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tschieggm

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    Bottle Rocketeer

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  1. pingopete - I love the work you've been doing with RVE, it really creates an immersive and beautiful solar system to explore. If you get a spare moment - would it be possible to add an Open Source licence to your project on github? I was thinking of forking it and tinkering with some of the configs. BSD, Apache and MIT are all excellent choices.
  2. I tried installing this from CKAN on a fresh 1.04 install. Unfortunately the starting contracts appear to be broken and their conditions won't trigger. There are a couple yellow rows in the contract config debug menu. The warnings all state - "Contract contains no contract types or child groups" EDIT - Figured out the issue. Looks like the A-4 Guidance unit doesn't count as a Vessel for contracts.
  3. Would it be possible to update the researchTime value on the Quantum Science Block to 7 or 8? The current value of 12 is exponentially smaller than the Mobile Processing Lab default of 7. The rate ends up being so small that with 1 scientist and 500 data, you get about 1 science per year -which is useless and is appearing broken to some users. This thread has some super helpful information about the value: http://forum.kerbalspaceprogram.com/threads/129425-Questions-re-cfg-file-parameters-for-Science-Labs
  4. I am also running into this annoying bug when trying to decouple a lander from inside a faring. The design is a replica of the curiosity lander.
  5. Thank you for fixing the claw bug. Your patch worked like a charm for my save-file.
  6. Thanks for the solution! I ran into this problem today on Ubuntu with a GTX 970 and tweaking the VSync settings made the noise go away.
  7. Really enjoying this contract pack! Feels like it should be part of the stock game. Anyways, I'm having trouble getting this contract to complete. I pasted the relevant save file below, not sure what I'm doing wrong or if it might be a bug. CONTRACT{ guid = 1d347ee8-9039-4d07-8e8d-4395699e13c8 type = ConfiguredContract prestige = 1 seed = 246371369 state = Active agent = Kerbin World-Firsts Record-Keeping Society deadlineType = None expiryType = Floating values = 65520,0,15889.8297697306,63559.3190789223,18750,94,44.84,0,17582471.4440747,17560337.3693866,0,0 subtype = FirstMinFlyby PARAM { name = Sequence id = Sequence7001 state = Incomplete values = 0,0,0,0,0 ContractIdentifier = FirstMinFlyby title = Minmus Flyby PARAM { name = VesselParameterGroup id = VesselParameterGroup7001 enabled = False state = Complete values = 0,0,0,0,0 ContractIdentifier = FirstMinFlyby title = define = Minmus duration = 0 trackedVessel = ecc0a682-62e8-4d6e-ae80-33efd4ccc5a4 PARAM { name = HasCrew id = HasCrew7001 state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FirstMinFlyby allowStateReset = True title = Crew: At least 1 Pilot trait = Pilot minCrew = 1 maxCrew = 2147483647 minExperience = 0 maxExperience = 5 VESSEL_STATS { vessel = ecc0a682-62e8-4d6e-ae80-33efd4ccc5a4 state = Complete strength = STRONG completionTime = 17560383.7436833 } DOCKED_SUB_VESSEL { hash = 2922911676 strength = STRONG } DOCKED_SUB_VESSEL { hash = 3470680948 strength = STRONG } DOCKED_SUB_VESSEL { hash = 2522006515 strength = STRONG } DOCKED_SUB_VESSEL { hash = 2819546644 strength = STRONG } DOCKED_SUB_VESSEL { hash = 3637257050 strength = STRONG } } PARAM { name = EnterSOI id = EnterSOI7001 enabled = False state = Complete values = 0,0,0,0,0 body = 3 } } PARAM { name = VesselParameterGroup id = VesselParameterGroup7002 state = Incomplete values = 0,0,0,0,0 ContractIdentifier = FirstMinFlyby title = define = vessel = Minmus Flyby duration = 0 PARAM { name = ReturnHome id = ReturnHome7001 state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = FirstMinFlyby allowStateReset = True title = Return home VESSEL_STATS { vessel = ecc0a682-62e8-4d6e-ae80-33efd4ccc5a4 state = Complete strength = STRONG completionTime = 0 } VESSEL_STATS { vessel = 8836641e-577f-48d0-98ed-b57e6f3a5478 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = f2eaa0f7-b8c9-4c7d-83b1-eaab023c8446 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 9956c59c-ca5f-4950-8000-fdfb8c7513d9 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 28463bb2-459a-4857-89a9-ec3425e82c6c state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 6a3264bf-d7e6-410f-ab22-ffe8e4f4d60f state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 30db7c2a-a00e-4a33-bfd9-146409c3f02c state = Incomplete strength = STRONG } VESSEL_STATS { vessel = bf55a636-d79f-4b80-a476-c566c4a45d18 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 606b24b1-6676-4cb4-a494-ef3049477d22 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 8677bab5-d481-43f1-9f7f-7c3360aeff8e state = Incomplete strength = STRONG } VESSEL_STATS { vessel = cbe1eea6-c08c-4384-bac9-a1cb6da5dff6 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 43bad87a-4097-4343-9346-0c6302d116f4 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 47392881-617e-437e-b1a3-1d007e79b9ac state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 88523da4-f3c2-4d37-93d1-ab2b1d6d39f5 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 7723e1bf-ec02-410f-a12f-70f440286872 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 6b2051c9-40c6-4228-a780-d74e4ef36a0b state = Incomplete strength = STRONG } VESSEL_STATS { vessel = 0f6a1dd9-9140-40a5-b89d-a979acdeac61 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = b2fa9ae0-ed07-45f1-9c64-241dfc76aed7 state = Incomplete strength = STRONG } VESSEL_STATS { vessel = c89d9612-71cc-4724-9652-a1f1d1f3dc9a state = Incomplete strength = STRONG } } } } }
  8. Is it normal for my crew portraits to not show up in the bottom right of my screen when in a Tantares command module? I can understand not having a first person IVA, but it makes it hard to understand where my kerbals are without the portraits.
  9. +1 It would be great to deliver these massive science modules with a shuttle. They look to only be just a tad bit too big for the cargo bay.
  10. No I missed your reply, my apologies. Editing it from the action group editor worked as you suggested. If this is intentional, it's counterintuitive to how many mods work. Just my 2 cents.
  11. +1 for adding a bottom node on the engines. Ran into this today trying (and failing) at attach a decoupler.
  12. Reloading the database was only a temporary fix required for every game load. It also interacted poorly with the KAS mod. I was able to correctly fix this problem by "Verifying integrity of game cache" in the Steam game properties.
  13. +1 - I ran into this missing textures issue today with the mk3 adapter parts. The database reload fixed it for me.
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