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Fihnakis

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Posts posted by Fihnakis

  1. 30 minutes ago, Aelfhe1m said:

    Not quite, that line counts the number of stations around each body, looking for bodies without an existing station.

    What you want to do is add an additional REQUIRENT to the contract (untested):

    REQUIREMENT
    {
    	type = expression
    	name = orbited3bodiesRequirement
    	title = Must have orbited at least 3 Celestial Bodies.
    	expression = OrbitedBodies().Count() > 2		
    }

     

    I really appreciate it, will try this out right now!!

  2. @linuxgurugamer If I wanted to change it so station contracts will only generate after I've orbited 3 bodies would I change the following part of the .cfg,

     

    targetBody1 = OrbitedBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique()    and change body).Count() == 0 to say == 3

    would this make it so I would have had to orbit 3 bodies before the contracts start?

     

    Thank you and thank you for fixing AllY'all!!!!

     

     

  3. @EStreetRockets So the b9 errors I posted previously are because of FARc. Once I remove it the b9 errors go away. But if I want to keep FARc and not get the errors I made changes to oranges.shuttle-c.jettisondoor.3125.cfg and removed MODULE from both Long and Medium subtypes and in oranges_jupiter_fairingbase_saf.cfg I added a } after transform = 625-cone. So my question, were these truly errors in the files or is it something else? 

  4. Having some odd issues with MJ. When I'm merging two craft or even sometimes when I build just a plain orbiter something is screwing with Mechjeb. To the point it causes severe studdering or even freezes the game. For one design, If I place a rover in the launch vehicle something happens with MJ and causes a bunch of exceptions about fuelflowsimulation. Which makes sense because when viewing the delta-v stats in MJ if I change fuel type none of the calculated values adjust. Now if I remove the rover MJ will see I changed the fuel type and display the updated values. Its as if the rover is blocking something and causing MJ to freak out. This also happens with other vehicles created. Any ideas would be appreciated. If I find an offending part, in this case the rover, and remove it I can launch just fine and game runs perfectly. Attached log.

    Link to log file showing all the MJ fuelflowsimulation exceptions

  5. Maybe I don't quite understand this setting, enable commnet groundstations for Kerbal Konstructs. I was under the assumption if 'enable extra groundstations' is turned off in career advanced settings and you had this option on when you landed and opened up new bases across kerbin, it would give you commnet at every base you open. 

    Here's what I'm trying to do. I'd like to only have KSC provide DSN / commnet at the start. As I fly around completing kerbinside remastered GAP and Planes with Purpose contracts I'd like to buy and open bases along my way expanding my comm network. Is that possible? 

     

    KK setting

  6. Using Kerbin Side Remastered and have Kerbal Konstructs set to open bases only when landed. I've landed at one of the bases but I'm not getting an option to open it / unlock it. I'm in tracking station and it doesn't show it there either. What do I have to do to buy / open the base to allow me to launch from it in the future? I have recovered my plane from the base and verified launching from it is not an option. I have tried this with launch from other launchsites enabled and disabled. 

    EDIT: Nevermind, I forgot about the KK button on toolbar. 

  7. On my new game a majority of bases are already discovered. I've tried with allow other launchsites on and off. Is it possible to make it so no other launch sites are discovered until I actually land there? I have the option in KK set to open launchsites only when landed not in tracking station. 

  8. Was wondering if someone would be willing to write up a patch for me to move all parts in category aero up to and including supersonic flight tech to the start node? I tried reading how to in module manager guide but I'm  no coder and at a total loss.  Basically all parts for planes built in SPH move to the starting tech node for a career start. 

  9. ZJS129t.jpg

     

    ksp.log

    On 10/27/2023 at 8:01 PM, EStreetRockets said:

    I've been getting it to. As far as I can tell you don't have to worry about it. I'm working to address it though.

    Did you ever fix this? Just downloaded latest DEV release and getting same errors.

    NM read to quickly mine is a different B9 error related to oranges and fairings

  10. Hear me out, I know KSP2 is still a ways off. What I'm asking for is what set of mods would 

    1) keep ksp1 as minimalistic as possible

    2) have the best visuals / audio a very high end system will laugh at. 

    3) have new parts, resources, life support to allow kerbals to create colonies, gather resources and food to live, travel beyond our star system to another. 

     

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