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Everything posted by Ricardo.b
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i found myself in a serious situation, the Tracking Station is not loading, the game stucks in the black loading screen (once I wait a lot, took a shower, ate and it was stuck yet), the only way to work around this crash is ctrl-alt-del and delete task. I found this since last upload, so I removed the mod and the tracking station loaded, BUT some crafts didn't (ones with infernal robotics, i think). so, I went back to my plugin's zip folder and installed the previous version and.... the problem again! TS stucked on loading scene. what should I do, please!
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REPOST: im having bugs with science experiments. the magnetometer does not show up the science experiment GUI and deep filed survey shows its GUI but when clicked, nothing happens. this bug from the magnetometer followed me from update 0.22, 0.23 with latest interstellar mod still not showing the experiment action buttom thanks for any help
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Ricardo.b replied to ethernet's topic in KSP1 Mod Releases
actually I use stock sciencedefs. but if it is related to that, I will look for. I use interstellar mod and I'm having problems with its experiments too. any report of uncompatibility? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ricardo.b replied to Cilph's topic in KSP1 Mod Releases
nice, thanks for information. sometimes I find myself confused with this kind of stuff -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ricardo.b replied to Cilph's topic in KSP1 Mod Releases
thanks Ghost13, but one more question. when I point a dish to kerbin I always have no connection, im not sure if its a bug or a problem with the pilot. i have a major sat with a gigadish poiting to active vessel, but my probes pointed to kerbin have no connection, i had been editing the save file to point direct to the satellite to get some signal -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Ricardo.b replied to ethernet's topic in KSP1 Mod Releases
when i dock a experiment and produce all needed eurekas, i right click on experiment bay and the gui shows "deploy" instead of finalize results. and then, when i click deply, nothing happens. im not sure if im doing everything right -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ricardo.b replied to Cilph's topic in KSP1 Mod Releases
how to land with flight computer? -
im having bugs with science experiments. the magnetometer does not show up the science experiment GUI and deep filed survey shows its GUI but when clicked, nothing happens. this bug from the magnetometer followed me from update 0.22, 0.23 with latest interstellar mod still not showing the experiment action buttom thanks for any help
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I used this: MODULE { name = KASModuleGrab evaTransformName = jetpackCollider evaPartPos = (0.0, 0.0, 0.0) evaPartDir = (0,0,-1) attachNodeName = null customGroundPos = false dropPartPos = (0.0, 0.0, 0.0) dropPartRot = (0.0, 0.0, 0.0) physicJoint = false addPartMass = true storable = false stateless = true storedSize = 1 bayType = null bayNode = top bayRot = (0, 0, 0) attachMaxDist = 2 attachOnPart = false attachOnEva = false attachOnStatic = false attachSendMsgOnly = false grabSndPath = KAS/Sounds/grab attachPartSndPath = KAS/Sounds/attach attachStaticSndPath = KAS/Sounds/grappleAttachStatic detachSndPath = KAS/Sounds/detach } from here: https://github.com/KospY/KAS/wiki/Part%20modules with some tweak
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im kinda in trouble here with grab module when I add grab module into some cfg file and i go to the game to test, when i click on gui GRAB the part just flies away and explode. (i tried in space and the part went several m/s away) i tried to allow collision on attachment rules, but yet the problem still. am i doing something wrong, whats the solution? I've seen Bob Fitch adding the grabmodule to very same parts and worked that are surface lights from surface light addon and smal radial heat radiator from interstellar. thanks for any help
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Ricardo.b replied to ethernet's topic in KSP1 Mod Releases
Awesome mod, I've just updated from 0.22 (didn't play for a while) and everything still working fine. you could add the stock lab functionality to yours thanks a lot, I support and admire your work -
on 0.21 or before I used A LOT, almost just mechjeb, now in 0.22 i decide to install later, the result: I dont need anymore. just unistall and get used to not use. with flight engineer and FAR and dockingport alignment by Navyfish you can get used to manual controls. I just miss the aero brake node from landing guidance, that is useful! EDIT: before leave mechjeb I wasnt able even to dock
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I have the same problem, supersonic effect happens but reentry flames not. I already checked everything, but the game still without effects on reentry. the game is probably broken somewhere. but, anyway, check settings
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very nice! lol blend the audio of this on and we'll have a 100% parody
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Now-defunct-thread-that-should-not-appear-in-google-search.
Ricardo.b replied to Cilph's topic in KSP1 Mod Releases
yes, KerbMAv, I tried to just remove the MODULEs from old remotetech part and add the MODULE from remotetech2 parts, but something went wrong, the part was ok but not working as command core. I'll try again later, I suspect that was some missing bracket -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ricardo.b replied to Cilph's topic in KSP1 Mod Releases
just reposting this question! -
Now-defunct-thread-that-should-not-appear-in-google-search.
Ricardo.b replied to Cilph's topic in KSP1 Mod Releases
hey, Cilph, I really enjoy to use old models from remote tech 1, 1m and 2m remote control command (that one with a blue stripe), that fits pretty nice on KW parts. is there any way to implement that part to work on remote tech 2? how? or maybe an extra release for those who like that? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Ricardo.b replied to Starwaster's topic in KSP1 Mod Releases
I use deadly reentry and FAR and I noticed that some debris make into atmosphere and shielded space crafts enter tooooooooo easy (about 10% of abalbative shield spend). i wonder what values of deadly reentry debugging configuration can i set to make any debris burn and shielded reentry relative simple anybody know? thanks- 5,919 replies
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hi guys, I have landed on Duna and found something strange. is this the correct color of the landscape? i've see something more orange then ths red one. maybe is the local time? (sun angle on sky) thanks Kerbal Space Engineering
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i like probes, where did you get these landing legs?
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my first official arrival at Jool. (I have been here before to test the craft) the probe is called Wanderer 1:
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very useful mod, is possible to create new categories? ships, satellites and misc would be nice
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SPACE STATIONS! Post your pictures here
Ricardo.b replied to tsunam1's topic in KSP1 The Spacecraft Exchange
My first space station, KSS and some highlights: