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KSP2 Release Notes
Everything posted by NicoH
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My new flag. :3
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
NicoH replied to SpaceTiger's topic in KSP1 Mod Releases
The cut off is not correctly working for me. It runs experiments with 0 science although the cut off is set to 2. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
NicoH replied to DMagic's topic in KSP1 Mod Releases
I can confirm, that my normal contracts a working after deleting the DM-contracts directly from my save file. -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
NicoH replied to DMagic's topic in KSP1 Mod Releases
That explains why I can't cancel the DMagic contracts and also can't complete any other contracts. Thanks. -
Missing Explore Minmus Contract
NicoH replied to arkie87's topic in KSP1 Technical Support (PC, unmodded installs)
Wasn't that in issue with experiments from "flagpole"? -
Is it possible that mods like mechjeb or kerbal engineer can show the current TWR of the engine?
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This is my current flag:
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A program for making KSP....almost 64 bit.(debunked)
NicoH replied to Tidus Klein's topic in KSP1 Discussion
I could be wrong, but isn't KSP already large address aware? AFAIK a program without this can only manage up to 2GiB of RAM, but KSP already uses up to 4GiB of RAM. -
Just installed the mod and experimented with some things. Just to get this right: When I have only installed this mod, metall, ore, smelter, drills and ore scanners are completly useless, unless kethane mod is installed, right? So without kethane mod I can only place a stations into orbit or on the mün and have to supply it with rocket parts from KSC, right?
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Could you please provide some screenshots and the source code? Especially the latter is very important.
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Ah okay. Thanks for the answer. Thought my game was broken, but just new game mechanics.
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Just started a new game in 0.23 with mods and used your camera. Is it normal, that the science yield is rather low?
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I had a similiar problem with mechjeb, because my engines were to weak to land on Duna.
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Does this mod allow to use several heads for the kerbals like the universe replacer?
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After installing this mod my game freezes in the loading screen with the following error message: [LOG 12:03:50.931] AssemblyLoader: Loading assembly 'KSP' [EXC 12:03:51.202] UnauthorizedAccessException: Access to the path "D:\Games\Squad\Kerbal Space Program 0.22\GameData\RemoteTech2\RemoteTech_Settings.cfg" is denied. Without the DLL it's loading normal. Nevermind, after deleting the cfg-file its also running with the texture compressor.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NicoH replied to rbray89's topic in KSP1 Mod Releases
Seems like a memory issue for me, because the error messages equal the messages I got yesterday as my KSP crashed due to insufficient memory allocation.