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Lyinginbedmon

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Everything posted by Lyinginbedmon

  1. Unresolvable for the moment, Kerbals have no gender in the game code and they cease to exist almost entirely every time they get into a pod.
  2. Hitting stage has no effect save the sound effect All Interstellar engines provide zero thrust regardless of situation, most just shut down automatically regardless of reactor and generator status (the thermal jet in that save being one example) Radiators seem to work but by and large all the functions of Interstellar parts seem to be broken SAS seems to be ineffective despite showing its usage, with many parts of the HUD overlay being blank or matte colours Unloading and reloading some craft occasionally restores function like heat radiating and power transmission but also results in the Hell glitch (Apollo station in the first version of the log had this issue).
  3. I can't really launch anything with the staging and functionality bugs, but here's a clean save version with a rocket (the stock Kerbal X) stuck on the launchpad and a non-functional thermal jet on the runway.
  4. All three are properly inside the GameData folder, per the included installation instructions.
  5. I'm getting some serious problems with this. The parts all seem to import properly and all their stats are visible, animations certainly work, but functionality is completely borked. My staging becomes inoperable, engines refuse to generate thrust, my navball is messed up, reverting crashes the game, my crew aren't shown on manned vessels, etc. etc. etc. This was the case with the previous version as well, the only other mod I'm running is Universe Replacer.
  6. Have you tried building them with some stabilisers attached at the first stage? If they spawn in above the actual launchpad that way it might resolve the problem, albeit not fix it.
  7. Absolutely, just install only the suits you want and leave everything else alone.
  8. I haven't seen Gravity yet but I'd wager it's an Orlan space suit, possibly the Haiying variation used by China. I can't quite make out the lettering, but the Orlan suits are available on the ISS and I know they visit a Chinese station at one point in the movie. EDIT: According to some quick research, it's a mix of Sokol and Strizh suits, neither of which are EVA-rated curiously.
  9. Yes, the textures have a big effect on RAM usage.
  10. Yeah, kerbals essentially cease to exist when they enter pods, so there's presently no way to create persistence.
  11. Do you have a Head1? I had the same issue and it was fixed by renaming one of my head textures to Head1 (and renaming the others accordingly).
  12. I've perused the wiki but I'm having trouble finding an answer. When a craft unloads, the code its running ceases to function and does not restart with the computer when it is reloaded later on. Is there any way to modify or replace that startup functionality to have codes run when the craft loads? Such as to ensure a space station remains properly oriented to its parent planet or to keep a long-range missile on target.
  13. It needs to be able to access Metal (from the smelter) and store Rocket Parts (in a container of some kind), and any launchpad you want to use needs to be connected to the Rocket Parts similarly to use them to construct things. Having it attached to something is very helpful in this regard, especially since it can serve as a command point, like a probe core.
  14. Ask a really dumb question, get a really dumb answer. It really is that simple, strap the workshop to a lander, fire it to the destination via rocket, land it ideally somewhere near your smelter and launchpad, and get to work.
  15. You need a launchpad to spawn craft at a location, you need a workshop to convert metal into rocket parts to spawn craft, and you need a smelter to convert ore into metal. If you want to launch craft from your industry site, you'll need all three there.
  16. It's fairly straight-forward, if you've used Kethane before then this isn't much different except that the manufacturing line is a bit longer. To bullet-point things: Use either of the sensors (big one in high orbit or geomagnetic chipboard for low orbit) to locate Ore deposits Make something with an auger and an Ore container, able to reach a nearby deposit Use auger to mine Ore Deliver Ore to something containing a Smelter and Metal containers Use rocket workshop to convert Metal from Smelter into Rocket Parts Use either Launchpad or Runway (stationary on the ground only) to create pre-designed craft wherever you want them. (Personally, I recommend Mun first, due to its zero atmosphere and low gravity)
  17. How exactly are the pylons intended to be used? I've been attaching them to the ground and then attaching pipes to them, but when I reload the area later everything explodes. Similarly, I also seem to lose all control of a craft I've just attached parts to, necessitating that I switch to another and back to regain control. And then of course there's the Kraken-ising of any kerbal carrying a part when switching away or unloading.
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