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Moleculor

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    Bottle Rocketeer
  1. I have an example of the and associated .craft file. You'll actually note that the decoupler in question (and other parts) are heating up/flickering right from the very start, not just after it's in space. Any chance this could get fixed in your stock fixes? (It might not be worth the effort?)
  2. The save file edit ended up working, all without the potential loss of reputation/money from cancelling/accepting new contracts. I bet if I'd actually paid attention earlier your thing would have worked too. Thanks for the help!
  3. They were all checkmarks. I tried clicking all of them until they were Xs. It did then generate a contract, but the contract had no completion goals. Reenabling them all to checkmarks again didn't change the contract if I'd taken it, or if I left it in the available contracts. No other combination of clicking all the boxes accomplished regeneration of a completable contract. Yeah, I'll try that next.
  4. Kay. That makes sense with KAS in existence anyway. Well, I've made two different attempts. I've been backing up the persistent.sfs file and restoring it after each attempt. Attempt one: 1. Cancel the contract. 2. Immediately see contract available for setting up Minmus network (I don't have a Mun or Minmus network yet, just those four satellites in Kerbin orbit). 3. 100x time acceleration, seeing if the Kerbin relay contract comes back. It doesn't. 4. Visit each satellite and disable and no-target the active dishes (but not the Communi-16s). 5. 100x time acceleration, see no Kerbin relay contract. 6. Alt-F10, hit Recheck (nothing happens), hit Reload All (or whatever it's called), get a second Altimetry Kerbin contract (from the SCANSat pack) on top of the one I already have accepted, but no second Kerbin Relay contract. Attempt two: 1. Visit each satellite and disable and unorient the dishes. 2. Cancel the contract. 3. See a Minmus network contract immediately available. Reject it, watch as it disappears. 4. 10000x time acceleration. Watch as contracts slowly vanish from my listing. 5. 1x time acceleration. Contracts appear for Mun and Minmus networks, but not Kerbin. I'm a bit stumped. I've tried hitting Alt-F10, but I'm not completely sure what I'm doing in there. I've had something of an idea of trying to start a new game, getting the contract to generate in there, then copying (some of) the contents of it over in to my current save. Not entirely sure if that'd be safe or functional, or if there isn't an easier solution. EDIT: Oh! I've just had an idea. I'm going to restore the old CFG file, load up my save, disable the dishes, quit, copy the new CFG file in, and see what happens. EDIT2: Nope. Same result as attempt 2, contracts for Mun/Minmus but nothing for Kerbin.
  5. I've got the file, dropped it into the relevant area... but I've had a thought: Won't regenerating the contract make the currently launched satellites invalid for this contract? Contracts generally require the ships to be constructed after the contract is accepted, yes? Or are these RT contracts different?
  6. That's a coincidence. I was literally coming to this thread to ask for a four-satellite option, as I *launched* a four-satellite constellation in one simultaneous launch, not realizing that I was spending most of my money on a network that wouldn't fulfill the contract. Is there any chance that the referenced changes would apply retroactively, or am I going to have to build another network (or restore an earlier save file)? (And is there a way I can get my hands on this change right now? I'm poking github with a stick as I type.)
  7. No one's reporting any issues with FAR so far (or any other mod released in this manner). Does that mean no one's trying it, or have people tried it and had wonderful success?
  8. These two statements are contradictory. When the tech tree doesn't work, that means it doesn't work. When the mod breaks stock functionality, the mod is not compatible with 0.25. (Or 0.24, apparently.) Contradictory statements. So which is it? Can you unlock everything in career mode, or can't you? Okay, then tell me how I'm installing the mod incorrectly so that it partially disables the tech tree and apparently doesn't allow you to unlock all the parts in career mode. Except for unlocking parts, apparently, which you'd need to play with the mod. And it breaks stock functionality, so when you can say "the MOD works, but it breaks the game", that's not compatible with 0.25. As an example, again, TAC Fuel Balancer's "functionality" worked, but some parts were the wrong size and a control panel wasn't available. The mod author didn't claim compatibility with 0.25 until those things were fixed. That's all I'm asking for here, too. TreeLoader is part of KSPi. Whether it's written by Fractal or not, it's part of the mod. It's something that can be fixed within KSPi by deleting the broken mod and doing... something? with a config file. That can be done inside the download so that KSPi is compatible with 0.25.
