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Everything posted by Ringkeeper
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Ringkeeper replied to sirkut's topic in KSP1 Mod Releases
Can someone please explain me the purpose of the Gantry ? I tried to use it for a crane-like vehicle, it would be perfekt for such. But you can only put 1 node on either side and one middle node in use, otherwise the whole thing collapse/gets ripped apart. Which is not very helpful as everything bends down and you cant strap it. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Ringkeeper replied to ferram4's topic in KSP1 Mod Releases
As there was yet no answer: wobbling "Sr. Docking Port" normal or not covered by the mod? Because i have alot of problems with them. Examplescreen: http://www.ringkeeper.de/screens/fuelstation.png A : 5 Tanks welded together (so 1 part) connected with "Sr. Docking Port" to B : some trusses welded together (so 1 part) connected with "Sr. Docking Port" to C : 2 Karmony Station Parts connected with "Sr. Docking Port" at the moment to D: Fuel shuttle each arrow 2 docking ports If i would now start pushing with the fuel shuttle the whole thing would bend at the ports and break.- 2,647 replies
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K.. another mod I hope KSP soon can handle more then 4 GB of RAM. Otherwise i´m lost, even with the reduction mods. The crane was actually simpel. Ok, i use "Kerbal-Joint-Reinforcement" so there is no wobbling at all. I think next time i just weld the frame with the welding mod and save on the struts
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i finaly finished my first Kethane Mun base.... does anyone know a easy way to distribute the fuel to the tanks? My production stops if the fuel in the tanks directly connected to the converter is filled. Then i have to distribute the fuel manually by hand. The tanks at the converter are only the x200-16 so sending the fuel to the 3 big red ones is pain. Even if one x200-16 is full the one directly connected wont get filled. Cross-feeding is allowed everywhere. Mono-prop works, but there i dont have tanks directly at the converter..... Screen: A = tanker shuttle for orbit <->surface transport connected with KAS B = 4 converter with 1 x200-16 each C = 3 red tanks as storage D = 2 drills at the base + 2 drills on a mobile one.
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as you can see, not realy alot use the toolbar. So to get everyone to use a standardised autoupdate function, good luck. Maybe with the mystery spaceport2 that might come we get something like nexus/curse . And then again , the game is not close to release. I try not to get too used on mods as other games showed most modders get bored quit fast and then a fantastic mod dies.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Ringkeeper replied to ferram4's topic in KSP1 Mod Releases
]The 2 round batteries , the big SAS sometimes and definitive the Sr. Docking Port (worst off all) have some huge problems. It seems the connection between them and other modules doesnt even exist. But i dont think its a problem of the mod.- 2,647 replies
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KAS and load distances
Ringkeeper replied to 7499275's topic in KSP1 Gameplay Questions and Tutorials
not only in orbit... also Ships to bases can have some interesting effects to the enviroment. Save often quick, save early quick ... -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Ringkeeper replied to UbioZur's topic in KSP1 Mod Releases
get yourself the "Addblock Edge " addon for FF . You wont see anything else then the correct download button on the site -
Well, then why the mighty builders dont use just a "fuel only" or "oxygen only" tank ? But try to use a tank, that is build for 2 different fuel types to use only one?
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the same stuff happens to me alot. Specially when i use the assembley saves. But it is easy to figure out... you cant load subassemblys or complete crafts? One is broken, have fun finding it ...
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thanks for the base creation kit First i had problems with the legs, the moduls where not on the same height on mun. But i found the solution in a thread and now everything works .
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Ringkeeper replied to UbioZur's topic in KSP1 Mod Releases
found something strange, but dont know if it because of welding or a problem with the database reload. I welded something together, database got reloaded (have auto-reload) and then i didnt had a single part anymore avaible. Everything was deleted from the techtree and i had to rebuy everything. Not with science points but with "credits" , so clicking on every single part in the techtree. Since then i have a copy of the whole techtree part from the persistant file -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Ringkeeper replied to UbioZur's topic in KSP1 Mod Releases
i dont get it , why everyone wants to weld lights etc together. Welding is perfect for structural parts and not for cosmetic stuff, for stuff, that would otherwise fall apart. Also in RL you dont weld lights to a structure^^ You also dont reduce the parts per ship that much , if you try to weld everything together. Even worse, the more you weld, the more parts you have in your game , game needs longer to load and at one point it will crash cause it runs out of memory. You should use weld for parts, that you need often in exactly this configuration. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Ringkeeper replied to ferram4's topic in KSP1 Mod Releases
Thanks for this mod. Finally i can build my mobile Kethane Base without braking apart already on the launch pad while test driving it.- 2,647 replies
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Thermometer are you sure is working fine ?
Ringkeeper replied to MaximilianPs's topic in KSP1 Discussion
just watch it on a normal start from kerbin . First you have aroung 20° then it goes down to -40° at around 10k high , then it goes up to 0° again at around 40k and then back down to -100° when you reach orbit... -
How do I center the camera in the VAB?
Ringkeeper replied to Waymer's topic in KSP1 Gameplay Questions and Tutorials
there should be a free camera, that you can move around like you want... for some parts the camera atm is soooo bad , you dont see anything. -
Go To Mun, EVA with kerbal. Then press Spacebar when outside ship.
Ringkeeper replied to Moonfrog's topic in KSP1 Discussion
That you can do already when standing on the rocket^^ -
[0.23] Squad Texture Reduction Pack - B9 and KW Packs also
Ringkeeper replied to PolecatEZ's topic in KSP1 Mod Releases
I´m not a unity guru but i have the same experience . I play KSP on 2 computers. One with only 4GB total RAM the other with 12GB (and also everything else better). On the low machine i have the same mods but there i have no problems. RAM goes to 2,8GB and thats it. On the good machine i have crashes as the RAM usage goes over 3,8GB . I´m thinking to use ubuntu or any other "easy to use" linux for KSP playing... at least i could use all mods then. But first i will try this mod here , if it helps already. -
Unlogic Fuel problem
Ringkeeper replied to Ringkeeper's topic in KSP1 Gameplay Questions and Tutorials
i build up now a small scale of the rocket, just tanks in middle + one side. Can reproduce it. It takes the fuel from the middle tanks via the decoupler->girder->tri-coupler http://s7.directupload.net/file/d/3414/9u3epmw9_png.htm Same without tricoupler: still taking fuel from middle Without radial decoupler: still taking fuel from middle putting the middle engine in extra stage: still taking fuel from middle only radial decoupler, no girder : no fuel taken from middle So only if somewhere the "Modular Girder Segment" is build in, the fuel is running .... that shouldnt be the case or?