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Misucat

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  1. It works better using the toolbar, thank you!
  2. How does the inline hangar work, please? I load a spacecraft into it (using "Edit Content") in the VAB, but once in orbit, there's nothing at all when I open the doors. There's also no option to jettison it (like the Fairing Hangar)... I did notice the docking port inside the bay, but what's its purpose? If I use it, it doesn't reduce the number of parts in the vessel. In short, I haven't understood the usefulness of this part
  3. Note that the behavior returns to normal after 3 minutes of flight. A lot of Kerbals have died to obtain this information ... I haven't tried returning to the KSC screen between two flights to see if it solves the problem and if doesn't affect the contracts. Thanks again for your responses!
  4. Hello here The mod works perfectly during a initial takeoff until I land at an airport. If I try to take off again (I play with contract pack Kerbin Side Remastered GAP) , my plane goes in all directions and crash just after leaving the ground. I've tried disabling Atmospheric Autopilot on the ground and re-enabling it, turning off and restarting my engines, disable moderation but nothing seems to work. Is there a way to reset it once on the ground?
  5. Modding remains a hobby, and it should be done when one feels like it or has the time. This is an awesome mod that gives purpose to my career, and I thank you for conceptualizing and implementing it, and for all the work you've put into it. The issue is workable, so as far as I'm concerned, it's not broken. The system just requires completely exiting the game and not returning from the main menu, so it's not a game-breaking issue. It adds interest, fun, and that's all that matters ! Thank you for taking the time to write this detailed explanation
  6. For me, this solution doesn't work, even by completely exiting the game because the error is logged in the persistence.sfs file, and KSP reloads it each time. My modding knowledge is minimal, but I have the impression that Bureaucracy (through ContractInterceptor.cfg) is required to go through Module Manager to apply its changes to new contracts. As far as I know, this is impossible without completely restarting the game, but I could be mistaken... The solution that works for me is as follows: Prerequisites: - Excuse my poor English. - MAKE A BACKUP OF THE persistence.sfs file. - Use an advanced editor, like VSCode, to make life easier (good luck with Notepad...). - Be careful about what you delete: I'm thinking of contracts from Research Bodies, for example if it's deleted, you'll have to repurchase the research contract. Procedure: - Completely exit the game. - With a text editor, perform a search: state = offered. - You should see in the SCENARIO section with the name ContractPreloader. - Delete all CONTRACT entries with their content included between the curly braces { }. Be sure to analyze what you're deleting. - Save and relaunch the game. The problem should be resolved.
  7. According to what they say, getting into modding means spending more time tinkering than playing... After hours and hours of research, reinstalling my entire mods setup (around 200) one by one to find the cause of the problem, I still haven't found the source. It's not Krash that's working perfectly. But no matter, my previous game is ruined. I'll still follow your excellent idea of having a test craft save to incorporate into my new game. Thank you for suggesting that! I took the opportunity to clean up all the mods, add GAP, which seems to work with GAP Kerbinside, and I'll use this opportunity to focus this new game on planes, something I've never done in KSP since 2011... This mission pack really makes me want to explore aviation and try to learn space planes alongside rockets and see how things played out in the real world. After all, it's also thanks to aviation that we reached Earth's orbit. Thanks for all the help anyway, it works, so I'll explore all of this with a new approach, and I apologize for my approximate English.
  8. Oh yes, that's exactly what I'm doing, but this step doesn't validate, the countdown stays at 5 seconds. I've noticed similar validation issues with other contracts outside of this pack; some steps don't validate, forcing me to manually cancel the contract. I play with quite a few mods, including Kerbal Construction Time and KRASH. Most of the time, I accept a contract, simulate my craft before launching the true mission, which validates some steps and sometimes carries over into the persistence. There might be a way to reset a contract without rejecting it; I'll look into it. Thanks for the help, anyway
  9. Hello here, thanks you for this missions pack I just started the first mission "Let's Start An Airline," and I don't understand how to validate the takeoff clearance. I tried positioning myself at the level of the bilboard panel, the waypoint manager marker, but it doesn't validate anything. The 5-second countdown stays inactive. I have an airplane with a capacity of 5 passengers, a certified pilot, and the inspector is on board.
  10. After looking this problem on my KSP 1.6.1 with a lot of mods, this bug is not related to the mods but to the Breaking Ground DLC. Delete this folder (GameData/SquadExpansion/Serenity) solves the problem
  11. Hello rocketers Someone can me explain how to Drogue chutes works please (with Real Chute mod)? I want launch sounding rocket in suborbital flight but without desintegration in the reentry. I want break the velocity in the upper atmosphere. After multi testing, the chutes break or overheat even in kevlar I used deployment with atmospheric pressure (0.01), altitude (70km) but these solutions not works. Thanks you very much for your help! (Sorry for my bad english) Edit: I use FAR and DeadlyReentry.
  12. Which version of KCT/MagiCore please. I"m using the last beta 43, "compatible" with KSP 1.3.1 and BARIS UI's seem to be bugging. If I not use KCT, BARIS works fine If I click on the BARIS Button in VAB/SPH, the windows isn't complete: And here with a screen take in Space Center. The windows "Vehicle Integration" tell me "no vessels in under construction". Also, impossible to change number of worker's/Astronaut's:
  13. Thank you very much Sarbian, the new update solve the problem with building upgrade
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