  9. ...that is included in the download, required for KSPi to function 'out of the box', and is currently broken. Whether or not it's a mod that can be fixed by the KSPi author is beside the point; If KSPi depends on it working, and it's not working, then KSPi needs to be changed to not depend on it. A fix the author of KSPi can use is listed 14 pages back. If I write a mod that only functions on 128 bit processors, and what processors you have are "out of my control", but everyone knows that 128 bit processors flat out don't exist, I haven't written a working mod.
  10. If it breaks the functionality of major features (the entire tech tree) and won't function "out of the box" (nodes missing), it's not functional as-is, and still only compatible with whatever version it was last working under (0.23.5, it seems?). In addition, if I have to start pulling individual mods out and running through the five minute KSP loading process just to try and track down which mod is causing the problem, then have to dive through 13+ pages of forum posts *hoping* someone else has mentioned the problem, it's a problem that should be fixed/mentioned in the first/initial post of the thread. KSPi's download should be repaired with the proper fixes, or warnings about it being fundamentally broken as-is should be posted prominently. To give another example: TAC Life Support "mostly" worked with 0.25, with the exception of a missing control panel and mis-sized parts. Until those issues were fixed, the author did not label their mod as 0.25 compatible, and that's how it should be. KSPi breaks functionality within the base game *and* does not function 'out of the box' as-is, and as such should not be labeled as compatible with 0.25.
  11. I did. The answer wasn't there. Turns out the answer is 10-13 pages back. This answer really should be on the first post, and the thread shouldn't be labeled as 0.25 compatible if it's not.
  12. I'm having a problem with the tech tree. I've loaded the 'KSP Interstellar' tree, but when I click on the Research button in the tech tree, the tree itself doesn't update to reflect that I've researched that item. I have to exit out of the tree and enter back in to it in order for it to reflect that I've done the research. This means that if I want to do multiple researches and those things I want to research unlock after each other, I have to exit and reenter the tree after each research I activate. The problem goes away when I remove Interstellar, the standard tree works just fine. EDIT: Never mind, buried way back about 13 pages back is an explanation that despite the mod being labeled 0.25 compatible, it's not 0.25 compatible, and can't be used. (Link). Bah.
  13. The following is an ABSOLUTE GUESS from someone in the same boat as other people: I've never used RT2 before, have no settings file, and am attempting to piece one together from scattered forum posts. (I don't understand why a settings file isn't in the download. That doesn't make sense to me.) ConsumptionMultiplier = 1 RangeMultiplier = 1 ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2 SpeedOfLight = 3E+08 MapFilter = Omni, Dish, Planet, Path EnableSignalDelay = False RangeModelType = Standard MultipleAntennaMultiplier = 1.0 ThrottleTimeWarp = True DishConnectionColor = 0.9960784,0.7019608,0.03137255,1 OmniConnectionColor = 0.5529412,0.5176471,0.4078431,1 ActiveConnectionColor = 0.6588235,1,0.01568628,1 GroundStations { STATION { Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 75 Body = 1 Antennas { ANTENNA { Omni = 7.5E+07 } } } }
  14. I don't s'pose you could move the mod folder into the root of the zip file? Having to dive down two directory levels just to find the folder I have to extract is not just annoying, but I've failed to notice that I have to do this, and I end up extracting the "Kerbal Alarm Clock" folder into GameData rather than "TriggerTech" or whatever it's called, which results in a non-functioning addon.
  15. Turns out that I shouldn't be attaching both GPS and a dish to a craft, and attaching a GPS after attaching a dish gives you GPS controls rather than dish controls.
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