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Everything posted by Fr8monkey

  1. No. If I set up launch angle of 10 degrees; and once it hits the turn, the ship (all of them) stay at 10 degrees until it hits space. I have to change the numbers in the turn angle every once in a while to get the ship to list over properly.
  2. Don't know if this is a bug or been addressed; but ships don't seem to want to go past their turn angle. I have to keep changing it on the fly to get it to work. Is there a mod that messes this up?
  3. Have had a problem in my v. 1.10.1 modded game. When in the VAB, my staging was gone. Have tracked it to this mod. Have used it in the past, but in CKAN, Konstructs makes the staging disappear.
  4. Playing in 1.10 and get a 'real chutes not recognized by unity' message while loading.
  5. Got the latest version and the icon isn't showing up in tool bar. Is this a thing? Did I miss something?
  6. Love the mod and use it all the time. Can someone please answer why my battery wedge is showing a 500 charge in the VAB; but on launch, there is none. Also, I have looked and no answer... why is the goo and materials bay wedges will not reset even with a scientist? Thank you in advance.
  7. Not sure if posted, but my builds aren't recognizing the battery part. Playing 1.12.1 and can't find that update on CKAN or Spacedock, only 1.12.3. Also, is the goo and material bay still not refreshable even with a scientist?
  8. I'm guessing the 'null' on the autostart line is the problem. What should I change to fix it?
  9. Like this? Because this runs for like 2 seconds and disappears. I'm guessing the access pathway is blocking it. I go to the path and 'null' autostart instance is there. Is that the problem?
  10. I click CKAN to run it, and it runs for a second and just quits. Does it for numerous versions.
  11. On a clean non modded KSP install and a Glenn CKAN install, I keep getting crashes.Just says there was a problem and goes away. Been having problem with CKAN since 1.10.1
  12. Yeah, I figured that out last night. Thank you for responding though.
  13. Playing in 1.8.1 . Is there a way to leave everything the same; but just randomly change the angles of the planets on loadout? Eve, Duna, Jool and the like have the same orbits and apogee and perogee , just change the place or angle in orbit when the game starts.
  14. Playing in 1.8.1. Have had the mod installed with no problem before; but had to do clean install. Now hangs on Hanger/parts/bighanger/hanger2 Any Ideas? Looked around and no help. Is there another mod that messes with this?
  15. Was wondering if there was a way, when starting a new game, the angle of all the planets could be random. Don't want to change the planets orbits, like moving EVE to where Jool is and the like. Every time a new game starts, all the planets are the in the same place.
  16. Have actual fuels and stock alike (or ability to change color) and I'm in...
  17. I load a ship from VAB; and the game hangs and crashes every time. Checked the task manager and memory doesn't spike or go over 50% I have mods; but have had no problem before about a week ago. Also have verified files at least 3 times this week. Any ideas? P.S. am playing version 1.8.0... Also, can anyone explain what to search in the crash file so I can figure it out? I can open it, but don't know what I am looking for. Thanks.
  18. I have USI. Is that an issue? https://www.dropbox.com/home?preview=Main+Save.sfs
  19. I've looked around and can't find the problem I am having. Jeb is a workaholic and did a Mun walk. He gets tired and becomes a tourist. He gets back to KSC and a week later he is still a tourist. Will I ever get my Jeb back?
  20. Having an issue I think this mod might be the problem. I launch a rocket and the engine shuts off 1 second later. Doing it manually, it launches fine. Haven't looked in the text wall. I there something I dont know?
  21. Haven't Played in a while and now when the game loads up, it gets to Squad/Parts/Electrical/1x6ShroudSolarPanels and quits loading. Would Near Future Electrical do that?
  22. I’ve been wondering the same thing. That with a life support mod, and you have to build a monster ship just to get 3 Kerbals there much less back. Needs a ‘hospital’ module that helps with the health concerns.
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