Curaodo
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Everything posted by Curaodo
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Can't dock. What's the trick?
Curaodo replied to Curaodo's topic in KSP1 Gameplay Questions and Tutorials
IT WORKED! Thanks codepoet! -
Can't dock. What's the trick?
Curaodo replied to Curaodo's topic in KSP1 Gameplay Questions and Tutorials
Ah! So I have to take off from the ground or drive 2-3 meters away from the clamp first? Give me a few sec, will check that -
Can't dock. What's the trick?
Curaodo replied to Curaodo's topic in KSP1 Gameplay Questions and Tutorials
Ok...that's weird. Speeding up time to x5 connects the clamp, but when I turn time to normal again it drops down on the ground again.... -
Can't dock. What's the trick?
Curaodo replied to Curaodo's topic in KSP1 Gameplay Questions and Tutorials
It is the correct angle. I just undocked it and dropped it on the ground there to test reconnectivity. Wriggling it up and down will be hard with a rover, I would have to install a whole setup of rocket boosters on it for that, and that was the entire point of the exercise not to. What puzzles me is the complete lack of magnetic force under it. I can let the rover glide on the ground at 0,01 m/s with no effect on it whatsoever. Starting to think this is bugged. There's no magnetic force. There's nothing. I've lowered the ship unto the docking clamp at a 3 dimensional precision rate of 100% X 100% X 100% and STILL it won't give a HINT of acknowledging that the clamp is there at ALL. -
My rover is 1 bloody mm from the docking clamp, why won't it connect? I've tried lowering the entire ship down on it through several tricks to no avail. At one point I squashed the rover so bad it glitched itself stuck unto the docking arm, and I went on a trollolo ride into orbit with it that way. But I wanna go on interplanetary adventures with this baby, I need it stuck guys. What's the trick here? There's not even the faintest magnetic pull from this clamp o tron jr.... Google is no help
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How does the Science Laboratory work?
Curaodo replied to Curaodo's topic in KSP1 Gameplay Questions and Tutorials
Thanks! That answered everything. I didn't know they had not released the science lab yet. It must have come from one of my mods, tho I didn't know mods worked in career mode. Again, thanks. -
How does the Science Laboratory work?
Curaodo replied to Curaodo's topic in KSP1 Gameplay Questions and Tutorials
I'll take that back. That stream wasn't "somewhat unclear" it was entirely way out there in the oceans of wierdness. It doesn't look like anything at all like what I have. -
How does the Science Laboratory work?
Curaodo replied to Curaodo's topic in KSP1 Gameplay Questions and Tutorials
Oh, it seems I don't get the transmit to lab button option when I activate my different science modules. That stream was somewhat unclear about what recovery was, and what it means for the overall science. Do you loose science? What's this "Power" counted in Megawatts doing for the science lab? Anyways, my lab doesn't seem to work at all, so... -
SO tired of searching now. Been at it for several hours. Neither google, nor youtube nor anything I've found so far on this forum has ANYTHING to offer a noob in how to use the Science Laboratory module. I click "Begin Research" and it appears to do nothing. Google has offered a HINT that it is supposed to do awesome stuff with the gathered experiments from your various devices, enhancing the science value of it before you transmit it back to Kerbin. Please help! Totally lost...
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I'll try to collect more data on this. I know perfectly well that I don't know what to blame on this. But I just needed "somewhere" to post. Don't mean to bring bad attention to KAS, this mod is wonderful. Got some huge problems attaching pipes to different ships on the mun tho as as soon as I pick up one end, my kerbals start accelerating down the slopes. Only way to get around this is to pick up the link as I'm hovering with my jetpack and then connect the link without ever touching the ground. Once I hit ground I'll start sliding several hundred meters or until I hit ESC.
