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Caerfinon

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Everything posted by Caerfinon

  1. @linuxgurugamer If possible could you add a short audio warning similar to the outer marker alert when the value of the DME to the target, runway or runway, is 100? or the value of the distance to runways that you need to be within to select a nearby runway? It would be a nice to have. Issue 7 raised on GitHub
  2. Yes, I didn't add any facilities other than fuel at the KSR GAP extras sites. and while the KSR sites have research and business facilities , they have no barracks. Up to the player to go there press CTL-K and add via the GUI, or if you know haw to edit the KK files you can do that and add the facilities before you start the game up.
  3. Been fighting with duplicate toolbar icons for 2 days.... Grrrr....  
    Backups required. Don't leave Kerbin without them. 

  4. You can use a mod like The Janitor's Closet to prune the parts you don't want to load from a specific mod Of you can just delete this folder \GameData\AirplanePlus\Parts\Wheel (Note it will come back on reinstall or upgrade of the mod)
  5. Yes. Each base needs to have a barracks for local staff, not all the bases in Kerbin Side Remastered include these facilities. They are fairly easy to add in KK. Just select a building that doesn't already have a facility attached to it, and add the barracks facility. A base can have more than one barracks if you need the staff.
  6. A common issue. Some useful workaround information starting at this post
  7. There are some KK errors relating to a conflict between RemoteTech and KK that may be a contributing factor as there are related to setting the open/closed state of facilities. The following are a sample. At line 55274 [LOG 01:43:32.531] [RemoteTech] Removing Kerbin SouthReserch [ERR 01:43:32.539] Exception loading ScenarioModule KerbalKonstructsSettings: System.InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <9577ac7a62ef43179789031239ba8798>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <9577ac7a62ef43179789031239ba8798>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <9577ac7a62ef43179789031239ba8798>:0 at System.Linq.Enumerable+SelectListIterator`2[TSource,TResult].MoveNext () [0x00029] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at KerbalKonstructs.Addons.RemoteTechAddon.CloseAllStations () [0x00067] in <a5e296023c464add972f71a1e2dd6a8a>:0 at KerbalKonstructs.Modules.ConnectionManager.LoadGroundStations () [0x00040] in <a5e296023c464add972f71a1e2dd6a8a>:0 at KerbalKonstructs.Career.KerbalKonstructsSettings.OnLoad (ConfigNode node) [0x000c2] in <a5e296023c464add972f71a1e2dd6a8a>:0 at ScenarioModule.Load (ConfigNode node) [0x0000e] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ScenarioRunner.AddModule (ConfigNode node) [0x0005e] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 At line 188364 [WRN 07:56:01.314] KK: [ConnectionManager] DetachGroundStation: Trying To close a GroundStation that was never opened by us: Kerbin_Cape Kerman:Cape Kerman_KSC_TrackingStation_level_3_0 [ERR 07:56:01.315] Exception loading ScenarioModule KerbalKonstructsSettings: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <9577ac7a62ef43179789031239ba8798>:0 at KerbalKonstructs.Modules.ConnectionManager.DetachGroundStation (KerbalKonstructs.Core.StaticInstance instance) [0x00037] in <a5e296023c464add972f71a1e2dd6a8a>:0 at KerbalKonstructs.Modules.GroundStation.SetClosed () [0x00006] in <a5e296023c464add972f71a1e2dd6a8a>:0 at KerbalKonstructs.Modules.KKFacility.ResetToDefaultState () [0x0001b] in <a5e296023c464add972f71a1e2dd6a8a>:0 at KerbalKonstructs.Modules.CareerState.ResetFacilitiesOpenState () [0x0002b] in <a5e296023c464add972f71a1e2dd6a8a>:0 at KerbalKonstructs.Career.KerbalKonstructsSettings.OnLoad (ConfigNode node) [0x00028] in <a5e296023c464add972f71a1e2dd6a8a>:0 at ScenarioModule.Load (ConfigNode node) [0x0000e] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 at ScenarioRunner.AddModule (ConfigNode node) [0x0005e] in <39c0323fb6b449a4aaf3465c00ed3c8d>:0 Workarounds. In the KK settings under game difficulty you could deselect "Open Bases only when landed" option allowing base openings remotely. In the same place under "cheats" you could enable "Open everything" and just proceed from there. (I typically make use of this in my career games, but I never user the funds or science farm features of KK in my games. Just the refueling options for aircraft) . Depends on your playstyle.
  8. This. Passengers must only go on the missions they are assigned to. If you go to the debug console you can go to the active contract section and just complete the one that is not working for Meeda, and chalk it up as something new learned. Ironically, I'm flying to Meeda as I write this
  9. Testing some revamped United Knations missions. It's the only agency that doesn't have an introduction mission. In the process of making that I stumbled into; revamping the airport procedures sections to align with the normal flight mission procedures for passenger related missions and cargo flights. Other UK missions are left as is. Changed the UK Observers and VIK characters to a new trait "Civil-Servant" (with a patch for Community Trait Icons). Civil-Servants have no useful skills except to be passengers. My wink and a nod towards realism. NOTE: When this is merged in the next release, offered UK missions will disappear and only the introduction mission will be available. Once that is complete, UK missions will return as normal. Active missions should still be able to be completed with the old definitions as they are saved in the persistent.sfs (need to test this)
  10. You are looking for Historian Expanded Pictures like this
  11. I love the smell of new forum pages in the morning... @Admiral Fluffy
  12. Took @ColdJ's Flashback rocket out for a spin. To infinity... and beyond! Using the air breathing engine to hop around the space center It's a pretty sweet ride and the classic 50's Sci Fi vibe is very cool
  13. The shiny comes after lunch today... @Kerb24
  14. The new type 3 missions should unlock is you opened airports and unlocked the mk3CrewCabin If it's not working for you I can look at your ksp.log but you'd need to turn on Contract Configurator verbose logging. See the file GameData\ContractConfigurator\ContractConfigurator.cfg.default for details. Roadmap Stuff: All tracked in the issues on GitHub Some QoL Kerbal Konstructs additions - (helipad launch sites. Air terminal visible markers etc.) GAPX - setting the framework to start offering contracts centered around the KerbinSideRemasteredGapExtras airstrips and surrounding areas Sky Med - timer based missions to provide medical aid and disaster relief/evacuation to remote locations Jeb's Junkyard - a port of the JNSQ-KSRGAP cargo flight missions Whatever else I think of... suggestions welcome.
  15. The type 3 flights that transport 50-80 kerbals were playing silly bugger with the FPS of many users, so they have been re-written to focus on the size and capacity of the aircraft, but to reduce the passengers to 12-16. You still get to fly large aircraft based on MK3 parts and some large parts from Airplane Plus and some other mods. The initial reason to have Trans Kerbin Airlines Prime as separate contract group was originally to allow people with less performing PCs to turn them off in Contract Configuratior settings. Since the FPS issue is removed, the need was no longer there and type 3 flights are now with the main airline group. You should complete all your type 3 flights, and then upgrade to the new version to ensure your contracts are completed. This information wasn't readily apparent on the wiki page, but I have made changes to it to make it more clear. You're very welcome. More things to come. Fly Safe.
  16. Do you use TUFX? If so, try setting config for map mode to default-empty. See if that clears it.
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