Frimi_2
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Yea you were totaly correct. I was still pointing the dishes from the 2nd contract to mun. Plus the one sat I had already there it was enough to set the coverage over the threshold. As I turned the dishes of the 2nd contract off and kerbin rotated to the opposite side, the 3rd contract appeard after a little contract cycling. Suggestion: Add a fullfillment agreement to the point to contract that includes deactivating the dishes for "result proceccing" than it's less likely people run into that? BTW I totally love your contracts ^^- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Hmmm it stays strange somehow. The first two missions worked, at least on the contract side. For a while I saw the nex mission offered (Mun network) but I did't picked it up for a while, now its gone and resists to show up again. I tryed the usual (Cycle trough offerd contracts, Debug menue remove fulfilled missions, reinstalled CC) but nothig seems to motivate the missions tho show up again. Here is the output log. I fly over it already and I fear that my install is a little messy with that many errors inside https://drive.google.com/file/d/0B3S6YRtGQtcsblplM1B5UnRfOTg/view?usp=sharing- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Ups, I thought I did update to the last version. Yea now it works Sorry ^^ Thanks a lot- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Cycle trough the offerd contracts was the first thing I did. After that I tryed force check reqierements and cycled trough again. Maybe somthing went wrong because I installed RT over my existing install by using the XF version. Here is the Log. https://drive.google.com/file/d/0B3S6YRtGQtcsTVFZWHZzU2ppMEU/view?usp=sharing Thanks a lot- 557 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
Frimi_2 replied to nightingale's topic in KSP1 Mod Releases
Hi, did the split up in two contracts solve the issue with the non appearing Kerben contracts? I have the same issue with the missions. The Debug menue shows all green.- 557 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
Not really. It's more a cross mod compability issue. See the link to procedural parts above. It happens to get messy if you try to fill a tank with real fuels by having isfs installed. You end up with a double filled tank. One filled by rf one with isfs. A possible solution might be if you detect some fuel to ignore, than set the default to be an empty tank? Or the more complicated solution what NatanKell said.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
Uhhhh nice. ^^ I just tested it out. It now let you fill in the VAB the fuel that you want, calculate everthing correctly and works fine with procedural parts. The stock tanks are a little more stupor. They refill itself with the last ISFS setup after loading on the pad.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
I'm not so sure that will help much. We discussed somethin simmilar in the PP thread: http://forum.kerbalspaceprogram.com/threads/106975-1-0-2-Procedural-Parts-Parts-the-way-you-want-em-v1-1-1-May-12/page36?highlight=procedural PP supports real fuels, but not ISFS. Additionally if you try to use both they override each other.- 1,187 replies
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Hey guys, I encouterded a minor bug. If you fill a capsule inventory in the VAB but launch it without a pilot in it e.g. a lander. It don't save the KIS inventory whith it. If you put a Kerbal into it everything is fine. So better launch your vessels fully manned
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Frimi_2 replied to FreeThinker's topic in KSP1 Mod Releases
Does this mean It ignores now fuels added by an alternative mod like real fuels kerosin?- 1,187 replies
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Frimi_2 replied to Raptor831's topic in KSP1 Mod Releases
Raptor, I made you a show off what I tried. https://drive.google.com/file/d/0B3S6YRtGQtcsNll3Tkd6WjV2cjg/view?usp=sharing If my math is wrong please correct me. Otherwise I will use the web app If I get to a point when I understand what Iam doing there -
cipherpunks I agree this is a solution. But I'm thinking a little further. Since KSPI and procedural parts are in my opinion two of the major game changer it would be awesome if it works together more smoothly. Especially KSPI and its vast ammount of recurces would profit very much due to it lacks a decent variaty of fuel tanks (don't mind freethinker the mod is fantastic ) I'm not sure how hard it is to do. As I understand the actual coding procedural parts checks if RF is installed and than uses a different set of parameters to make procedual real fuel tanks. But nevertheless it's for OtherBarry to decide if a different parametrer set for KSPI fuel switch will be supported. But one is certain, you can't use both tank modders.
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Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
Frimi_2 replied to Raptor831's topic in KSP1 Mod Releases
I know the web app. I will look into it deeper because without further backround knowledge it was hard to understand. A small how to would be nice 😉 I thought it is enough to change some names and number in the existing configs, because the SpaceY enginges are already implemented and have just new namens -
The looking time is a minor issue. Try to fill a tank with lqdhydrogen for example and try to launch with a hydrogen burning engine... supprise... tank still holds lqd fuel. You can remove fuel switch but the interstellar enginges wont recognize real fuels.. It just won't work. Please feels free to proof me wrong ^^