OopsThatNotWork
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KSP2 Release Notes
Everything posted by OopsThatNotWork
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Building a surface outpost.
OopsThatNotWork replied to Dizzle's topic in KSP1 Gameplay Questions and Tutorials
Ive never tried it in career mode but in sandbox i use wheels and/or landing gears to keep it up off the ground and create a tow vehicle and drag it into place. Using docking ports for connection points of course. -
Gimme Gimme Gimme Gimme!
- 3,403 replies
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- renaissance compilation
- visual enhancements
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So just from my browsing, they working on Unity version 5. (Please note I know very little to nothing). Does it seem likely this may enable us to have a functioning version of KSP in 64 bit going forward? (Assuming Unity 5 release before KSP official launch)
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Christmas tree for the holidays?
OopsThatNotWork replied to OopsThatNotWork's topic in KSP1 Mods Discussions
HA! Thats pretty cool guys. I like those. -
Question, that probably has already been answered quite a few times. But if you are running KSP on steam is there a way to tell if its running in 32 or 64 bit? Cause I still have memory issues. I have a very solid pc (32 GB ram, excellent processor, high end GPU,etc ) but the game continues to crash when I mod it (sometimes extensively, sometimes not). Before I go trying to provide all the details of what mods I am using and everything, I just want to make sure KSP isnt defaulting to 32 bit and crashing due to memory limit. Or maybe I am mistaken and there is still a memory limit on 64 bit version?
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Since it is Christmas time, I was just wondering if there was any chance somebody out there could make a hi-res christmas tree object (part) for the game? I would like to but I have little to no experience in doing so. Are there any bored people who are good at this that might be able to help? (A tree that lights up would be epic, if anyone decides to help me out on this) [To mods: sorry if i put this in wrong folder, couldn't decide which one to put it in]
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
OopsThatNotWork replied to sarbian's topic in KSP1 Mod Development
SWEET! Time to give it a go. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
OopsThatNotWork replied to KospY's topic in KSP1 Mod Releases
Thanks, I'll give it a shot. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
OopsThatNotWork replied to KospY's topic in KSP1 Mod Releases
little help please -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
OopsThatNotWork replied to KospY's topic in KSP1 Mod Releases
Ive been searching through the code, but what is the strength on the struts once linked? And can it be adjusted? -
Can someone tell me what might causing my game to crash? it crashes upon flight launch, reset, or loading VAB. Error file reads as follows:
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[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
OopsThatNotWork replied to BigNose's topic in KSP1 Mod Releases
Thats alright, we understand. Do what you gotta do. Thanks for the hardwork.- 799 replies
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- aviation
- aviationlights
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Asteroids / Stable Ordbits
OopsThatNotWork replied to OopsThatNotWork's topic in KSP1 Gameplay Questions and Tutorials
Idk what i did differently, but finally got one to stay within Kerbin orbit and not vary orbit. And yes, I completely disconnected the capture craft, klaw and all. -
So just wanting to pick someone else's brain/experience with this. Im trying to bring asteroids (yes hopefully plural) into orbit around the mun, but have been struggling to bring to get them to stay in orbit, they just keep shooting off into space. Even with kerbin i cant get them to stay, eventually they just end up escaping. I drag them from their orbit around the sun, into kerbin SOI then into Mun SOI and establish an orbit. Then I release them and after so long they just escape......... Is this a code/game related issue or am i doing something wrong? Edit: Yay typos in title block....... Edit 2: Gotta love those ordbits......
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Following my trying the demo back in the day, and the terrible number of attempts and failures I made at landing on the mun, I found myself saying the words alot. Hence my name.
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Strengthen stock wheels?
OopsThatNotWork replied to OopsThatNotWork's topic in KSP1 Mods Discussions
Thanks for the advice everyone I can say it is the weight most likely, building mobile cranes and mining rigs and they kept blowing tires, regardless of number of wheels. -
I hate how the stock wheels break if u try to do anything slightly rough at all. Is there a way to alter their stats so they more resilient? At this point dont care if its cheating.