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About WalterB

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  1. Thanks OhioBob and Sigma88, I have tried version 1.7.0 with KSP 1.5.1 and it works fine.
  2. So it looks like this mod is no longer active? Does anyone know of any other mod that adds binary systems to KSP 1.5? I've done some Google searching but so far no luck. TIA
  3. Thanks for the reply 4x4cheesecake but I am an idiot I've been away from KSP for a very long time and forgot there is no science in sandbox mode where I've been testing out mods. I just tested it in career and every thing is good.
  4. Hi, I have version 1.9.5 of this mod installed on KSP 1.5.1 along with the dependencies (CTB & TC and also MM 3.1.0 however the button is not visible on the flight screen. I don't think this is a bug, pretty sure I'm doing something wrong. Any thing in particular I should look for? TIA Should mention as well that Science Alert is listed in Toolbar Control.
  5. Thanks GearsNSuch, after posting my question I found the Advanced Fly By Wire mod and it's pretty much everything I need and it appears to be a big improvement over the stock controller settings.
  6. Hello, I just bought a game controller and I'm having trouble figuring out how to set it up for KSP. Is there a tutorial somewhere that explains what all the input setting do? I would like to set up the right stick of my controller for pitch/roll when in atmospheric flight and pitch/yaw for rockets but have no idea how to do that or how to switch between the modes in-game (if that' even possible). Also, what is "Primary" vs "Secondary"? Thanks One more thing: The selection window has buttons for "Staging", "Docking (Translation)" and "Docking (Rotation)". What do these do?
  7. Thanks linux but no need to go through all that trouble, I'll give precise maneuver a try.
  8. Unfortunately, the link for PN 1.2.4 on the original thread no longer works and I can only get source code from GitHub. Is there anywhere else I can go to get Blizzy's last version of this mod that will run on KSP 1.2.x? I'd rather not go to 1.3 just yet as FAR does not yet support it. Thanks!
  9. I've played the heck out of KSP the past couple days with the patched dll and my Mun relay contract has not reverted to Available. Thanks for all your hard work in squashing this nasty little bug nightingale, I'm going to download 1.16 and start designing my Mun com sats now.
  10. Thanks nightingale... I was having problems with my Mun relay contract again and will try out 1.15.5 patched with the dev dll.
  11. Ok, I installed 1.15.4 and I'm no longer able to reproduce using the steps I outlined earlier so I think it's fixed now but I'll keep an eye on it and let you know if it pops up again. Thanks nightingale!
  12. Sorry, forgot to include steps to reproduce After accepting the Mun relay contract go to the tracking station, select one of the comsats and click the fly button to switch to it. No need to do anything when it's active, just go back to KSC and the contract should no longer be in the list of Active contracts.
  13. Here you go: The zip file contains KSP.log, output_log.txt and three quicksaves: CC_debug1.sfs was made before accepting the contract, CC_debug2.sfs was made after I accepted the contract and CC_debug3.sfs was made after it reverted back to Available. Also, here's the list of mods I have installed: AmpYear Chatterer 0.9.90 Community Resource Pack Contract Configurator 1.15.3 Contract Pack RemoteTeck 2.1.0 DMagic Orbital Science 1.3.2 Docking Port Alignment Indicator 6.4 Editor Extensions Redux 3.2.14 FAR Improved Chase Camera 1.6.0 Interstellar Fuel Switch 2.1.1 KAS 0.5.9 Kerbal Alarm Clock Kerbal Construction Time 1.3.4 Kerbal Engineer KIS 1.2.12 KRASH Mk2 Stockalike Expansion 1.7.12 Module Manager 2.6.25 Mouse Aim Flight 1.0.1 NavUtlities 0.6.1 (patched for KSP 1.1.3, see mod thread for details) Precise Node 1.2.3 ProcFairings 3.17 RCS Build Aid 0.8 RealChute Reentry Particle Effect 1.1 RemoteTech 1.7.1 TacLifeSupport 0.12.2 Universal Storage
  14. I seem to be having some issues with the contract limits. When I accept the contract "Create a network for the Mun" (2-stars) it eventually cancels out and goes back to the list of available contracts. In the KSP.log I found the following: [LOG 21:25:37.078] [INFO] ContractConfigurator.ContractType: Cancelling contract of type RT_MoonRelay.Mun (Create a network for the Mun): Too many completed/active/offered contracts. [WRN 21:25:37.080] ContractConfigurator.ConfiguredContract: Removed contract 'Create a network for the Mun', as it no longer meets the requirements. My mission control is currently at level 2 with limits of 7/4/2 and I have two 2-star contracts so adding the Mun relay contract should not exceed the limits... Unless the limits apply to available and completed contracts in some way. I have three available 2-star contracts including the Mun relay contract and nine completed 2-star contracts. Also, when the contract is canceled the advanced funds are not removed so it's possible to simply accept it again knowing it will be canceled to get free money. I accepted this contract several times and ended up with over 500,000 funds.
  15. Hi, I'd like to make a feature request: Would it be possible for the launch rendezvous to work with any targeted object/body and not just vehicles? I usually like to launch directly into the plane of MInmus and it would be handy to use the launch rendezvous for that. TIA!