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alphaprior

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Everything posted by alphaprior

  1. It's more like an expansion of KSP a big one... and yes I know both wiki and the recent guide. Both useful and extensive but I want simple examples. I will check the stock ISRU parts although I want to try with MKS.
  2. I'm trying to learn this complex mod but there are no tutorials or simple examples how to do anything rather descriptions of what each item does. Wiki does not help much neither videos or a forum post I found here. I haven't started a base yet I have no idea how to. How to land vehicles, What to build first etc. For the moment I only want to start producing fuel on Mun or Minmus so I don't have to rely on expensive launches from Kerbin. There is a Material Processing Unit which says it can convert ore to LFO or Liquid Fuel. But I can find no such option, only crusher/smelter and resources like silicon, chemicals, metals etc. I did a test drive on launchpad just to see if it works but it didn't produce or spend anything but electricty. I dont' mind which module I need to use I just want to produce fuel. I have to mine ore then process it somewhere. How?
  3. I use all USI stuff and I tried both USI and TAC life support. I decided to stay on TACLS but while I was on USI there was an option "Start Habitat" on modules and I think this is part of USI life support habitats make Kerbals feel comfortable etc. right? The only reason I kept TAC because I liked the parts better, slim and more streamlined. But I didn't know about "grouchy" feature, maybe I want to torture myself and make the game even harder... Others who tried both? Is it better or harder? For the moment I have 2 missions and a Satellite Station with TAC life support which I monitor for supplies. If I change to USI means I will have to make sure habitats are on? Anything else?
  4. I've set CKAN on 1.10.1 yet it updated KIS to the last version which is incompatible and I get errors now
  5. It gives me wrong transfer windows to other planets. For example when Kerbin is at 00:15 and Eve around 00:25 positions which are the perfect time to launch KAC gives me more than a year launch! I'm on 1.10.1
  6. Unfortunatelly I had to uninstall it because it has an issue with Karibu vehicle from USI. Inside the editor works fine but outside instead of transparent windows, internal view is on.
  7. After cleaning all mods the issue persisted so I uninstalled-reinstalled KSP and both Malemute and Karibou appear normally along with many other missing parts. I suspect some mod was hidden inside Squad folder. And finally I'm building my first rover looks cute and very easy to assemble!
  8. I looked there too. I will clean and reinstall mods (again) to find the problem.
  9. I cannot find it anywhere in the game. It's installed via CKAN on 1.11, I couldn't find it at 1.10 either. When I search in Tech tree it points me on a command pods research and it has a Munar pod in yellow, same in editor when I type malemute. BTW I can't find Karibou either only in tech tree.
  10. Hmm ok thanx! There is also Carbon Extractor, Water Purifier and WaterSplitter, so sabatier is another chemical process.
  11. I've built a space station one of the modules PXL-2 Shelter Deep Space Module has an option to "Start Sabatier", what the hell means that? I googled for it no translation makes sense in the game. Someone can explain/translate this to me?
  12. While game runs smoothly rarely it might crash. In general I have no problems. But I noticed some errors during KSP loading from various mods, missing parts or wrong values. I type here some: Texture WarpPlugin/Parts/EnginesLiquidCore/commonparts : not found Texture WarpPlugin/Parts/Radiators/CloverRadiator/BFR-SPNRM : not found B9TankSettings: The tank type LH2 already exists B9TankSettings: The tank type LH2OCryo already exists many more errors which I looked into KSP.log and ModuleManager.log I don't know if I should ignore them or not In task manager UnityCrashHandler64.exe appears to be active for few mins then it goes off. I install mods only through CKAN KSP.log ModuleManager.log
  13. I found the problem! I used Clamp-O-Tron Construction ports instead Docking ports. So they are not compatible with transfer crew and I'm newbie in construction and I just started using ports. Too bad I liked the white ports. But I don't understand what's their purpose? BTW when I managed to transfer crew to PPD-8 I could see only the top head of my kerbal. Anyone knows why? Pod bug or?
  14. Tried it no difference. It's quite simple vessel to vessel connection.
  15. I have KSP 1.10.1 modded using CKAN only. I'm trying to transfer crew from capsule to a space station but whatever I've tried didn't work. I have CLS installed and when ship is docked to station I'm trying to transfer an engineer to space station but I get the message the pod is unreachable because it has tubes both sides. One side is where ship is docked the other is closed for next upgrade there are no doors only the dock hatch.CLS recognizes tubes as passable but it doesn't work! I tried also Ship Manifest it does nothing...
  16. Updated version 1.10 anytime soon? Is it possible to enable it in middle of a career game?
  17. After hours of removing-adding and testing the mods I've found a Sigma mod to be the cause, can't be sure which one exactly but I removed Dimensions, Binary and Binary - Duna + Ike and finally your mod works fine.
  18. I can try this but the only dependency I see is Kopernicus.
  19. Ok here my KSP.log which is over 7MB! https://ufile.io/lnimm
  20. For the moment the screenshot. https://imgur.com/a/X5ujj I have lots of Kopernicus logs for each planet I guess you want only Kerbin?
  21. I have the last version of Kopernicus perhaps some other mod conflict?
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