Jump to content

BigD145

Members
  • Posts

    861
  • Joined

  • Last visited

Everything posted by BigD145

  1. Turn off corrective steering and try again. You've still got a very top heavy rocket with one engine on the bottom while in atmosphere running FAR. That just seems like a bad idea in general.
  2. Is the reactor shutting itself down or do you THINK it needs to be shut down? 0.9.2 waste heat is different from a month ago.
  3. Mess with the remotetech buttons in map view. It'll generate the cfg.
  4. Installing it wrong is not a bug. RemoteTech2 installs like any other mod.
  5. 4GB should be plenty with Interstellar. I only get leaks when mods go wrong, otherwise they work well under that limit.
  6. Manned satellites are a great way to get rid of your immortals so you can keep track of fatalities.
  7. If you don't get the "deploy" option then you didn't install the mod properly and/or you have some version problem. You need 0.23 KSP and 1.3.3 RT2.
  8. Deployed antennas break if they are moved at high speed within atmosphere. They are flimsy like that.
  9. If you made something without a pod, it can do that. Anything without a pod is debris.
  10. I got that problem as well and it stopped doing it after a bit i.e. a couple restarts.
  11. I had that ghosting issue the first or second time I used RemoteTech and it went away on its own. Now I just have CTD with another problem making Remote completely unusable.
  12. I finally got a proper crash log using RemoteTech2. Yes, there are other mods in this .23 install. The recent addition of RemoteTech xmas edition triggered the only CTD I've had in any install of .23 or .22. http://www22.zippyshare.com/v/57900677/file.html It outright crashed when using the space center to see all missions.
  13. Oh I all know about active part. That's not the issue. My probe cores are working fine. If they weren't I'd end up with a very different result, like burning towards the surface or at inclinations other than zero. It's burning the right way, but the node is completely wrong. MechJeb is generating the last node with an apoapsis much higher than the set 100km.
  14. It's big and clunky and semi painful to get into orbit. It stays. I think it does its job.
  15. I have a similar setup. I made mine modular with dense hexcan packs sandwiched between docking seniors. Are you on Interstellar 0.9.1?
  16. Is anyone else on ascent ending up with apoapsis halfway to the Mun on that final circularization node even when you have the default 100km? I suspect Precise Node or RemoteTech2 recent xmas update. Remote seems more likely. It's been a problem in the past.
  17. Ramp your speed up to 50-100 and check on those numbers again. I have docked hex tanks in orbit and it works at high time compression.
  18. Yeah, the core and the nosecones are the most expensive part, science-wise, of the designs mostly because they are at the end of completely different branches from the mainsails.
  19. You have to grab that log right after you experience an error. If you restart KSP the log will be replaced.
  20. I think the Methane setup is the only one that can be used as an atmospheric lifter if you're going wingless.
  21. You mean this? http://forum.kerbalspaceprogram.com/threads/52139-WIP-Bavarian-Aerospace-Tubes!-%28update11-13-13%29
  22. I've had the lines ghost when changing view in the map view and other issues, but they've largely been resolved by just restarting KSP. You need to do things like this because some problems are intermittent.
×
×
  • Create New...