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Everything posted by psychopoak
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...and they delivered! right when I have a night to spend in space! thanks a lot guys, I can't wait for this day to be over...BTW outstanding work with BDB and Universal storage, this could be of interest for my career real soon
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that, my good sir, just made my day! I didn't mean to rush you in any way, but I will be happy to resume my career now that RoverDude and yourself updated the major parts in save. thanks a lot
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actually it was working just fine with my 1.3 install. I took my old save where I had left it some pre-1.3 ago and everything was in good form. maybe I was lucky then. Any idea when we could expect an update? in other words, should I just be a bit patient and wait for it or should I continue forget about these unloaded ships and get them in back in space later on?
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same for me. The problem is I have a Lander in transit with the complete package to create a nice little base and I would like to use it... somebody can help us and upload the mod?
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
psychopoak replied to politas's topic in KSP1 Mod Releases
there it is! I took the plunge, cleaned up my steam install after having secure a backup of GameData, and then started from scratch. Amazingly, less than an hour and a couple of beer later, there I am picking up my Munstation building just where I left it in march. thanks gods there is CKAN -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
psychopoak replied to politas's topic in KSP1 Mod Releases
hi, thanks to the heads up but it does not really help my. BUT what really helps is your link to a proper way to reinstall CKAN (solves most CKAN errors...) which I will give a whirl. thanks buddy -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
psychopoak replied to politas's topic in KSP1 Mod Releases
Hi guys, I was planning a huge comeback to my favourite rocket launcher plateforme recently but as I tried to load the game, it crashed. It was probably due to the lack of update from my side, so I tried to launch CKAN to patiently update each of my numerous mods. But CKAN crashed as well with an error message. could anyone help me figure it out before I uninstall/reinstall everyting? here come the error message : -
Hi guys, I come to you as I faced some issues with my virtual rocket launcher. it's been a while since the last time I play the game (pre-1.3 I guess) as life has come in the way. But I wanted to give a whirl those days and planned to get everything up to date. So I clicked the magical icon and crossed my fingers. the game started to load, and Addon Version Checker kind of remind me what happens when you let your KSP modded install aside for a few month. and then it crashed... SO, I tried to get CKAN to the rescue to update everything... but it crashed... I'd really like to continue my career so there is no "trash everything and start over" so could you help me decipher where my problems lay. I heard about the "mono.dll" issue and maybe it comes from there but could you point to me the mod in relation or the group of mods. here come the datas : Error.log output.log Gamedata folder : any help is heartly welcome as I don't want to mess it up. I have a back up so I can mess around a bit, so feel free to propose any solution, but at this point I just want it to run. thank in advance guyz
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I've been there mate, so I can imagine the joy while discovering this link. feel free to pass it on to whom may asks
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I don't actually know but it is down since at least a few month. so much in fact that somebody (...once told me...) put together this : http://ksp.deringenieur.net/ so you can get access to one of the most usefull site about KSP
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What seemingly basic thing have you never done in KSP
psychopoak replied to Whisky Tango Foxtrot's topic in KSP1 Discussion
It must be leaving Kerbin SOI... As I love career mode and hate unefficient large time warps, and as I tend to start a fresh career at every large update, I never put enough hours to reach optimal launch window (around 235 days IIRC), nevermind reaching any planet. Anyway, this time must be the chosen one! Ground base might be next on my ksp bucket list, but by the time I am done with my settlement I might have develop a decent interplanetry ship. One still can hope -
hi everyone, I don't know if there is a mod compatibility issue bug ships manifest does not recognize deployable antennas on my install. I can't be sure about HG-5 but communotrons 16 for sure do not appear in the control window. not sure about the other deployable ones because of the career mode. anybody has a clue where I should look?
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Hi guys, recently I wondered if there was a log somewhere in the game or via some mod for all the messages related to in-game actions. Too often am I busy keeping the craft in line or checking fly parameters to fully read what's going on, or suites of messages turn it unreadable. F3 menu helps a lot when you try to figure out what the heck when wrong and transform a simple "dich the first stage" into a "let's dismantle the whole ship" action, but is there a way to do the same for the message?
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ok the title might be a bit cheesy but here is a screenshot I took yesterady during an okay-ish mission that turned out super cool so to put context around this pics, here is what happened. I was on my way to a rescue mission contract. the stranded kerbonaut was on the mun, near the north pole. Rescue missions are definitely not the most fun, but whatever. I need people to put on futur base/station, and him being stranded on the pole makes it a more interresting. so Here goes Gatherer2, on its way to the mun. this is a probe lander with a rescue pod from USI survavibility, and loads of battery to accomodate the amount of light and stuffs I put on in case of a dark landing. once my course set, I warped until SOI change and unwrapped my lander to recharge battery....but half the solar panel broke due to poor design... anyway let's get this kerbal back no matter what! looking at the course passing directly by the pole, I decided to land directly on site. and altered slightly my course to take care of the mun rotation, and I was all set...so was kerbin!! there is a point where I SHOULD HAVE TAKEN SCREENSHOTS ! I started to see the mun disappear under a black blancket. My heartbeat was rising as I thought it was either a graphic glitch or my graphic card acting silly. then I noticed my electric charge was not moving in the right way despite the not-broken-solar-panels and then it hit me : kerbin was blocking the sun!! I tried to land anyway, and manage to do it on the second attemps (thanks to quicksaves) just to see the wreck tumbling down a 1000m hill but I managed to get my kerbal back and had a superb sight as I was going down to the surface. The ship landed on the edge of the dark, which was quite dramatic I know this must happen more than needed due to orbits of both kerbin and mun being on the same plane, but boy was it cool to see this happen it this very moment. moments like this are the reason why I can't get enough of KSP, no matter how much I play!
