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epicpupster239

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Everything posted by epicpupster239

  1. actually going to uninstall the mod due to all this spam making the console unreadable when trying to find other issues lol which sucks because it adds amazing ambience
  2. I'm trying to run the mystery goo unit but it says in VAB that it has 0.00 samples, and im trying to find where I can edit this value, as without it the experiment is completely useless (since it has 0 samples to use), has anyone written a patch for it yet?
  3. It also seems the mystery goo experiment isnt working from the container. Attempting to run it returns "depleted". Ive looked a bit more at it, and appears that the mystery goo experiment defined for the mercury recovery chute part is completely different from that of the one assigned to the stand alone mystery goo part? For one the mercury part cant switch exploration experiments, requires someone to observe, a scientist to reset, and 1 sample. The independent part, however, has 0 samples, and the requirements to be manned aren't listed. Above is the defined experiment for the mystery goo part. this is the experiment for the mercury recovery module. I am trying to find what is up with this in the exploration experiments file but ive come up with nothing.
  4. Is it me, or is the Atlas main sustainer engine missing an upgrade on the tech tree? I see the upgrade for the lifter engine for the Atlas II, but not for the vacuum?
  5. bruh this mod broke my ckan attempting to uninstall locks up the window so i have to close it via task manger, and clicking the "apply changes" donks it even harder, throwing error messages and closing the window
  6. This doesnt support kerbalism, none of the contracts appear. Expected since kerbalism changes the science system so much Kerbalism doesnt work, as from i can tell, the contract doesnt register the science experiments that kerbalism adds/changes, and thus contracts arent able to be accepted.
  7. I was just about to comment this, completely doinked my savefile so I have to start over!
  8. They aren't different? The terms are used interchangeably. If not, please elaborate on what their differences are. This also doesn't address that the game is saying I'm in space low despite being significantly above 250 km. This doesn't affect other satellites. Also, in the requirements, it just states it needs to be in high orbit, not geosynchronous.
  9. Im trying to run the geostationary weather operations, but for some reason (despite being in geostationary kerbin orbit) the game is saying i'm in low kerbin orbit?
  10. more or less unplayable for me, as the part switch for tanks does not work at all, every fuel tank is stuck using kerolox. There should be a version that doesn't add the complexity of the different fuels.
  11. I've recently started playing, but I notice that the viking fuel tanks use standard kerolox when the JA10 uses hypergols, and there are no options to switch the fuel type. I tried reinstalling b9 part switch since an error originated from that but it hasn't fixed the issue.
  12. I'm currently running (or attempting to) run a heavily modded playthrough, and I've installed the TETRIX TechTree from ckan after uninstalling other tech tree mods, and this is what the tree looks like in the R&D. This folder contains the modlist, a screenshot of what i see, and the log. https://mega.nz/folder/ERxDkYxT#wRAwlnsCtYfFL1PZZNIIaA note that i initially fiddled around trying to fix the tech tree, but nothing changed.
  13. Could you maybe add an option to disable the additional fuels added? Playing the mod without the added resources as it causes some issues with the current parts I have.
  14. After installing the KSPIE suite of mods on CKAN, as well as skyhawk science system, I get packet & bandwith readings of zero, effectively rendering antennas useless as they cant transmit data. At first i assumed this was kerbalism since it handles science transmission differently, but then i remember that the numbers werent zero before. I'm running KSP on 1.12.2 This is the link for the file that includes a screenshot, the log, and the modlist with version numbers. https://mega.nz/folder/lcxQSBRa#KRT9Z9jCyQ028i3hyMXf3A
  15. I'm having the same issues as well, would like to know if theres a work around. Running both FMRS and SR
  16. This was encountered in a custom difficulty modded save, and occurred while assembling a space station in LKO. Shortly after docking the space station with the new module (the mobile processing lab), the game ran for about 3 seconds before closing entirely. No freeze, no error message, the game immediately closes. The following link has two text documents; the log and the mod list. https://mega.nz/folder/QUoBHYZa#LOX50saa8jW3XJHlpuIztw
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