Jump to content

billybob579

Members
  • Posts

    53
  • Joined

  • Last visited

Reputation

25 Excellent

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Does tweakscale have any bearing on the amount of artificial radiation a part generates? Trying to figure out if it's safer to use one large engine versus an array of smaller ones.
  2. Thanks! Turned out to be a non-issue though, I think. I misunderstood the situation with the updates, didn't realize there's no heating effect in 1.8 anymore. Certainly makes things simpler, but I might just go explore someplace else in hopes that the planet warms up soon.
  3. Absolutely love this mod. Am currently trying to figure out how to gauge which areas are more hazardous than others on Thalia. Have not yet visited, but am getting close and want to do it right. Is there any information on how the new heat model you mentioned works?
  4. I have a probably-dumb question and I apologize for it in advance, but I've been searching and can't find any info on this. I remember a few years ago there were teasers for some really cool looking, large structural parts meant for late-game on planets, but I haven't been able to find them in-game now or even locate the original posts on here. I'm almost certain it was this mod though. Did those big parts get split off into a separate mod or never make it in, or am I just really confused?
  5. I've not been able to figure out, is there a way to test parts and improve reliability without physically putting a craft on the pad? Like, a button you can push that has the same in-game time and money penalties as rolling out the part but without making the player switch contexts to and from the pad multiple times? I absolutely love the idea of this mod, but I'm finding I don't have much time to play and wish I could have the invest-in-testing-or-risk-vessel-failure experience without the real-world time commitment of rolling all these ships out to the pad.
  6. Just wanted to pile on and say, there's definitely interest in this mod continuing. It's been a staple in pretty much every career game I've played, and my attempts since 1.4 just haven't been the same. I'm really grateful to see you're thinking of coming back and picking it up again.
  7. Just ran into this issue as well, so thank you for doing all this troubleshooting on it. Uninstalling Bon Voyage didn't fix it for me unfortunately, so I was wondering if you did end up finding anything else?
  8. Awesome mod. Been waiting to get back into KSP for a while, and this finally dragged me back. Looked at all the planets now, can't wait to start flying ships there. Only thing that could make this even better would be clouds for the EVE mod, but that's definitely not needed. Thank you for sharing this!
  9. @Badge I believe that's the Inner Dawn system. Specifically, the planet Paradise and its moons. And it is definitely awesome; if I had to pick just two systems, it would be that and Transverse.
  10. Thanks for confirming that it works; I'd actually tried it before and encountered a bug that I thought was due to this mod, but after seeing this I reinstalled and it worked just fine. Also, doubly thanks for the channel recommendation. All the videos on MKS couldn't have come at a better time.
  11. Sorry for double-post, but it just hit me, the reason it's not working is almost certainly the way I put the hotel in orbit. I used a reusable SSTO rocket to get it into space, and then decoupled it the hotel portion. But I just remembered that I then had to rename the hotel "stage" because it had been renamed to "NAME OF SSTO Probe". Is it possible that the validHotel flag was attached to the SSTO which I then deorbited and recovered, instead of to the actual hotel "probe" that I left in orbit? And if so, is there some button I can press or file I can edit to fix that?
  12. I'm sorry, I don't think I understand the question. The issue is that I'm not receiving any such contract in-game, so I can't see there what the requirements for completing it are. And I had thought the requirements for receiving that contract was just to complete the "Build a hotel" contract, which I did. I am getting the standard "visit a space station" tourist contracts for 2-3 tourists, but not the attraction contracts. I looked through Attraction.cfg, and though I know very little about how to parse them, I noticed that several points reference a validHotels file/list of some sort. It seems like a likely point of failure that would produce the symptoms I'm seeing, but I'm not sure where to look to check if somehow my vessel didn't wind up on that list. I checked the save file but it wasn't there; could you point me toward it, if it's something that's accessible and human-readable?
  13. Just completed the contract to build a hotel, but I've timewarped several months now and am still not getting any contracts to send kerbals there. Am I missing something, or possibly encountering a bug?
  14. Any chance for a patch for 1.4.3? This is a really cool looking mod, and I'd love to add it to my ongoing career save.
  15. Very much looking forward to trying this out. Your airships mod is one of my favorites, and this is definitely going to be too. Also, the "10F Disco Bar" reference made me laugh. Can't wait to start serving my kerbals some synthahol.
×
×
  • Create New...