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Brigadier

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Everything posted by Brigadier

  1. Thanks, it does to me, too. The first is a standard Kerbin rescue mission (which I completed with a manned launch; sorry can't show that one). The problematic contract is here (I thought that I had included it in the OP but apparently not). Completing the rescue contract, didn't complete the Launch contract. Note that this 2nd contract now reflects the vessel's new name (I wanted to avoid accidentally cleaning up the debris by terminating it from the TS, so I renamed it). Also, two sub-objectives are complete, even though there is no one in that vessel atm. I think the names are a coincidence and that I have to physically retrieve the vessel from orbit and return it to Kerbin. The confusing part is the launch requirement. Mods? Yes, 60-odd, and those ones affecting contracts are, I believe: CapCom, Contracts+, Contract Configurator, Contract Pack: Advanced Progression, Contract Pack: SCANSat, most of the USI ones, and Tarsier Space Technology. @Geschosskopf, thanks for the suggestions. Since rescuing to Kerbal didn't resolve the dilemma, I'm going to attempt to grab the part and deorbit it to splashdown. If that doesn't work, I will force it as you recommended.
  2. Under the same test conditions (exactly the same mods but a later game save - I've moved on). Previous test result included for comparison: dll Version Start KSC VAB KSC TS Vessel 1.0.5905.12084 2342 2714 2694 2855 2815 2892 1.0.5609.26962 2324 2579 2600 2737 2698 2748 Nice improvement. Ideally, I should run this scenario a couple of time to get an average but...well...I actually want to play a game
  3. Post your solution for the benefit of others and mark the topic solved when you get a chance.
  4. Ok, so I understand you, I have to recover the vessel and the Kerbal to complete the two contracts. I guess I need to research the claw before I can attempt this.
  5. I received two contracts: Rescue Desbas from a ship in LKO Launch a Kerbal into orbit Contract 2's objectives are to create a vessel called Desbas' Craft, crew it, orbit it >70kms, land or splashdown. I'm not sure what's going on. If Desbas needs rescuing, how can I create a vessel for him? When I actually rescue Desbas from his pod and change the name, contract 2 changes the name of the vessel so somehow they're tied together. By building the rescue vessel, I have completed the first couple of contract 2's objectives. I'm unsure of what to do next. Do I simply land the rescue craft or do I need to recover Desbas' pod and somehow return it to Kerbin?
  6. Does the vessel explode because it comes apart at some point? Or, when you stage, perhaps? Can you control the vessel's ascent? Is there any parts clipping going on? This last one happened to me. @SalehRam has some good suggestions for design and technique. I would also add using vernier thrusters to help maintain pitch control.
  7. Thanks for this mod DMagic. Does that explain why a contract requirement that has actually been met shows as such when the vessel is active but appears unfulfilled otherwise?
  8. I'm not so sure I want to know what this means
  9. There a way to export the maps (the camera button in the lower right hand corner of the big map) You could probably export them and layer them in a gfx program such as GIMP. My 2 cents worth - I've not tried this but I read it somewhere.
  10. To be honest, I've been getting these, too, lately. As I'm testing the new .dll for memory usage, I'll see if I can capture the effect. Is there something in particular you want to see tested, or just memory consumption according to GCMonitor? Edit: Test Results KSP 1.0.5 32-bit, Win7 64-bit, 12GB RAM, Scatterer options enabled: Lens Flare, Eclipse, Godrays. Ocean shaders don't work well for me and my older gfx card. KSP commandline: -popupwindow -single-instance -force-opengl The game save was restored between the tests so it was the same starting point. I started the game, went to the KSC, VAB, KSC, TS and a craft in Kerbin orbit, in sequence. dll Version Start KSC VAB KSC TS Craft 1.0.5900.13398 2351 2823 2906 2944 2904 2996 1.0.5905.12084 2342 2714 2694 2855 2815 2892 The only anomaly was after I replaced the .dll and started the game, the Universal Storage mod parts were not recognized on getting to the KSC screen. This happens to me occasionally when I update mods. When it does, I clear the temporary Module Manager files to force it to rebuild its database. The numbers above for the new dll run are for a post-rebuild game start. Screen changes to enter the KSC (from a craft or the VAB) and to load a craft from the TS seemed longer but I didn't time them. Finally, Scatterer doesn't show up on the KSP-AVC installed mods list. Never noticed that before. Of course, it appears in CKAN. Any memory saving is good :-)
  11. Thanks for this wonderful utility. I've noticed two odd behaviours: When I'm in the tech tree, the toolbar is visible, unhides as expected and folders open but their corresponding windows don't open; in particular, Contracts+ and CapCom. When I revert to the KSC, the windows are there. Occasionally, the icons I have selected for my custom folders revert to the default. I have to reset them to my choices. Do I need to reinstall?
  12. @ussoldier2002, welcome to KSP and your wife must be somethin' smart . CKAN helps with mod management (investigation, download, install and community support). It's not perfect but it is tremendously useful, especially for beginners. On the CKAN Github page, download the ckan.exe file (link at the bottom of that page). Save the .exe file to a convenient directory (I put mine on my desktop but it probably shouldn't go there). You don't really want to put it in the KSP directory in case you have to overwrite that folder in the future (it's been known to happen). Once the download is done, all you have to do is double-click on the ckan.exe file and it will run. The first thing you'll have to do then is to point ckan to your KSP install. You do that by going to File > Select KSP install..., then Add new. I can't recall if you need to do a Refresh (the button on the CKAN toolbar) after this but it can't hurt. This should be enough to get you going. Click on the desired mods and the Apply Changes. Be cautious - not all of the mods are well behaved and some conflict with others. Too many mods (depending on the OS and capabilities of your machine) can cause memory problems with KSP but that's another topic. The help from the community and mod authors on these forums has been excellent and you can post any concerns in the appropriate threads. Fly safe
  13. This has also been reported in the EVE thread and I believe it comes from that mod. I could be mistaken.
  14. If you're not using CKAN, then what @Padishar said comes down to this after you download the zip file: You really need to learn how to do this since any mod can be installed by checking the OP and following the instructions you find there.
  15. Nice mod. I added it to an existing save and it seems to be working as advertised. I haven't yet unlocked the TST scopes so I've been exploring only with the T-75M. Might I suggest that in the process description on the OP, you mention that after targeting the unknown object and pointing the telescope at it you might have to click multiple times to successfully track it and that this action draws EC. I almost completely drained my batteries trying to track Ike without realizing.
  16. @John FX Go to the applicable mod folder in the GameData directory. Look for the *.version file and open it for editing with any decent text editor (I use Notepad++. The structure should look something like this (I've chosen GCMonitor as my example): Modify the KSP_VERSION.PATCH and KSP_VERSION_MAX.PATCH values to 5. Which reminds me - I need to get the latest version of GCMonitor.
  17. This might not be a Orbital Science problem. In my brief experience with the game, and since my telescope is still there, I've noticed that sometimes after I install a new mod, an old one hiccups. I delete the MM configuration files (the four in the Gamedata folder) and force it to rebuild. This often solves my problem with parts not showing up. Always backup your games. A useful utility for this is S.A.V.E.
  18. If you have the time, I would like to see the AmpYear toolbar icon change colour to reflect the in-flight EC charge/discharge status. Just a thought.
  19. Have you tried backing up and then modifying the .version file to change the KSP_VERSION_MAX entries?
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