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Kilo60

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Posts posted by Kilo60

  1. 56 minutes ago, Brigadier said:

    For future reference, you should always keep a pristine KSP game install.  I download/update from Steam and immediately copy that KSP directory to a clean, non-updatable folder.  I then copy from that clean version as often as needed for different mod sets, playtests and troubleshooting.  Play those copies only; I never mod the Steam target or the clean copy.  This allows for auto-updates, keeps a clean copy of the working KSP version for your game play, and maintains your current game(s) untouched by updates.

    Stock chutes should reappear if you remove the Real Chutes mod.  How are you managing your mods?  Are you manually installing them or using CKAN?

    Good Idea!!!  Installing from CKAN mostly.

     

    Reinstalled base KSP to latest release and reloaded all my mods from a backup Gamedata folder.  I now have the Stock chutes back but have still no damn chute Icon in VAB/ SPH.

     

    Also, almost all of my craft files used the RealChute parachutes and none will now load due to missing part "RC.Radial".

     

    I had no idea RC embedded itself so deeply into the stock game.

     

    So frustrated!!!

  2. 3 hours ago, DStaal said:

    I've been using the two together without much issue.  I won't say for sure I haven't had any since I've mostly been doing shorter trips - from what I remember, the main problems were with people using Bon Voyage to do trips a significant percentage of the circumference of the planet they were on, and then the rover spawning in the wrong orientation.  (That is: So it was flat to where the ground was when it started, not to level where it was now.)  Worst case being if you went to the other side of the planet, the rover would spawn upside down.

    However, I believe I they worked together to get it fixed - and as I said, I haven't seen anything.

    Great thanks!

    Also, what's the proper procedure to use the OPT scramjet engines to assist in getting into LKO...?

    I've been bulldozing up to about 25km on turbojets and firing the additional attached rocket motors for the added boost. 

     

    Activating the Scrams usually causes an instant flameout for reasons I can't figure out?  Are the Scrams only used at a specific speed and altitude?

    Thanks!

     

  3. On ‎3‎/‎24‎/‎2019 at 10:47 PM, Rafael acevedo said:

    Are you using decouplers or the tricoupler decoupling option.  what I mean  tricoupler base with kk decouler attached and then base parts, or decoupler and then base parts?

    Using tricoupler base with kk decouler attached and then base parts.

     

    Also tried with KK docking ports on either end of tricoupler adapter with same issues...

  4. On ‎3‎/‎24‎/‎2019 at 1:28 PM, Kilo60 said:

    Love this mod and all the SP parts however when I attempt to load a prebuilt craft from the included ships folder and launch via the runway they all spawn 1,000 meters in the air???

     

    Have installed correctly via CKAN...

     

    Using KSP Ver 1.6.1

     

    Anyone know why this is happening?

     

    Thanks!

    Anyone?

  5. Question...?

    How are you all decoupling your three seperate base buildings from the tricoupler?

    I'm having issues when trying to decouple one base at a time in orbit and have a tricoupler adapter mounted top and bottom with base decouplers at each end of my three bases. 

     

    When I stage the three bottom decouplers to eject the bottom tricoupler all three bases also simultaneously detach from the top decouplers and top tricoupler adapter... ? 

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