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Avsnoopy

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Everything posted by Avsnoopy

  1. Okay, well. i think i have resolved the issue. The launchpad has to have a workshop(hitchhiker pod, science pod, command module) attached to it to function after its initial focus. I think that's quite weird but i'm just going to roll with it as i'm happy I finally have it working.
  2. I apologize in advance for my inevitable idiocy. So i opened Ksp today and i encountered something very, very, weird. I was greeted on the main menu screen on the mun. there was a kerbal standing there, without a helmet on. Then when i pressed start game things got even weirder.. there were kerbals staring down the crashed rocket in a very weird way. Here's a video i made on it! I put more details in the description there, so i'll just copy paste them here. http://youtu.be/A5fLyccoWAo Description: NOTE: I DO NOT HAVE THE TEXTURE RE-PLACER MOD INSTALLED Have i discovered something!? Is this vanilla or a mod? Here are the mods i had installed when recorded: Procedural Wings, Mod statistics, Mechjeb2, Kethane, KerbalAlarmClock_2.7.7.0, HyperEdit, FireSpitter, ExtraPlanetaryLaunchPads, Kerbal Engineer, BDArmory, and Bahamuto Dynamics.
  3. Okay okay, i get it i'm stupid. But if you wouldn't mind i would like to ask some questions. My setup has everything separate(small rovers transport my resources) do things NEED to be connected for it to work? and about the kerbals, How does that work? will having a nearby workshop with kerbals in it work or do i need to connect it somehow?
  4. after a day of frustration i can conclude that this mod is broken. At least for me it is... I am trying to make a mun base, using the launchpad. When i load it up at first it works, but after i switch vessels a few times it stops working. The progress bar is just stuck at zero. It wont go up, no progress. It does have all the resources it needs, and is landed on the mun. Could it be a mod conflict problem? I'm using version 4.2.2 of the mod in ksp 0.24 64 bit.
  5. I booted it up and played with it for a few minutes Seems to work in .24 64bit just fine! along with the mod that adds the little crawler bot. My metal insect moonbase will take over all!
  6. well... i wasn't going to get mechjeb, but getting things into orbit became quite tiresome and repetitive (to the point were i dreaded launches!) so i grabbed mechjeb and threw it in my ksp directory and loaded up ksp, just to find that the frickin ascent autopilot wasn't frickin available ... theres an easy fisx to my problem, but it still would be better if they just made 2 downloads one were you get all functions unlocked and the one that's up now. :/
  7. My problem with them seats is that there VERY buggy in space, my first design used them.
  8. got it, would have had it earlier but my internet was down. its well capable of landing and returning from the mun, just be sure to EVA the crew BEFORE launch! feel free to make any modifications you want, here's the link to download. http://db.tt/hzmjCmqM also, if the orange tank doesn't decouple use physical time warp (Alt + > or Alt + .) and it will magically fall off.
  9. i'll give this a go, but first i have a few questions. 1. is it Stock? or do you have mods? 2. you said there is 4 separate landers, are they near by or far apart? approximately how far apart are they? 3. Can you dock? Without RCS? many of my missions involve docking without RCS it can be tedious but i think RCS is just dead weight most of the time.
  10. I found dynamic warp mod, the threads gone but the download still exists, heres were i found it. http://forum.kerbalspaceprogram.com/showthread.php/27524-Where-is-the-Dynamic-warp-mod
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