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Everything posted by TomVorat

  1. I've seen the roadmap just now, it is indeed very interesting. Would be awesome to have parts for some of these in the game, especially the ones for Russian lunar missions.
  2. Does anyone else have the problem that large side-mount vehicles pitch over uncontrollably? Always seems like the main engines get overpowered by the SRBs and can't gimble far enough to correct for their thrust. Do I have to angle the main engines a certain way to fix that?
  3. Mine are probably celebrating with the leftover supplies in their crashed lander on the other side of the kerbol system, if they don't have any bigger problems
  4. I just read into both of those a while ago, they would be awesome to have in the mod. Kitbashing them is really hard, especially the lander.
  5. So a geosynchronous orbit in KSRSS Reborn would be (37,786-90)0.27+90=9727.92? I can't find that anywhere.
  6. Truly one of the launch vehicles of all time. Thing got absolutely obliterated on booster sep
  7. About that, I remember seeing a wide variety of Shuttle-C adapters on this thread Twitter once. Are these going to be added to the mod anytime soon? Would be nice to put an interstage directly onto the engine mount, without the huge payload bay.
  8. I don't know if this has been asked before or is at all part of the goal of the mod, but is the vertical integration gantry/enclosed service tower planned for the future? Since the mod already has the extended fairing and Transporter Erector. And I don't know if it would fit Modular Launchpads as much as this mod. I mean this one: https://spaceflightnow.com/2020/01/03/spacex-drawing-up-plans-for-mobile-gantry-at-launch-pad-39a/
  9. I too have the problem that the rotating adapters don't work. From what I can tell, the robotic part wants to rotate but anything attached to it stays stationary. Could Kerbal Joint Reinforcement cause this? Since someone said, that Autostrut prevents the structure from moving.
  10. I started KSP one day and noticed that I get some kind of image retention or image persistence in a few scenes. While it doesn't happen in the VAB or the SPH, it does happen in flight, in the main menu and I get something that looks like burn-in in the loading screens. And the thing is, it just happened and I don't know why. I have a list of my mods right here, I'm playing on v1.8.1. The .log file is here as well. If there are any further questions, just ask me because I don't really know what's needed other than the .log file.
  11. What is this beta3 everyone is talking about? I can't find anything that works with v1.8.1.
  12. Is there any way I can use ReStock v1.0.1 in KSP v1.7 without it breaking? I love all the new parts but most of my mods don't work in v1.8.
  13. So, a few parts in the Mod Bluedog Design Bureau (developer version) are not working correctly. Namely the CSM Decoupler and the LM Adapter (most probably every part that has a animation) wich play their animation when picked from the parts menu but can't be retracted or even properly decoupled in game. There is a button in the parts dropdown menu wich is called "play animation" though. I installed every mod that came with the base mod and even tried to reinstall it a few times or even use another version of the mod. The KSP.log file seems to be spammed with "[EXC 15:22:36.115] TypeLoadException: Could not load type 'ModuleDecouplerBase' from assembly 'BDB'." I don't know if I installed it wrong (which seems unlikely since I installed that mod and others successfully before). It could be that it is conflicting with other mods, a screenshot of my GameData Folder can be found here and a picture of my KSP Log from yesterday can be found here (the KSP Log is quite big though since it is filled with error messages, I apologize for my messy install). A few version before everything worked just fine and anyone else I know doesn't have this problem. Any help would be highly appreciated! Not sure if I got all the important Information, If thats not the case just ask me. I also asked the Dev for help but he could seem to help me.
  14. I ran KSP the other day and yes, it was because of a RAM Shortage. I thank both of you for your answers!
  15. So, everytime I start KSP (1.6.1, relatively heavily modded, about 12200 patches) it for one makes my PC run very slow (other programs take very long to respond) after the loading bar filled and secondly it glitches the audio coming from my PC. And it also freezes Windows in most cases between it finishing to fill the loading bar and arriving at the KSC (after loading a savefile). All of my mods were installed with CKAN, and if not, manually installed with the right version. Pictures of my GameData Folder can be found here. My PC specs are as follow: - CPU: AMD Ryzen 5 2600 Six-Core Processor 3.40 GHz - GPU NVIDIA GeForce GTX 1060 3GB - Motherboard: Gigabyte A320M-S2H V2-CF - Installed RAM: 8,00GB - Harddrive: 2TB HDD I run my game in DirectX11 because of KS3P and the whole freezing thing. In case of questions (wich will most probably come up as I don't know all the important things for solving my problem) please just ask me Thanks in advance!
  16. Is there a way to adapt parts to the various scales of planets or do I have to edit all of the parts by themselfs? (make parts 2.5x more efficient/capable in 2.5x stock solar system or something)
  17. I honestly can't imagine to play KSP without RealPlume anymore. It's sad to see that they didn't implement something like it into KSP2 but atleast the plume isn't the blue cone it was anymore.
  18. Is the most recent version compatible with KSP 1.6.0? because I can't get it to work there. And if it isn't, are there any links to the 1.6 version?
  19. I have a problem with this Mod. Wich is that it always freezes Windows on Startup of the game. Other Visual Mods don't do that. Is there a Fix?
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