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Himeki

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    Curious George
  1. You've used them before, but now they don't work. Have you recently added a new mod or updated one? (side note, the buoys don't actually need to float, my original design sunk but still worked). Other than a possible mod conflict I'm not sure what's going on, maybe someone else has an idea.
  2. make sure when you launch to the runway you check the contract and everything shows green up to that point? Fly directly over it and make sure it's flashing on your hud. Also make sure you're going to area 1 first. You can actually go to area 2, drop one go to area 1, drop and get both notifications, but for verifying it's working just go to area 1. ----------------------------------------------------------------------------- EDIT: Here are the craft files for a working bouy and Working stuff to test with, all vanilla (99% certain). ----------------------------------------------------------------------------- The subassembly can be placed on the underside of a wing or in a downward facing cargo bay. I release them at around 120-175m ASL going between 100-130m/s. 120m altitude is somewhat risky to do until you are used to it, however it deploys them fairly quickly onto the water. The seaplane has notes in the description, I would recommend at least the first upgrade to the SPH for basic action groups so that you can use reverse thrusters and flaps to slow yourself down more easily. NOTE: for keyboard flight I highly suggest precision controls (caps lock by default) as the craft was designed for joystick flight originally, but you can fly it easily with keyboard as well (reduce the authority limiter if you're having trouble with it. The seaplane was designed for multiple contracts at once, so has 4 extra seats for passengers. ----------------------------------------------------------------------------- Subassembly with decoupler attached (Bouy - Large V3 - Decoupler): Sea Plane (Seaplane v2.5V - BuoyL):
  3. Make sure you're going low enough and have all the other requirements fulfilled. EG the only barometers on the craft are on the buoys you're going to release, the kerbal is on the craft, and you have an engineer as well as someone flying it.
  4. Still having the medevac: rescue climbers issue. Anyone happen to have a workaround for it?
  5. Well I removed the entire firespitter folder, so I shouldn't have any other dll's unless they hid themselves in other places (Anyone else running into this? If not, ignore me). I've run into no issues, just thought I should point it out as others may think it's the wrong version.
  6. In your current Curseforge file v633 (also verified with release on github) the version information has THIS. When starting KSP it warns that Firespitter is not updated for .24
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