Jump to content

tonimark

Members
  • Posts

    262
  • Joined

  • Last visited

Everything posted by tonimark

  1. so i was editing a vessel on sph and i open the craft filer chooser and witch window when the ksp SUDDENLY closes! the game didn't have an external window that says that ksp crashed my ram is 8GB and i run ksp_x64 reproduce:unknow mods *inter-installer extended *near future solar *near future launch vehicles *near future construction *near future spacecraft *KIS *KAS *TAC-LS *modular grounded vehicles *ground construction *wild blue industries (all mods) *extraplanetary launch pads *kopernicus *environmental visual enchantments *scatterer *hangar *mech jeb *kerbal engineer redux
  2. VERY GOOD WORK SIR I AM SUPRISED but the mods are a lot and are a little bit of a work to update them so can you add them on CKAN
  3. DOWNLOAD LINK IS BROKEN AND UNAVAILABLE PLZ HELP
  4. hey, guys where are the mining operation vehicle p... plz ignore i am an idiot i haven't research that yet because i didn't realise that i was on career modInsert other media
  5. HELP I AM HAVING A PROBLEM THE HANGAR TAB and with the faction and with manufacturer filter tab they won't appear and they appear only COMMAND PODS from faction tab only how to fix that ??! I recently added deep space exploration and interplanetary launch pads before this bug occurs
  6. ok when I lunch any vessel with stock solar panels for retractable solar panels it says me:status: aligned to the sun and they don't generate electricity for standard-fixed it says me :status: extended and they also don't generate electricity also I get the spam log when I extend the solar panels: exception: NullReferenceException: Object reference not set to an instance of an object is any way to fix that ??!
  7. I AM HAVING AN ISSUE WITH SOLAR PANELS plz fix many people have this problem with that too
  8. OOHH!!! I FOUND THAT MOD AT MY GAMDATA FOLDER I will post the bug immediately thx you
  9. after the update of 1.4.3 the solar panels won't longer work and they just show "aligned to the sun" (retractable solar panels) "extended" (standard-fixed) instead of direct sunlight and they don't produce any power even if the got contract with the sun note:there s a button for me on solar panels that says "choose tracking body" and "use relative exposure or use absolute exposure reproduce: go to space and extend the solar panels and there we go a small log when I extend the panels:spam: exception: NullReferenceException: Object reference not set to an instance of an object mods
  10. very cool but it hasn't got water purifier and atmosphere filter to refill oxygen and nitrogen except has less compatibility with other mods and has only a greenhouse to provide food only doesn't got some filter for example carbon extractor, water purifier ... etc that tacls got it but kerbalism don't but from the other side the kerbalism got a greenhouse as food provider that tacls don't and if I switch to kerbalism i will first have first to remove life support from my saved vessels and from my in missions ones which can take me days
  11. I have a trouble after I had install eve I don't see enchantment water or any clouds in the sky there is a tab in the ksc but when i launch anything its just the default how to enable quality
  12. yep i know that kerbalism has got more other factors than tacls . but tacls has more realist LS like water and waste output that kerbalismhasn't hasn't
  13. so tell me which better the tacls or the kerbalism ?!
  14. THE EXPERIMENTAL SUPERSONIC POWERJET I present you a very fast supersonic jet that allows 40 kerbals to be at their destination in 10 minute+ (n icon request an external account) this supersonic has cruise altitude of 15000+ meters with a cruise speed of 800 m/s link and screenshot here:https://www.dropbox.com/sh/ngs8496vooapbtv/AAAbujWDyE4SC21x1X5e0u43a?dl=0 details NOTES:1. the manoeuvre is strong so do little moves (up-down) this thing can run out of control easily I used TweakScale 2.if you attempt to take off retract the gear before take off (back wheel bounces for some reason) cost: 113872 liquid fuel amount: 1756.8 (8784 kg) length:18.4 m cruise speed :800 m/s+ cruise altitude:15000m+ fuel burn rate: unknow plz test range: I can't measure but my takeoff coordinates were 1 0 40 s 74 1 32 w my landing coordinates were 16 21 36 N 61 51 35 W I will also send a screenshot from the map between ksc and my correct plane
  15. I FINALLY FOUND THE BUG the kerbal foundries repulsor on airkraft causes fps drop that then keeps and on the stock vessels reproduce: place kerbal foundries repulsor on any aircraft instead of wheels and fly up in the air then you will see the fps drops from start mods:
  16. thx for the upgrader I will test the kerbal foundries next day and I will discover the problem (i recently see after flying a vessel with kerbal foundries hover engines up to air the framerate starting to decrease generally and even with stock vessels at 1000+ altitude
  17. 1)it's very useful the auto-checker system but sometimes when I use a lot of mods its very boring to manually download and install those mods at folders all the time so is there any way to automatically download the newer version of mods directly into a folder? 2)ksp 1.4.2whatever when I reach 1000 m+ altitude suddenly my framerate drops down to 10 fps is there any way to fix that? .i use lots of mods so tell me if one of those has a bug causing this problem or has an update patch here is the list of the mods that I correctly use (i will send you a reply if I add more mods) and also even happens with a simple stock vessel like jumping flea but only on kerbin
×
×
  • Create New...