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TheGreatSkeeve

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Everything posted by TheGreatSkeeve

  1. It might be a 32-bit problem. I am having the same problems as well on a 32-bit install, and I don't have any of those mods.
  2. If you want to launch a rover on a rocket, try making a subassembly of everything except the starting part and just taking it over to the VAB. Also, for building rovers, try using 2 radially attached girder segments to the Rovemax part and putting the rover wheels on the girder segments. It works like a charm for small 1-Kerbal rovers
  3. With rovers, just translate the movement keys to IJKL instead of WSAD so you don't have to worry about SAS torque getting in the way (if you have it on your rover).
  4. Just go into the Abaddon folder and open up the Abaddon.system file, take out the planetName=Bakaron line and it should work just fine. By the way, Poryy, this is an awesome planet mod! With the exception of some texture problems, it runs fine
  5. He oftenis forced to volunteers to experiment with whatever mod I happen to pick up.
  6. Here's a rocket I made with 5 separate pods attached.
  7. I am running KSP.exe on wine 1.5 on Xubuntu 13.04. The game starts just fine, and I can even go as far as editing craft, but after about 15 seconds in an assembly building, the game just decides to stop. Also, some of the part textures are black, and the frame around the parts menu is missing. Computer specs: CPU: Intel® Pentium® 4 CPU 2.40GHz (4) RAM: 5936 GPU: Intel® Ivybridge Mobile (64MB) SM: 30 (Direct3D 9.0c [igxprd32.dll 6.14.10.5218]) Picture: https://www.facebook.com/photo.php?fbid=333076370170117&l=17cb118115 (sorry it's on Facebook; the upload photo option won't let me upload photos)
  8. I always thought it would be cool to be able to attach an underwater-capable pod to a rocket. It would be cool to explore Laythe's oceans.
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