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Lord Squonk

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Everything posted by Lord Squonk

  1. Nope, definitely have the engine module installed. That's why I'm confused
  2. Just fired up the game again, BG works fine now, awesome work! I have noticed however that Kerbnet no longer seems to work, even with every requirement met. Basically saying its offline and saying "Please ensure you are accessing Kerbnet with a compatible scanning mode." I went looking for some answers and apparently a while back, Kopernicus caused the issue. This was apparently fixed, but as it was a good while ago, perhaps a new version has seen the bug return?
  3. Hey, I'm just getting into this mod and was wondering if the NERV is supposed to be part of a loop? In the part info tab in the VAB, it doesn't say the whole "this part uses system heat" thing for the NERV, and I was just wondering if that's intentional or not, as I couldn't conclude so from the wiki info.
  4. Hey, not 100% sure if Kopernicus is the issue here, but I updated to the version that was released on CKAN on the 7th of March and found that all BG surface features were just gone. Nothing popping up for tens of kilometers even with the AltF12 feature finder on. I reinstalled any mods I thought would cause this, but no luck. So I looked at what mods I had updated AFTER the last time I played where surface features were present, and saw Kopernicus was one. So I went back one version ( released 2nd of March on CKAN ) and the BG stuff was fine. I know next to nothing about game design or modding so sorry in advance if I seem confused, lol. I'm not sure why Kopernicus would have that effect but it's the only change that resulted in anything. Am I supposed to download updates whenever CKAN says they're available?
  5. Sounds good! I'm finding it relatively OK so far, I've played a metric excrements-ton of stock and a fair bit of modded, but yeah, RP1 is a whole different ball game, haha. I'll give that discord a look if I need anything then, thanks for the advice bud Btw, totally forgot. After I set the length to 0, should I have the fixed coast box checked or not? Just that then I'll be sorted. Knew I forgot something
  6. Thanks a million bud, I'm sure it's second nature to most but RP1 is pretty daunting first time round, so many buttons so yeah, thanks for clearing that up, one less thing to second guess on now, haha. Have a good one bud
  7. Hey guys. I recently started RSS and in their tutorials and many other outside ones, it is said that with Ascent guidance that I need to have omit coast checked, but there's no such button in my AG window. There is a "fixed coast length" that can be ticked and a space for what I assume is time in seconds next to it, so do I leave this at 0 and/or checked or unchecked in order to have the same effect? I'm playing on KSP 1.10.1 with the latest Mechjeb 2 dev Version available for it
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