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Everything posted by acc
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Btw. most of the "space food" is dehydrated. They need to add the water in space just before they eat it.
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Every Launch Counts: An Adventure/Slog in KSP Realism
acc replied to chicknblender's topic in KSP1 Mission Reports
Yeah, some gifs are a good middle way -
Very nice mod. thank you
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Every Launch Counts: An Adventure/Slog in KSP Realism
acc replied to chicknblender's topic in KSP1 Mission Reports
Very nice. Maybe think about doin this as videos too, if your computer performance alows it. I definetly would watch it. -
Project Odyssey: adventures getting home from an alternate dimension
acc replied to Felbourn's topic in KSP1 Mission Reports
I never noticed it with other vessels, but it happens all the time if I try to use the legs and land the vessel. Sometimes they stay longer or shorter. At the end they all disapeared if I leave them alone. The null reference exceptions (and the lag) starts always if you load the vessel (or another vessel in loading range) and will never stop. My theory is that the game gets trouble at some point to count the vessel as in landed state and deletes it like falling debries. Duno what's exactly goin on there, but the legs are definetly "broken". Some more info and confirmations here: http://forum.kerbalspaceprogram.com/threads/35383-0-23-AIES-Aerospace-v1-5-1?p=982262&viewfull=1#post982262 -
Could a modified space shuttle get to the moon?
acc replied to FishInferno's topic in Science & Spaceflight
Nope, not possible. Even with the cargo bay full of fuel. See here: The Space Shuttle – Fly me to the moon? (PDF) -
Just want to say I had never problems/bugs/etc with this version, even with tarsier space tech and even under win-64 client.
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[v0.24] Tarsier Space Technology (v4.5c Now with GALAXIES!!!)
acc replied to tobyb121's topic in KSP1 Mod Releases
Duno if it's already in the latest version, I've not updated yet: I would like to have a hide button for the chem cam UI, so we can leave it deploeyd (and for clean screenshots) -
Project Odyssey: adventures getting home from an alternate dimension
acc replied to Felbourn's topic in KSP1 Mission Reports
I know what causes the null reference exception, I had the same issue: It's the landing legs from AIES. Be carefull, because it also can result in spontanously disapearing of the vessel itself by just going to the tracking station. That was actually happend with my first LEM too. That's why I don't use them. It's sad, because they look much better than stock landing legs. Someone told me it can only be fixed in the 3D-model itself. -
great work. thanks a lot!
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
acc replied to DMagic's topic in KSP1 Mod Releases
Can't complete this contract: First I tried to transmit the data from minmus, then I got a "not enough science points" message. So I did a recover mission to bring the data to kerbin with another vessel. There all data was counted, except the broad spectrum data. Got another message about not enough science points. -
[Paused] Acc Constructions - Project: ISS Alike Station Parts
acc replied to acc's topic in KSP1 Mod Development
No, not yet. Just waitin for the right mood and more time to continue. Summer is ending now where I life, so guess the time comes soon and hopefully the mood too. -
I can remember RT included some mm config files for AIES. Where can I find them and why they are removed from the mod at all? Edit: Would it work if I simply use the mm config file for AIES from an older RT2 version?
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
acc replied to DMagic's topic in KSP1 Mod Releases
I've also problems with a contract (study magnetosphere). To archive multiple contracts my vessel has a orbiter and a lander. After doin the science experiments in orbit I've seperated the lander and landed on the body. Then I switched to KSC and went back to the orbiter via the tracking station to perform maneuvers to put it into the required orbit. But inc. and exc. is not counting (no green check). I'm using v0.8.4.1 (because I want to finish a long time contract first this time until I update. I've lost two of them by updating the last time) Is there a way to fix this manually until I'm ready to update? -- Edit: Nevermind, a bug erased all of my active contracts, so I can update now -
Project Odyssey: adventures getting home from an alternate dimension
acc replied to Felbourn's topic in KSP1 Mission Reports
Great episodes. I loved to watch them. Just a tiny question: where did you get your radiators from and do they work with the interstellar waste heat functions? I'm looking so long for more realistic deploayable radiators than the original from interstellar. Would be great if you can help me out. -
great work.
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Until I update now to the latest version, I've found two "bugs" in the latest beta: Auto-rename after completing a repair sat contract does not work. I had to remove "(repair)" manually This offered contract made my day Screen: Just in case this two "bugs" are not fixed in the latest version. Good suggestion, but I've already a station in kerbin orbit and do not want one more. Next station will be build in mun orbit. Contract to do it is already accepted
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To keep it simple I would suggest too to display in tons. Anyways it's not possible to build a sat with this low mass. The smallest probe core has a weight of 0.04t (40kg) and it would be also not possible to get the required electric charge with this low weight Edit: oh, now I see. KSP uses metric tons for mass. So then it is possible. Was just confused by the "kg" in contract description. I would also suggest to have only max mass limitation for sats. It makes more sense for realism reasons. In RL you will not have more mass than necessary. Edit 2: There is also a gap in mass calculation between MCE and MJ: - MJ 5.703 - MCE 5.9 Btw actually I've a contract with min mass required 5.7. To get this very high weight I've to put a large water tank into my sat
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[Plugin - WIP] Contracts Window + [v0.4] 8/15/14
acc replied to DMagic's topic in KSP1 Mod Development
very usefull, good progress -
A reminder that KSP has the best community on Earth! (or Kerbin).
acc replied to Mulbin's topic in KSP1 Discussion
yep, nice people here. But the forums software could be much better. -
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