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About PhantomC3PO

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    Bottle Rocketeer

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  1. @desepticon, Short landing is used to stop a plane quickly when it lands on a runway. You need to use SOFT landing
  2. Hi all, just wondering if anyone else has a problem with stations constantly changing from "Station" designation to "Base" every time the dock with them or add new modules onto it. I only ask because I'm using the station and bases contracts pack, so every time my KSS changes to a base it then stops issuing contracts for me to service my station, until I go and change it's type back to a station again. Not a huge problem, but very annoying. Does anyone know of a way to lock it to one vessel type so it wont keep changing?
  3. You also need to have an experiment like "Plant Growth" or similar, there's six all together, on a craft that is docked to your station. It's this part that you then have to start experiment in as well. You need it on a craft that can undock because it needs to be returned to kerbin for full reward
  4. Have you got the experiment attached to your station? When you right click on the experiment there's an option to start experiment. It's the experiment itself that stores the Eureka's Quarks and bioproducts and needs them to complete the expirement.
  5. I think it's to run the Fuel Cells, they run on LF/O
  6. Thankyou @tomf, I now get contracts You are a legend my friend
  7. Yes I have unlocked them Awesome, thanks so much for releasing this so quickly.
  8. Awesome. If I can help in any way please let me know
  9. Hey @tomf, I tried your suggestion today and still not getting contracts. Any other ideas of what I could try? Should I try modifying the config file? Or is it hard coded into the mod?
  10. Cool, I'll try that and let you know how I go, just in case there's others that have the same issue. Thanks again.
  11. Ummm, no. Is that separate to paying to unlock the parts in the tech tree (which I don't have turned on)? I'll have a look when I get home from work. Thanks for the quick reply @tomf I thought it was probably a noobish thing, now I feel silly for asking the question.
  12. @tomf, just a quick question, are you aware of any conflicts between this mod and another that would prevent the contracts from appearing? I have never had any of them offered, even though I have now reached and unlocked the parts in the Tech Tree. I have contracts configurator installed with the bases and station pack, which disables the stock station contracts. Do these need to be enabled to get these contracts? Apologies for what is probably a very noobish question.
  13. I've started work on custom suits for the USI professions based on @Cetera's suit pack, but got distracted making portrait stat icons for @DMagic's portrait stats modlet. I hadn't even thought of doing up custom garments for IVA's for them. I'll have to look into it more. Just a thought, is it possible to tie a prop to a profession? I had a thought for a suit for the biologist, a HAZMAT suit with a custom helmet.
  14. Hey @Aelfhe1m, that sounds awesome. If you're interested, I can PM you my icon and colour ideas
  15. @DMagic, Playing with MKS, it adds in 9 new professions. I've started making custom suits based on @Cetera's awesome suit pack. Is there a way that I can make Portrait Stats recognise the professions added in by MKS? I'm happy to try and do the work on your behalf, but I'm very new to coding (I've done a bit in other games) but am happy to try.