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bvsveera

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  1. Fantastic mod! I've been happily using it for years now. I'm leaving a reply here because I'm encountering a problem. I can't get the game to give me the Mun surface base contract. I've met all the requirements - namely, completing the MoonLandingStay and BaseMoonScout contracts, but the contract is not being offered. I even tried commenting out the requirements in BaseMoonCore, but still the contract is not offered. Years ago, I believe I used the Alt-F12 console menu to 'complete' the MoonLandingStay contract, as I'd installed this mod in an ongoing save in which I'd already landed on the Mun. I'm not sure if that is the cause of the problem. Regardless, that contract appears as completed, and I legitimately completed the rover contract - landed it and navigated to a desired base location. Is there anything else I can do to get the game to give me this contract? I'll probably launch a surface base with or without the contract, but I'd like to continue getting contracts from this pack - and I see that BaseMoonCore is a requirement for the surface base contract on Duna as well. - - - - - UPDATE: I was able to edit the mod to give me the contract. In 13-SurfaceBases.cfg, within the BaseMoonCore section, comment out the DATA blocks, and in the WAYPOINT block, comment out the roverLocation coordinates and add in your own. To find your rover's coordinates in-game, switch focus to your rover, activate the cheat console and go to the 'set position' menu. The coordinates are listed there. I've included an example of such changes below. With these changes, Mission Control offers the surface base contract, and generates a waypoint at The Mun exactly where my rover is located. I assume the rest of the contract should progress as expected, but I will update if anything strange happens. I believe a similar bug might occur with the Minmus and Duna surface base contracts, as their syntax appears to be exactly the same as the Mun base contract.
  2. I'm having some trouble getting this'd to work in macOS. With the mod installed (and the above patch to enable it on all command modules), I can see the options enabled by the mod (the 'open link' button, uplink/downlink rates, etc.) in the right-click menu. However, opening the link (which opens Safari) displays nothing at 127.0.0.1:8085/telemachus/index.html. Also, the uplink rate remains stuck at 0. Are there any other steps I can take to get this mod to work on macOS?
  3. Hey @Nereid, I think I've run into a small bug in Final Frontier. After I open and close the Final Frontier window in flight, or after some scene changes, I'm no longer able to open the Final Frontier window. I click the button in the toolbar and nothing happens. Pressing the hotkey shortcut (Left Alt + F) also seems to do nothing. I've noticed the following error messages appear in the console - the first being when I click the toolbar button, and the second for trying to open it via the hotkey. Quitting to the main menu and reopening the save doesn't seem to fix it, only a full restart of the game gets it working again (until I repeat the previously mentioned steps, upon which it stops working again).
  4. For what its worth, here's my update: I've removed BARIS from my GameData (kept the 000ABARISBridgeDoNotDelete folder just in case) and replaced it with EVA Repairs and Kerbal Construction Time. So far, nothing in my save seems to be borked; all my active spacecraft are still in their orbits/on planetary surfaces (high bays were emptied and no vessels with BARIS' custom equipment parts were present).
  5. Good to see that you're working on a follow-up to BARIS - I'm happy to switch to EVA Repairs! Just a question: are there any issues with removing BARIS from an existing save? Assuming that no vessels are undergoing integration, and there are no crafts with the custom Equipment parts.
  6. I doubt I'll have a powerful enough computer to run this, but I just wanted to say the screenshots on this page are beautiful!
  7. Thank you, I downloaded the latest version of Kerbal Actuators, that got it working perfectly. Thanks again!
  8. Seems to be working as well in 1.11.1 as it did in 1.10
  9. Seems to work well with blackrack's EVE-Redux on 1.11.1 as well
  10. Hi @Eskandare, first of all thank you very much for releasing this mod! My Osprey build wasn't achieving enough thrust with Airplanes Plus rotors, and your V-22 rotors seemed to have done the trick! There is only one issue. While, functionally, the rotors do work and generate thrust, they do not animate and are stuck in this position. Seen in both 1.10 and 1.11.
  11. I'm having an issue with some of my aircraft in which the engine audio is muffled outside of IVA. What I mean by that is, the audio in the normal/outside camera view is muffled the same as it is when switching to IVA. Is there a way to fix this, or perhaps to toggle the effect on/off? I'd like being able to enjoy the original jet engine audio when not in IVA. Thanks!
  12. Since the thread hasn't been updated yet, @Angel-125 released update 1.10.1 9 days ago on GitHub, with bug fixes. In case you see this @Angel-125, the thread title still indicates that the latest supported KSP version is 1.6. EDIT: also, the included ModuleManager version (4.1.0) is a touch out of date, with 4.1.3 being the latest release.
  13. I was able to "fix" this by installing the RealChute mod
  14. Has anyone tried running KSC Extended in 1.9 (or 1.9.1) yet? If so, any issues encountered thus far?
  15. Love this mod! It's made my dream of trapping and launching planes from a boat come true. Just one question. I've been having a bug where if I land a plane, activate the brakes and then go into physical timewarp, the plane tends to shake itself to death. Starting from 2x or 3x warp, the shaking is noticeable; once it reaches 4x, parts start exploding. Seems to happen whether or not the plane is connected to any tie down points. Is there any way to deal with this issue? Otherwise, I was thinking of using the Hangar mod to store the planes as I'd like to use physical timewarp when driving the ship.
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