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About Filigan

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  1. I odnt thing BARIS is the (only) cause of this, i see the same Problem using but i dont have BARIS installed. But isnce i have a metric ton of other mods active i will have to wait for the weekend before i can participate in any bughunt
  2. Just from a short glimps i'd say you have too much coverage over minmus already, with this one satelite + the dish from kerbin. The one Prequisite that is unmet clearly states that you MUST have LESS than 70% coverage of minmus for this contract to be available. so, probably just turn off the dish antennas pointet at Minmus, and timewarp until you are 100% guaranteed mission control has not line of sight towards minmus, then this contract should pop up. Note that if increased your base antenna range, and/or the multiplier for multiple antannas on one craft, in the RT settings high enough, you migt cover Minmus with Omni antennas from Mun if it is close enough, or even Kerbin.
  3. Especialy with all the new parts, i figure it might be a fussy job to get everything in place, where it fits well.
  4. Isn't this exactly what the Reputation Decay in this mod does?
  5. Since Squad is based in Mexico City, where it is 01:16am, while i am writing this, i'd say we will have to wait some more.
  6. Is there any Solution in sight for the bug that upgrades are not saved, or maybe a workaround i can try? (something like a Manual savegame edit?) The problem i get is that the upgrades i buy are pretty reliably NEVER saved (at least so far)
  7. Apparently i managed to delete this entries without causing even more problems =D TY
  8. Is there a way to delete the tracked vessel data from a savegame? In my careergame i have a whole lot of Vessels still in the LIfesupport tracker, despite the fact the have all been recovered. I dont think this is a bug with TAC_LS itself, since this did not happen in a new game i just started to see if this happens there aswell. Probably just a byproduct of installing-deleting-reinstalling mods mid game.
  9. This was my first guess to, but by rightclicking on that very same hatch i can have a kerbal eva from it.
  10. I think i have foudn a combatibility problem with KCT. Media Circus adds Funds insted of removing them, when i hit the launch ("build") Button. Is there any chance to get this working the right way?
  11. Great! As for Orbital decay, there is a "unofficial" recompile that seems to work fine. However, i am more than willing wo switch over to your version, since i vermy much like to have a fair amount of realism, but keep it in "simple terms", In addition i just assume to use several mods by the same Autor is a good practice, since there is a better chance they dont mess each other up.
  12. hmmmmm i play with the Orbital Decay mod right now. This raises a question: When you develop your orbital decay mechanics further (especially the station keeping part) i guess both mods qould do basicly the same? And a bonus question just pops to my mind : When the orbital decay mod removes objects (debris), will kessler syndrome realise it is gone? Edit: and a word of warning! The Whitecats orbital decay mod hat the bad habit to deorbit the "stranded" capsules created by rescue contracts, which made said rascue missions close to impossible to do (there is of course a sort of workaraound, by prebuild the rescue craft and send it out to the launchpad before acepting the contract). You may want to have an eye on this "problem" when working on your decay mechanics.
  13. i just tested it a few times, and the ejection module always choses the stock "inline" hatch over the hatch added by the mod, and thereby shoots my porr kerbal into the cargohold of my plane.
  14. Hey, is there a way to make the ejection modules "combatible" with Mk1-Cabin-Hatch?
  15. Just wondering if you are still working on this one. I would still be interested to see it finished and working in my game