatched panel version.
  12. Nope, they still work the same old way. Notice you're in surface attach mode. That lets you put it anywhere. You wanna be in back connection mode and then I usually have to spin in around to face the right way, but that's how it can do the snapping.
  13. Having something like this tie in to the reputation mechanic is such a good idea! And nice job on all your progress!
  14. The output log has moved from earlier versions of the game, it doesn't show up in the KSP_x64_DATA folder, now it's buried at C:\Users\USERNAME\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt
  15. Alright, dude. Don't get rude. Take some basic troubleshooting steps and maybe people could help you. More'n likely, you're the one that messed up your install. I have the new version of Mk2X and it works just fine. Post a link to where you have uploaded your logs and a picture of your gamedata.
  16. So, it's listed as 1.5.x in the title and the person just before you said it works in 1.5.1. Answer, it works already and doesn't need an update.
  17. Makes the stock one look better and introduces a size 3 version.
  18. There's a setting to enable or disable difficult science. Most aren't impossible, there are unique places to get things like splashed down at desert or landed at water. Other than that, in my experience it automatically finds any science available and things have to be expressly ignored to avoid things like experiments that are supposed to run over time.
  19. Clean rooms, science areas, that sort of thing? Could be glass, could be clear plastic. Also sets up the tech to make things like Thrimm's glass domes be more inter-connective,
  20. Normally, we'd still need your output log, but in this case, it's pretty obvious. Your installs are all pretty borked. When you unzip the files, in each one is typically a gamedata folder, and then you want to extract what's in the game data folder of the zip to your own game data folder. Looks like you threw in master files. Module Manager is supposed to be just the DLL in your game data folder, not its own folder.
  21. I don't know about the rest at the moment, as you didn't put together a log or a pic of your gamedata folder or anything, but I can say that both the US2 and the Pathfinder/Buffalo batteries work just fine on my install, so you likely have a mod conflict for electricity. You could also possibly have something tweaked in your max persistent debris setting, because it sounds like it's auto-cleaning your base.
  22. Around the event horizon is the accretion disk for certain size black holes with enough matter around them, where atoms are ripped apart and energy levels are massive. It glows like a star.
  23. Cycle it around and back to the engine type you want to use. Once you change it away from the starting type, it works just fine for me.
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