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Everything posted by GoldForest
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Ahem.... other star system mods... That is all. ... But in seriousness, the Big Nova would be great for interstellar missions. Or heck, even doing single launch to planet missions such as Jool. I admit, the use cases are niche, but if you make it, they will be used. I guarantee it. Also, the modding community will love you more for it, because big rocket = moar rocket = best rocket. Also, I was wondering if someone would try to jerry rig BDB into KSP 2. Really wish Intercept would drop those modding tools and bring back gamedata or at least an easy to access modding folder. Is that a Saturn themed Atlas? Or an actual official paint scheme used on a select one or few launches I don't know about? Also, been meaning to ask, is the original 2 engine engine mount going to be made?
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Okay, so I've decided to take a more toned-down approach to Super ISS 3. It's basically going to be Lunar Gateway and ROSS on a Supermodule Core. Two cores. Maybe a two supermodules and 1 tuna module (or whatever the small super module is called) to connect the two of them. Still designing it out in my head.
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Yeah, I've experienced this quite a number of times, almost every launch with a engine that has an extendable nozzle from BDB. IDK what causes it, but I found what sometimes fixes it is throttle down/off and then wait, or play with the throttle. Time warp also seems to trigger it a lot, so make sure you're outside of time warp when deploying the engine.
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Here it is, a modern Saturn V take. Full album: Imgur: The magic of the Internet Engine just won't work man, it just won't work. Engine stuck! ENGINE STUCK! PLEASE! I BEG YOU! (Free Kerbal points to those that get the ref) Finally! This bug is annoying! The engines just spent a minute doing that stuck in a boot loop bug... I had to listen to the engine ignition sound on repeat for a minute... my ears are now bleeding. "Jeb, where's the ocean?" - Bob and Bill.
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The hydrogen fuel cell patch was created by someone not on the BDB team long ago and is not maintained by the BDB team. Said person is either gone from KSP or modding in general, and thus does not maintain the patch anymore. Since the patch was last updated/created, the mod has gone through several big updates, thus breaking the patch. It should be as easy as renaming the apollo modules inside the hydrogen fuel cell patch in the extra folder to the names of the new apollo modules. The fact it still works with Gemini is kind of surprising.
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So, I need some help deciding on what to do. I got supermodule to stop throwing errors, it was a simple config edit and I didn't see any other errors being created by Supermodule. I'm still hestinant to use it though considering I've used it TWICE now for SISS and each time SOMETHING blew up... one of those times being Supermodule itself. So, here's what I want from you guys and gals. Do I: A) Use Supermodule, HOPING AND PRAYING, it does not self destruct or cause something else to self destruct or B) Make a Skylab derivative of Supermodule.
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@Beale Welcome Back. Btw, Benjee's Zarya solar panels are in the release version, but not in the dev version. Could/would you add the panels to the dev version?
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Thanks! I'll have to test the fix later unfortunately, need to head off to bed.
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@Lil_Bread402 Supermodule is throwing out these errors on repeat: Here's the full logs: https://www.dropbox.com/scl/fo/1r1gnplr3kou3du6t3k66/h?rlkey=xy4myosj0wtzayda5fq20lx2q&dl=0
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Tree of Reports - GoldForest's missions and projects.
GoldForest replied to GoldForest's topic in KSP1 Mission Reports
Yeah... Supermodule is throwing out these errors one after the other... seems like the science lab wasn't configged right... I'm not a config expert, not even a novice... so I'm not going to touch Supermodule until these are fixed. Well, on to Plan B. If anyone knows how to fix this, please do let me know how. I would like to use Supermodule. -
Tree of Reports - GoldForest's missions and projects.
GoldForest replied to GoldForest's topic in KSP1 Mission Reports
Soyuz, Soyuz and Progress join SpaceLab ISS, and with that, this project comes to a close! Thank you all for coming along with this project. Don't worry though, there are more projects to come, including finishing Armageddon Mir. A few of you might have also noticed I posted in Dreaming Big thread. Well, like @kspbutitscursed said, it's back. I'm still in the planning phases though. Don't expect anything too soon-ish. A day or two at least. Maybe more. I'm currently testing Super Module. I would REALLY like to use it. If not, I'll use a Skylab derivative. I have an idea for that. Anyway, back to SpaceLab ISS! Full album: Imgur: The magic of the Internet Bonus image. So, I set Mechjeb to dock for me, and I tabbed out. When I tabbed back in, I came back to this. I thought Mechjeb was smart. No damage, just got a tiny bit stuck. -
Tree of Reports - GoldForest's missions and projects.
GoldForest replied to GoldForest's topic in KSP1 Mission Reports
No problem, and like I said, IDK if it's the number of ports, that was just a theory I was throwing out there. If you find the real problem with KURS, please do let me know, and if there's a fix for it too, please. -
Tree of Reports - GoldForest's missions and projects.
GoldForest replied to GoldForest's topic in KSP1 Mission Reports
As for DCKURS, IDK. Never figured out what was wrong. If you want to look at the logs, I have a Modded Install support thread up with the logs. Mod Conflict? Possibly, but the only mod that I can think of that it would conflict with is Hullcams VDS, which I removed and tested, wasn't that one, or Neptuna Cameras, which I didn't remove. I think I know what it might be. The amount of docking ports of SpaceLab ISS is tremendous. I think I might have found a limit to how many KURS can handle, but that's just a theory.