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WalterB

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Everything posted by WalterB

  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 So it looks like this mod is no longer active?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 0.1.6.9 & TC 0.1.6.19) 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: https://dl.dropboxusercontent.com/u/70102736/CC.zip 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 1.3.4.0 Chatterer 0.9.90 Community Resource Pack 0.5.4.0 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 0.15.7.2 Improved Chase Camera 1.6.0 Interstellar Fuel Switch 2.1.1 KAS 0.5.9 Kerbal Alarm Clock 3.7.1.0 Kerbal Construction Time 1.3.4 Kerbal Engineer 1.1.1.0 KIS 1.2.12 KRASH 0.5.18.1 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 1.4.1.1 Reentry Particle Effect 1.1 RemoteTech 1.7.1 TacLifeSupport 0.12.2 Universal Storage 1.1.0.15
  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!
  16. Thanks for the update, love the new config dialog and being able to start a sim in KRASH with antennas deployed. I did find a bug though in the config dialog: the slider for "Multiple Antenna Multiplier" snaps from one end to the other so your only choices are zero or one. I usually go with 0.2 and use the Root model so for now I'll set the multiplier in the config file directly. Also, the connection indicator and FC button in the upper left corner does not scale properly with the time controls in the flight screen and map screen, here's a screen shot:
  17. Great mod! I'm an awful pilot and flying by keyboard makes things even worse. Although I'm still crashing my planes at least I'm crashing them on the runway instead of several km's away in the weeds somewhere For now what I do is first make sure the plane is flying straight and level then press P to turn off MAF then quickly press T to turn on SAS. When I'm done with the cursor I reverse that to go back to MAF. Here's a question for the developers: How about turning SAS on when MAF is turned off then off when MAF is turned back on? Also, I notice MAF stays on when you switch to the map view, maybe turn MAF off and SAS on when M is presses for the map view?
  18. I found this after digging down a few pages: It's definitely an issue with RT and has been fixed in the dev build.
  19. I'm also having the same problem with KSP 1.1.1 on Windows 10 (64bit). I've looked over your list of mods and the ones we have in common are these: DMagic Orbital Science - 1.2.3 Docking Port Alignment Indicator - 6.3 RemoteTech - 1.6.11 TAC Life Support - 0.11.2.1 Note that I have newer versions of Docking Port Alignment Indicator and RemoteTech. Also, I'm using the hacked version of TAC Life Support, are you also using the hacked version? I'm guessing it's either RT or TAC that's causing the problem as both of these mods add things to the Tracking station. I'll remove these mods separately and report back what I find.
  20. Thanks Magico, I'll try reloading the backup and see if that works. Also, I fixed the link to the screenshot in my original post. I didn't notice it at first but there's a lot of weirdness in there with the parts inventory, the staging icons and the the buttons for part symmetry. Editor Extensions has not been updated for 1.0.5 yet so if it happens again I'll remove that and see if that helps. - - - Updated - - - Ok, I loaded the backup and edited the vehicle with no problems. Looks like it was just a momentary glitch. Thanks for the advice about the backup file, I will remember that in the future.
  21. Hi! I'm playing KSP 1.0.5 with KCT 1.2.3 and I got this error message when I clicked on "edit" for a recovered vehicle: https://www.dropbox.com/s/8s80ijfz1uaaaq1/screenshot0.png?dl=0 Here's my log files: https://www.dropbox.com/s/js14ts1c5juddq7/logs.zip?dl=0 I'm also using the following mods: Contract Configurator 1.8.0 Contract Pack RemoteTech 2.0.1 DMagic Orbital Science 1.0.9.1 Docking Port Alignment Indicator 6.2 Editor Extensions 2.12 Ferram Aerospace Research 0.15.5.3 Fusebox 1.51 KAS 0.5.5 Kerbal Alarm Clock 3.4.0.0 Kerbal NRAP 1.5.0.4 Kerbal Engineer 1.0.18.0 KIS 1.2.3 Module Manager 2.6.13 NavUtilities 0.5.1 RC 1 Precise Node 1.2.0 Procedural Fairings 3.15 RCS Build Aid 0.7.3 RealChute 1.3.2.4 RemoteTech 1.6.9 Stage Recovery 1.5.8 TacLifeSupport 0.11.1.20 Let me know if you need any more info
  22. Hi, I've noticed some odd behavior and I don't know if this is normal. I'm using RT2 1.6.7 and KSP 1.0.4. I've created a com sat network at 776.6 km using the tutorial in the RemoteTech docs. I modified my satellites to include two Comms DTS-M1 dishes. One is pointed at the Mun and the other is pointed at Minimus. As I understand it, the satellites should only use the dish for connections if the another satellite is both in range and in the cone of the dish (and in the target's SOI according to the docs but I think this no longer applies in the new version). The weird thing is that periodically, two neighboring satellites in the network will connect to each other using the dish of one or both even if both dishes of both sats are pointing away from each other due to the position of the Mun and Minimus. Below are two screenshots. Both show dish connections only as well as the Mun and Minimus. In the first, the cones are hidden and the other has the cones visible. If you look closely in the second image, the only dish connection should be the one between the sat to the left of Kerbin and the one above. If the cones drawn in the map view are intended to be just a simple representation then the dish connections to KSC might be possible but I'm not sure if that would explain the dish connection between the sat to the right of Kerbin and the one above.
  23. That's a very good point. I didn't even make the connection with the check for high transonic drag. But it's a moot point anyway as I have learned from the developer of Extensive Engineer Report that there's currently no way to modify/remove the check for stock parachutes. Even if Ferram added a check for the RealChuteFAR module the game will still complain about no chutes.
  24. Both Real Chutes and FAR add their own parachute modules so I just added a request on github to check for these as well as the stock chutes. Thanks for the great mod!
  25. Actually, there is a new mod that adds additional checks to the Engineer Report and I just added a feature request. http://forum.kerbalspaceprogram.com/threads/126662
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