PhantomC3PO

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About PhantomC3PO

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    Bottle Rocketeer

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  1. Awesome, thanks for that, I'll check it out
  2. I have a question, What are people using for radiator's on this ship? I absolutely love this ship, and I'm just getting to the stage in my career where I can use it, but I'm finding that I need to put two large deployable radiators on it to cool the reactor, which ruins the nice lines of the ship.
  3. @desepticon, Short landing is used to stop a plane quickly when it lands on a runway. You need to use SOFT landing
  4. Hi all, just wondering if anyone else has a problem with stations constantly changing from "Station" designation to "Base" every time the dock with them or add new modules onto it. I only ask because I'm using the station and bases contracts pack, so every time my KSS changes to a base it then stops issuing contracts for me to service my station, until I go and change it's type back to a station again. Not a huge problem, but very annoying. Does anyone know of a way to lock it to one vessel type so it wont keep changing?
  5. [1.3.0] Station Science continued (v2.3.0)

    You also need to have an experiment like "Plant Growth" or similar, there's six all together, on a craft that is docked to your station. It's this part that you then have to start experiment in as well. You need it on a craft that can undock because it needs to be returned to kerbin for full reward
  6. [1.3.0] Station Science continued (v2.3.0)

    Have you got the experiment attached to your station? When you right click on the experiment there's an option to start experiment. It's the experiment itself that stores the Eureka's Quarks and bioproducts and needs them to complete the expirement.
  7. I think it's to run the Fuel Cells, they run on LF/O
  8. [1.3.0] Station Science continued (v2.3.0)

    Thankyou @tomf, I now get contracts You are a legend my friend
  9. [1.3.0] Station Science continued (v2.3.0)

    Yes I have unlocked them Awesome, thanks so much for releasing this so quickly.
  10. [1.3.0] Station Science continued (v2.3.0)

    Awesome. If I can help in any way please let me know
  11. [1.3.0] Station Science continued (v2.3.0)

    Hey @tomf, I tried your suggestion today and still not getting contracts. Any other ideas of what I could try? Should I try modifying the config file? Or is it hard coded into the mod?
  12. [1.3.0] Station Science continued (v2.3.0)

    Cool, I'll try that and let you know how I go, just in case there's others that have the same issue. Thanks again.
  13. [1.3.0] Station Science continued (v2.3.0)

    Ummm, no. Is that separate to paying to unlock the parts in the tech tree (which I don't have turned on)? I'll have a look when I get home from work. Thanks for the quick reply @tomf I thought it was probably a noobish thing, now I feel silly for asking the question.
  14. [1.3.0] Station Science continued (v2.3.0)

    @tomf, just a quick question, are you aware of any conflicts between this mod and another that would prevent the contracts from appearing? I have never had any of them offered, even though I have now reached and unlocked the parts in the Tech Tree. I have contracts configurator installed with the bases and station pack, which disables the stock station contracts. Do these need to be enabled to get these contracts? Apologies for what is probably a very noobish question.
  15. [1.x.x] Kerbal Hacks: Wearable KIS Props

    I've started work on custom suits for the USI professions based on @Cetera's suit pack, but got distracted making portrait stat icons for @DMagic's portrait stats modlet. I hadn't even thought of doing up custom garments for IVA's for them. I'll have to look into it more. Just a thought, is it possible to tie a prop to a profession? I had a thought for a suit for the biologist, a HAZMAT suit with a custom helmet.