Jump to content

Victuz

Members
  • Posts

    37
  • Joined

  • Last visited

Everything posted by Victuz

  1. I was confused because I was downloading it through CKAN. I now see that all these are seemingly not in the zip so I guess I'll have to download them separately: Filter Extensions HotRocket Outer Planets Mod MiniAVC Modular Fuel Tanks ModuleRCSFX Near Future Technology RemoteTech RealFuels SETI TAC Lifesupport RSS Sorry about the confusion, the wording of the post made me think they're all already in.
  2. First off I'm back to playing after a long haitus so sorry if I ask a stupid question. Since the forum has seemingly been messed up (I assume in transfer) I can't access the beginners guide/wiki that were probably linked in the first post. Can someone relink those please? Secondly, I'm setting up a new install of the game for myself (non 64 bit cause I'm too lazy to get that set up) and I don't quite know what mods are actually included in KSPI Extended. The first post mentions real fuels Remote Tech, TAC, RSS and so on. But upon installation they are quite clearly not there. What mods do I have to download separately?
  3. I've noticed that when I send vessels (manned and unmanned) to the mun or minmus (didn't notice for duna since I aero braked) they seem to be far less controllable when I try to make manoeuvres away from kerbin. This was very strange to me but I thought maybe I poorly balanced the vessel and with less fuel it simply "happened" (even though it caused the vessels to move around erratically sas or no sas). I've now discovered that it was the gimbals, for some reason forcing the thrust in some random-ass direction. When I locked the gimbals in neutral everything seemed fine but obviously I had to now turn using purely the OP torque. It seems that the violent SOI change (seriously I don't remember it being that shaky in pre 1.0 and I've only started playing again when 1.03 came out) causes the gimbal behaviour to freak out. Craft file for the vessel below. http://www./download/xpdl81d1g4kl8vm/Auto-Saved_Ship.craft Only modded parts on the ship (I think) are 2 SCANsat parts, the srb and everything else is vanilla I think. Mods I have installed are: Ambient Light Adjustment - 1.4.4.1 Chatterer - 0.9.5.86 Contracts Window Plus - 1.0.5.2 Editor Extensions - 2.12 Ferram Aerospace Research - 0.15.3.1 KAS - 0.5.2 Kerbal Engineer Redux - 1.0.17 Kerbal Joint Reinforcement - 3.1.4 Kerbal Inventory System - 1.1.5 KSP-AVC Plugin - 1.1.5 Infernal Robots - 0.21.2 ModularFlightIntegrator - 1.0 Docking Port Alignment Indicator - 6.2 PlanetShine - 0.2.3.1 RCS Build Aid - 0.7.2 SCANsat - 1.1.2.1 TextureReplacer - 2.4.6 Trajectories - 1.3 Kerbal Alarm Clock - 3.4 Alternate Resource Panel - 2.7.2 Also KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit This is seriously strange behaviour from the engines. And yes I've noticed it in multiple different engines (the tiny one present on this probe and the bigger 45kn thrust ones) PS. Sorry if this already has been reported. I did a rudimentary search but I was always terrible at them.
  4. I tried day/night. Different vessels. Didn't try in space because I didn't use hyperedit. I've also tired launching before the explosion but it doesn't stop that.
  5. I've had this happen to multiple probe-controlled ships now. When I have a small radiator installed on the vessel it will cause overheating and explosion of a single part. Sometimes is the probe core, sometimes it's the battery, or a solar panel. Seemingly no reason. I'm sorry if this has been reported already, the other heating thread seems to be related to older versions of the game, not so much to the radiator interaction. This is a new game with 1.04 ships. I know it is the radiators causing it because when I take them off, nothing explodes. It doesn't help that I'm not quite sure how the radiators and the new heating system works since it is not explained very well... Does it reduce heating from re-entry? Do all vessels produce heat? Anyway yeah. Any work around? I've already redownloaded and re-applied physics.cfg but it doesn't help. Here is a craft file for one of the ships that experiences the problem : http://www./download/ya768ff9jwvslte/Rescue_a_Kerbal.craft
  6. I have installed a squad texture repack (reduces the resolution of the textures), maybe the debloater messed up. Will have to check it out. EDIT: Verified integrity with steam, and reinstalled stuff. It works now.
  7. Me again, sorry I didn't respond to earlier questions, I was busy and the game started crashing all the time so I just reinstalled everything, it seems to work better although the game takes 7 minutes to start (hopefully it won't crash >_>), one issue I've noticed already in career mode is that my stayputniks (1 and 2), LV-T45, RT-5 Solid Booster, Rockomax 56-8U and some other parts don't have textures (they're just white models). I know that means I messed something up while installing, however I don't know what mod they're directly related to :/. Can anyone tell me that?
  8. I can't seem to be able to use (as in they're not available in the VAB) the 1m conic realchutes that are available from the start and the stretchable fuel tanks from the "starting technologies" tree (KI-500 to KI-3000) I only have the access to the conic tanks (unless that's what they're called somehow) Aditionally despite (to my knowledge) not installing different configs for engines I have issues with the way some of them set up their points, looked at the faq but I still don't really know what to do with it example 1 = http://i.imgur.com/a7Pjwqg.jpg example 2 http://i.imgur.com/EzVtFMz.jpg
  9. I have a nagging issue. I've just finished installing everything, and it seems like despite the fact that stretchy tanks and real chutes are unlocked in the science building. I can't actually use them in the VAB. Is that normal? Again they're visible and unlocked in the research centre :/
×
×
  • Create New...