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My base exploded! A lot of hours gone! I know this is like saying that the downpour of rain in the pacific ocean this morning was due to a guy in Italy yelling at his neighbour. But I'm saying it anyways. I think it was KAS somehow. I had one strut connected between my two "buildings", and after some other flying around in the solar system and timewarps needed as a result of that, I start up KSP again a day later and find that my base is now named "Base Beta Debris" in stead of "Base Beta" so I switch to my base, see that my landing gear on my buildings have "sunk" into the ground, half a sec before it all explodes and is launched 19500 meters into space, falls down and is smashed to the ground. Somehow I locked my evil eye on that auspicious fuel connector pipe that stayed connected throughout the ordeal. And my theory goes that some weird time warp effect made the strut connector into an effective "Base Beta Vibrator" and thus my base wobbled itself into oblivion. Any other hypothesis? Cause this disaster made me not want to play KSP for a week. Don't want another day of wasted base creation labor to result in failed orbital incertions of munar bases.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Curaodo replied to Majiir's topic in KSP1 Mod Releases
Do you eventually deplete a celestial object completely and permanently? Or does the deposits "refill" with time? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Curaodo replied to Majiir's topic in KSP1 Mod Releases
It shows 0......thank you I'm amazed it was depleted that fast, I could swear I only mined 4k of it. And the other deposits has at least 114k. Very odd. And it was a HUGE area, I don't like this. Now I have to relocate my base? 4k kethane only? really? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Curaodo replied to Majiir's topic in KSP1 Mod Releases
Kethane deposits can be exhausted?? Never read anything about that on the wiki How do I know if it has been exhausted? The scanner shows a green hex still -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Curaodo replied to Majiir's topic in KSP1 Mod Releases
I'm sorry if this has been asked 7k times before, but I don't have the time or energy to scan the entire forum for a spesific answer just to save someone from facepalming. My kethane miner won't mine. It mined a full tank, converted it to liquid fuel, then when I tried to mine another full tank, it would not extract kethane any more. What happened? The green smoke is there, but no kethane enters my tank. As I said, the very same miner worked earlier just fine. I tried landing another miner, but that one would not mine either, green smoke and everything. -
I turned down all graphics to minimum. Seems to work fine now. It must have been that 4GB memory limit the game has that was the issue. Thanks for the help!
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OS is windows 7. I turned down almost all my graphics now, and the game doesn't crash that often. It confuses me tho. My computer can handle the processing, but the game can't? How can 12GB RAM not be enough? The crashes ain't visual or anything. The game just closes instantly, without a bleep or any delay even. Insta crash, no freezing, everything works smoothly a millisecond after. And I don't think I've got a lot of mods. Those are as few as I can go without feeling naked.
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No that KAS thing there doesn't happen. And I don't know how I could live without KAS. How can I build Mun bases without KAS?
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Is there any: "If your game crashes like mad, check for these things" -thread anywhere on this forum? Or do I have to read through every post in every mod-thread for clues?
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Greetings Kerbonauts! I have great hopes of joining the world of spaceawesomeness that is KSP! This game is insanely cool. But after watching some youtube-vids I learned that there is something called orders of magnitude in the realms of awesomeness. Know that they are called MODS! But that's when my sadness began. Because the mods cause crashes. Can someone please point me in the right direction? I have uninstalled and reinstalled and uninstalled and reinstalled so many times now in trying to eliminate the problem and find the incompatibilities. But I've eliminated all but the most vital mods and still the game crashes. I just can't live without the ones I've got now. So please help! Here's the situation: System: Intel Core i7 CPU clocked to 3,56 GHz 12 GB RAM 64-bit OS Mods: [0.21] Procedural Fairings 2.4.1 [0.21] KAS – Kerbal Attachment System v0.4.0 Kosmos Space Station Parts Pack [0.21+] [0.21.1] H.O.M.E. 1.0.5 [0.21.1] NovaPunch 2.02 – Updated for KSP 0.21! [0.21] B9 Aerospace Pack R3.3 / Now with 176 parts and heavily optimized! [0.21.1] KW Rocketry v2.5 Robotic Arms Pack [0.21.1] Kerbal Engineer Redux v0.6.1.1 [0.21+] Update 30.08.13 Ion Hybrid Electric Pack v.2.2 IP-15 Fix Kethane-0.7.7 (Hope I got them all. I can edit the names to another format if you need.) So here's what happens. I load the game normally, and launch and fly around. But when some loading sequence is needed, the game OFTEN crashes. Such as when I need to reenter the construction hangar. Interestingly these crashes often come on my SECOND reentry to the hangar, like 95% of the time for some reason. I can reenter once, but on the second load the game crashes. Also when flying in space and some loadsequence is in order like when you switch from Kerbin to Mun navballs the game crashes. And other instant crashes I can't explain. PLEASE point me in the right direction. I'm new to this game, but would LOVE to master it like Scott Manley my hero! If others can use mods, why can't I? ¨ :,(