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Everything posted by korniton
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How do you use the "new" big fuel tanks?
korniton replied to korniton's topic in KSP1 Gameplay Questions and Tutorials
I see what you mean, build normal rockets with the smaller parts and refuel em in space to advance further. Nice idea. Thank you. -
Can't manage to make a Space Station
korniton replied to Luc1fer's topic in KSP1 Gameplay Questions and Tutorials
I had problems with that too, after learning how it´s done...I found out about Mechjeb 2...It´s an autopilot mod that makes life a lot easier. Circulize orbit, than use mechjeb for rendevouz + docking. Good luck fella -
Hello everyone, I´ve been strugling by using the new fuel tanks in KSP. The really big ones that hold like 20k+ LF and OX (The Making history fuel tanks). I´ve seen people use them mostly for the Saturn V. I´ve been strugling to use them any otehr way as they are really heavy, expensive and I end up with a super huge fuel tank in kerbin orbit witch I dont know what to do with. As much reaction wheels as you have, its always a pain to rotate the craft in space. But on the otehr hand, its really good to have a ton of fuel. Maybe I should stick with the otehr tanks instead.
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Thank you for the infio. I will do my best
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So C4D is ok. I guess I´ll start making some parts with solidworks and C4D. Just need to know how to make em work in the end. Anything special I have to look for while making assets?
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Hey, I think the round planets and stars is really unrealistic. Is anyone able to make a flat planets mod pack for the flat Earth theory? Also, Im kiding, but would be nice. Another question I have. Can you make models with C4d (Cinema 4d) for KSP? Thanks everyone
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No need to be sorry. Your work is very appreciated and life comes before anything like this. So dont worry about it
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I see. Its my fault obviously. Sorry for bothering you
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Thats the log. I have no idea what it means. Thats what I get once I try to load. [EXC 22:03:01.345] MissingMethodException: Method not found: 'PreFlightCheck.RunTests'. KSP.UI.Screens.CraftBrowserDialog.onPipelineFinished (.ConfigNode n, KSP.UI.Screens.CraftEntry sItem, LoadType loadType) KSP.UI.Screens.CraftBrowserDialog+<pipeSelectedItem>c__AnonStorey0.<>m__0 (.ConfigNode n) KSPUpgradePipeline.Process (.ConfigNode n, System.String saveName, LoadContext loadContext, .Callback`1 onSucceed, .Callback`2 onFail) KSP.UI.Screens.CraftBrowserDialog.pipeSelectedItem (KSP.UI.Screens.CraftEntry sItem, LoadType loadType) KSP.UI.Screens.CraftBrowserDialog.onButtonLoad () UnityEngine.Events.InvokableCall.Invoke () UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update()
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Works with 1.4.1?
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Hey there. I´m having a problem with the DIY kit. I cant load a vessel into it. I place the kit in the VAB/SPH i click on "Select vessel" and I get a list of my crafts. Whenever I chose a craft and click load, nothing happens, my crafts window still there and nothing loaded. Anyone know whats happening?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
korniton replied to RoverDude's topic in KSP1 Mod Releases
@notthebobo @goldenpsp Thank you -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
korniton replied to RoverDude's topic in KSP1 Mod Releases
@Roverdude KAS/KIS? Im sorry but I dont know what that is. Also another question to you, if you dont mind, good Sir. Is ground construction updated for this? I love this mod, I just have no idea where to start -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
korniton replied to RoverDude's topic in KSP1 Mod Releases
MKS Kerbitrail(tm) FlexOTube. I cant find any deploy button. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
korniton replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Is this for 1.4.1? As I was also having a problem with deploying the extender tube. There was no button for "deploy" -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
korniton replied to RoverDude's topic in KSP1 Mod Releases
Probably because this isnt updated to 1.4.1 -
Works perfect after your update. Thank you very much!
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Now Making History is out is Multiplayer next?
korniton replied to sysigy's topic in KSP1 Discussion
Galaxies! -
So what's the next DLC going to be about?
korniton replied to Gorman's topic in KSP1 Suggestions & Development Discussion
Hopefully GALAXIES! That would be awesome -
Did anyone ever try to build a Station around the whole planet? I mean, a circle station around kerbin? It would be like a million parts but maybe around a smaller one?
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Hey everyone, I´m having a problem with this mod while doing prograde and retrograde science. I got a station up in one launch. Got the Cyclotron up and runing (2 of them) a prograde and retrograde science module, reasearches. I start the Cyclotron and one of the researches retrograde one as when I click on prograde and click on start, nothing happens. I click start reasearch on the lab also and it starts, all good now. Now the Kuaraqs start producing and I get 24 of them as 24 is the max I can hold. And thats it, I cant do anything else. I cant finish results, I cant start the otehr science module. Nothing. Any help? Am I doing something wrong? I tried low altitudes and high altitudes. 250k+ and 250k- I tried more combinations of the modules I tried More scientists Clicking the finalize reulsts button viaEVA (only way to make it appear) doesnt do anything. Also, Im at 1.4.1 version Do my scientists have to have more than 1star? https://i.imgur.com/D262Mc5.png