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Everything posted by Vahal
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Vahal replied to bsquiklehausen's topic in KSP1 Mod Releases
I finally had the issue about the engine falling trough the ground but no explosion. It was a recoverable rocket stage with no lander legs- 786 replies
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Vahal replied to bsquiklehausen's topic in KSP1 Mod Releases
A bit late answer but: As you can see, even with vanilla lander legs it's not a problem. And you can tweak around to make it even more easier with radial stuff: I usually make that kind of radial config to use Universal Storage science stuff and it works like a charm.- 786 replies
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Cannot resume saved game (Also crashes)
Vahal replied to Cybindis's topic in KSP1 Technical Support (PC, modded installs)
So, I checked save folder, all my .craft files and to be sure I deleted the last vessel I was building. That didn't work, I removed the other to verify, and didn't work too... so I looked at my persistent.sfs and passed a looooooooooong moment at checking the datas and see if anything was strange and finally a bit bored I did what you said, I removed the persistent.sfs and made a copy of my quicksave.sfs I renamed. AND IT WORKED! Jeb, Bill and Bob thank you! Me too of course! -
Cannot resume saved game (Also crashes)
Vahal replied to Cybindis's topic in KSP1 Technical Support (PC, modded installs)
Ok... Happened on ne new save and it starts really to pissed me of since I can't play with this fracking damocles sword above my save file. If someone could take a look at this problem that would be really, really nice cause atm I'm really stoping to play until it's solved. Bored to lose my time on save that will be doomed anytime. -
K-P0110 - Apollo-like crew module, now with source files included
Vahal replied to Ledenko's topic in KSP1 Mod Releases
Well, some ppl seem to be lucky... -
Do you find the Jool system hard to navigate?
Vahal replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
And if you have a ressource survey antenna there is a third altitude... When I launched my Jool Satellite network I started with one per moon, then I realized that It can't be so two per moon... and no. 3 per moon. I finished with a real satellite bus so instead sending one big probe ship delivering satellite, I sent five since it would finally be simplier and I will not finish with a monstruous 600+ parts spacecraft melting my computer memory. About RTG lifespan, it's nice but 7 years... Depending the travel time, that can be quite short for the satellite service life. To change your inclination you have to be the farest you can inside the SOI, that will be the cheaper, but you should drop your Jool satellite and let the carrier in equatorialish orbit to jump easily to the moons. -
[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
Vahal replied to munseeker's topic in KSP1 Mod Releases
And thank you for making this VERY useful part. I tried myself to "mod" and long story short, I suck at modding so I'm happy some ppl do the job I can't and do it nicely. I just had to train my kerbals to eat vegetable instead only snacks... Very, very difficult and sometime deadlier than 5km/s reentry with DRE. -
Yeah... My last career mode game ended like that. Couldn't resume save if my career save folder was in saves folder Strangely it happened when I planned launches for Jool. Everytime I planned something for Jool I had problems. I'm cursed
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How is the dV with those two fuel tanks and Sparkler engine from MRS? About the probe cores, a triangular one fitting nicely with the fuel tank could be nice (Even if I like lower parts count, I'm not a fan of the all in one solution like I saw with some service module including in one part LFO, monoprop and electric charge) but I don't see any use for more, the existing probe core and the radial one from MRS are more than enough. Micro engine like Ant could be nice especially since the little vanilla engines are terribad or OMS downscaled wich is nice to combine RCS and thruster in one part for craft with few free space to put stuff on. I can see micro cargo bay to hold scientific instrumentation and of course micro landing legs with grabbers cause with a triangular body we HAVE TO build a Philae replica What is nice with necrobones mods is there is no dependency to plugins that can be outdated so no problem and surprises. Sure Toggling fuel type of tanks can be nice (Jumbo monoprop! ) but plugin dependency can be a nightmare.
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
Vahal replied to nothke's topic in KSP1 Mod Releases
I guess it's called cargo bay and there are several mods with 2.5m round cross section like Modular Rocket System -
Cannot resume saved game (Also crashes)
Vahal replied to Cybindis's topic in KSP1 Technical Support (PC, modded installs)
I have exactly the same problem. Pressing "resume save" button doesn't do anything. I reinstalled manually all my mods on a fresh install, imported my career save subfolder and... same problem. But I have no crashes or PC problem, it's just KSP who doesn't want to launch my saved games. One interresting thing, I created a new game with a name already used and it found there was a game save with this name already, even if it couldn't load it on screen when I press "resume save" Version: KSP 0.9 x86 windows mods: errrh... a lot. I lightened some mods from their parts. Edit: I removed my career save and it appears that I can resume save again. Any explanation about this? How is it possible for a save file to mess up the game? -
my bad I forgot "nose cone" but anyway, I saw my mistake... Damn I can't save any bit of RAM Shame on you to melting my dear PC memory with your must have mods!!! go back to see how his new beautiful new lifters fly in red.
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So basically it's redundant with MRS fuel tanks and 3.75m from Space Y, am I right? Time to download
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[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
Vahal replied to munseeker's topic in KSP1 Mod Releases
Greatings from Freyja Mothership! -
Do you find the Jool system hard to navigate?
Vahal replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
I don't think scanning Jool itself would worth the effort, so you can save mass and funds. One advise, don't forget RTG! -
having family, job, hobbies, well it's kind of things that are usually priorities (usually in that order ) so no surprise to see our famous players a little bit too busy to haunt the forums.
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Today, ASKI students discovered the mint ice cream moon. Apparently they enjoyed a lot
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
Vahal replied to bsquiklehausen's topic in KSP1 Mod Releases
strange, I have no problem with the engine, using it for a lot of spacecrafts especially heavy landers due to its flat profile. atm this ship is orbiting the Mün, preparing for landing.- 786 replies
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Y a bien quelqu'un qui l'a repris et remis au goût du jour: UbioZur Welding Ltd. Continued
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[1.1.3] MunSeeker Mk1 Greenhouse (TAC Life Support add-on)
Vahal replied to munseeker's topic in KSP1 Mod Releases
Any problem with new TAC LS and 0.9? -
What is strange it's that I had this problem just after upgrading Tantares from 14 to 14.1 but upgrading to KJR 3.1 solved my problem. That was really weird Thank you pals, you saved my kerbals and my game.
- 22,646 replies
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- totm march 2020
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WEll, I'm atm using stock clampotrons and... kaboom. The problem appeared after installing Tantares 14.1 I tried to undock the ship on the left and... she didn't move away even using the RCS, the vessel was separated but glued by invisible force between the two docking ports. I went back to the KSC then switched back to the ship, they were noticed as docked so I undocked again... KABOOM! the leaving ship docking port exploded, then the part behind exploded too and the probe core floated slowly and atomized the cockpit what made it move forward, slowly come back to the other ship... every single part it touched exploded, like it was antimatter. The strange thing was the other parts mounted around the destroyed parts, they didn't move at all as if the part still was there. All my mission is jeopardized ALT+F4 saved my ships but game is stopped for the moment.
- 22,646 replies
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- totm march 2020
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And that's mainly why I keep pressing F5, cause I know my install is not that stable over time and I don't want to crash my game before landing or because I took a screenshot
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That's why I like this mod: A nice looking and usefull bunch of parts. Here a very compact Transfer Orbit to Ground Ship With 2K dV, 44 days supplies and cramped space for 2 kerbals. Damn I'm in love with this Fuji pod
- 22,646 replies
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- totm march 2020
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(and 2 more)
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