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Jasmir

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Everything posted by Jasmir

  1. World-Stabilizer put the Rover above the terrain, but it don't turn the rover to the right attitude. So, if you traveled half around the planet, Bon Voyage spawns the rover upside down, and World-Stabilizer lift it a bit above the surface. Want to see both in action? Look my video^^
  2. On my installation, the Rover isn't rotated correctly according to the surface when i traveling huge distances. For example, if I travel half way around a celestrial body, the rover spawns upside down. See vid http://www.azha.de/downloads/BonVoyage.mp4 (2min40)
  3. Hi, I have a "mass-runaway" if I switch parts to HighQuality. This issue seems to be sticky to particular parts, not all are affected. This Behavior can be "toggled" by switching from HighQuality to StandartQuality and back. Craft-File Example that produces this error on load in VAB and on the PAD: http://s000.tinyupload.com/index.php?file_id=56110329921874869452 Player.log: http://s000.tinyupload.com/?file_id=45992970345769552778
  4. I'd like to suggest the following: - Keep the fuel hard to find & harder to harvest. (At least, i would switch Eeloo with Moho, since Moho is harder to reach due much higher DV requirements) - MM-Patches for Stock Parts (and mod parts) are a great idea - The price of the Fuel is ok (to sell it for founds if you don't like contract grinding), but it should not be tweakable. - Maybe the beacons are still to cheap? - Maybe the tank parts should not too hard to reach in the CommunityTechTree. - Maybe a MM-Patch to use the procedural Tanks as Karborundum Storage?
  5. I already had installed this mod manually. But CKAN is very nice for mods-housekeeping. To the processing-time: Maybe the zip is malformed for CKAN? I don't know.. A gameplay question: I've searched ~10 Asteroids by grabbing then and look at the surface-scanner. But none of then seems do have Karborundum. Is this right? The wiki says, "it can be found there"...
  6. Hi there, on CKAN is only the old 0.6a version of this mod aviable.
  7. Hi, i found a issue in my installation that can be cured by removing the mod scansat. Please look at for more details
  8. By trial & error i found out, that the removing the mod SCANSat cure this issue.
  9. Hi there, i need some help to narrow down which mod makes my game go kapeister. Situation: I put a new ship on the launchpad and wait some minutes. I could also start the vessel, but that won't change anything. In the game itself, there is nothing to see if the problem happen, that means the vessel fly/stand as normal as before, but i can't save/switch vessel/go back to spacecenter and so on. KSP :linux_x64, v1.1.2.1260 My Mods, all of them are fresh from CKAN: B9PartSwitch BDArmory BDArmorySorting CommunityResourcePack ContractConfigurator ContractPacks Diazo/ActionGroupExtended EditorExtensionsRedux JSI KAS Kerbalism KerbalJointReinforcement KIS KWRocketry MechJeb2 MechJebAndEngineerForAll.cfg ModularFlightIntegrator ModularFuelTanks ModuleManager.2.6.25.dll NavyFish/DockingPortAlignmentIndicator NearFutureElectrical NearFuturePropulsion NearFutureSolar PlanetShine ProceduralParts SCANsat ScienceFunding StageRecovery TriggerTech/KerbalAlarmClock WaypointManager The relevant KSP.log Part: The last EXC Parts are repeating endless KSP.log: http://www.azha.de/tmp_downloads/KSP.log Player.log: http://www.azha.de/tmp_downloads/Player.log
  10. Hey Volwen, would you like to add some Space / Off-Kerbin Missions?
  11. They can't even attached to the ground anymore (after update to KIS 1.2.0)
  12. The Part FTT_Structural_500_05 (StarLifter Cargo Rack (Large)) has some Attachment nodes pointing in the wrong direction. Fix with the modulemanager: @PART[FTT_Structural_500_05]AFTER[UmbraSpaceIndustries] { @node_stack_bottom_R = 0, -11.25, 0, 0.0, -1.0, 0.0, 3 @node_stack_top_L = 0, 11.25, 0, 0.0, 1.0, 0.0, 3 @node_stack_cargo_01 = .8, 0, 0, 1, 0, 0.0, 3 @node_stack_cargo_02 = -.8, 0, 0, -1, 0, 0.0, 3 @node_stack_cargo_03 = .8, 7.5, 0, 1, 0, 0.0, 3 @node_stack_cargo_04 = -.8, 7.5, 0, -1, 0, 0.0, 3 @node_stack_cargo_05 = .8, -7.5, 0, 1, 0, 0.0, 3 @node_stack_cargo_06 = -.8, -7.5, 0, -1, 0, 0.0, 3 }
  13. With research costs per part enabled, KSP don't research it for you. So, i have a need
  14. Hi there, it seems that sending back science-data by Communotron doesn't work anymore?
  15. Meine Interplanetaren Carrier haben i.d.R ein Beschleunigungsvermögen von ca 800mm/s² beim Kerbin-eject und starten im 1000km Orbit. D.h. dein 2500m/s Burn würde bei mir ca. 52min dauern und ich _müsste_ den aufteilen. Mechjebnutzung ist daher bei mir normal. Und wegen "Mechjeb nur für Alltagskram" -> kann das Ding denn überhaupt was anderes? Ich hab jedenfalls noch keine Funktionen für z.Bsp. Gravitiy-Assist Planungen u.a. gefunden. Was mich allerdings am Ursprungsposts wundert: Da wird geschrieben, das man mit 2500m/s ausserhalb eines Transferfensters nach Jool will -> 2500m/s DV ist noch voll innerhalb eines Fensters. Nicht optimal drin, aber immer noch drin. Ausserhalb sind es bis zu 20000m/s (bei ähnlichen Reisezeiten). Und Transferfenster ist nicht gleich Transferfenster.
  16. Some "how to use"-hints would be nice at least.
  17. I think, the night-side of Kerbin is way to bright due the clouds.
  18. Hi there, i like this mod very much. Thanks for it. Anyway, it seems that the distance - Calulation is broken, causing the payout way to high: In this picture are 2 debris: One at the KSC, and one on a suborbital trajectory. In this picture, the suborbital debris had recovered. Saying 200km far from KSC. But due the trajectory, it should _at_least_ 1000km far away. (Kerbin has 3769km equatorial length, two things on Kerbins surface can be ~1884km away from each other at max)
  19. Hi there, i tested it yesterday, and i found out that the firespitter airbrakes are not accountet in the prediction. (It makes no difference if the brakes are set or not to the plotted tajectorie)
  20. Exactly this i did. But this makes updating not really nice. The "tweakable everything is too much for me." So, did somebody have a hint how to do this with the Module-Manager?
  21. Exacly this i did. Is there a way to work around it with still using the safe feature?
  22. Hi Chris, is there a special trick to repackage the chutes? I don't get a "repackaging" Button if i got close to to the "used" Chute with a kerbal, only a "deploy" or "arm" button. The chute itself show the "used" Texture and it also didn't deploy in this state. And it says it have 5 spares left. My Internetconnection makes trouble ATM, so i can't upload anything.
  23. Hi there, i like the both parts. And i think, they would be better without a decoupler...
  24. Thanks for the mod! One question: How do i make FAR recognize things in the closed cargobays as "shielded"? ATM i lost Parts in the Bay due "aerodynamic stress".
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