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I found out it takes me a minimum of 30-45 min at least to do anything relevant. Shorter session are often stuff that I left from previous session or just quick R&D on already design ships. on the other hand I usually find myself playing more often around 1.5- hours. As I play at night, longer sessions are exhausting and I rarelly have time to play longer than that at the moment. but this is enough time to get really frustrated on missions ending in awesome explosion or to find your mighty kerbals stranded somewhere due to lack of problems foreseeing anyway, this game is one of the few I can play on a daily basis without getting bored
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most recently it must be the recovery mission I put on in LKO, I approached the helpless ship just to figure out it was a Cupola View Module, which doest not have any hatch therefore kerbals can not go EVA! I had to get my kerbals down and add an engineer and some parts from KAS to manage a connection between the ships to be able to transfer the poor guys stuck up in space. a couple of weeks ago I planned a probe mission to get experiments around Minmus. I was intrigued by the Hibernation setting on the probe. once my probe on its way and further burns planned, I put it to sleep and proceed with other flight to Mun. I found myself desperatly trying to wake my probe up as every antenna were retracted... so I "cheated" a bit by turning Comms difficulty option off just to deploy them
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Capure in front or behind?
psychopoak replied to AaronLS's topic in KSP1 Gameplay Questions and Tutorials
Apollo 11 used to go with the "in front" approach as you can see here as you figured out it takes a tiny bit more energy than the "behind approach". However IIRC they chose this path in case of a malfunction in the engine when at the LOI point. if you go with the behind approach and your engine fails, you will come back to earth with more energy and therefore a higher orbit which in case of a total engine loss cause you to be stuck in space forever... or at leat an awful amount of time if you rely on orbit decay to get you back down. In the same situation the "in front" approach will get you back to earth with a lower orbit, which naturally bring you down on earth in case of a mishap. So for the sake of it I tend to use the same path as Apollo missions, especially if I want to be greedy and save the maximum fuel possible for a flyby mission -
The "You know you're playing a lot of KSP when..." thread
psychopoak replied to Phenom Anon X's topic in KSP1 Discussion
when from the the 4th floor you see a fuel truck passing and wonder why they put shielded docking port on the top of the tank -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
psychopoak replied to Galileo's topic in KSP1 Mod Releases
I see where the problem must be. I want to play x64 but I guess my shortcut in CKAN is not adressed properly. therefore when I launch the game via CKAN it launches the "standard" version. is there a way to force CKAN using the x64 instance instead of the x86? BTW, a huge thanks to you EDIT: Nevermind, 2sec research on google solved this, I redirected CKAN to x64 EDIT 2 : Thanks to teamviewer and your help, I checked and you were just right! CKAN was launching the "wrong" version of ksp. now I am all set -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
psychopoak replied to Galileo's topic in KSP1 Mod Releases
Hi everyone, I'd like to require some help from the community to solve this. I recently faced several crashes of the game and I can't figure out how to deciffer the output/error/crash logs. I know that a heavily modded install is more prone to crash than vanilla KSP, but I thought it was (partially) solved since 1.2.1. my config is here : and my mod list : picture of my gamedata folder here are some crash logs so could anyone have a look and help me? thanks in advance -
Frequent crashes since SVE install
psychopoak replied to psychopoak's topic in KSP1 Technical Support (PC, modded installs)
this is a mod list created by AVC. here comes the gamedata list : GameData Folder anyway thanks for the hint, I will post in the SVE thread aswell -
Hi everyone, I'd like to require some help from the community to solve this. I recently faced several crashes of the game and I can't figure out how to deciffer the output/error/crash logs. I know that a heavily modded install is more prone to crash than vanilla KSP, but I thought it was (partially) solved since 1.2.1. my config is here : and my mod list : here are some crash logs so could anyone have a look and help me? thanks in advance
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
psychopoak replied to RoverDude's topic in KSP1 Mod Releases
Damned you are fast! I have indeed firespitter installed but I am not sure of the version I actually have. I will check ASAP and let you know if it did the trick; But anyway thanks a lot -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
psychopoak replied to RoverDude's topic in KSP1 Mod Releases
Hi guys, I recently got some time to spend in KSP and continue my little carreer. I encounterede a little bug with the pack that might need your help to fix. The DERP service ring landing leg seems to act on their own. When I try to deploy, they don't lock open and the deploying animation is on a loop. It happens inside VAB but also on the launchpad. Does anybody knows any sort of fix, or should I provide more info? thanks