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Poldi

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  1. The Kerbetrotter contracts keep vanishing after I accepted them, activating the next contract available in the series when I get back to mission complex Edit: they seem to be in conflict with the stock missions because they always show up together with a similar mission type. e.g. Explore the the mun offered by kerbetrotter and Exploration
  2. I installed Realism Overhaul on a clean 1.3.1 install via CKAN with all it's dependencies. The game loads all the mods and starts without any errors, but I still only see the normal Kerbin System. Is there any config I need to change manually, or what do I need to do to make it work? solved - thought real solar system was part of the pack
  3. This has last been updated over a year ago and the READMEs first line is: Stopped in development, please use: DBT85's pack So I doubt this is updated for 1.1
  4. Thanks for the effort with this mod, but it isn't working 100% for me. Installed this mod and started a new save: Accepted the first 2 contracts (Launch a vessel, reach 5000m) and launched a small probe-core-rocket. First contract gets completed but when my vessel reaches 5000m and more the contract isn't completed. As soon as I removed this mod it was working again.
  5. All versions since 1.5.0 keep crashing when trying to update mods, here's the error message (partly german, sorry)
  6. I'm having problems setting up a satellite network with the actual build. Brought up a manned vessel with 4 sats to deploy. After deploying the 1st satellite it all looks good - I can see the "connection lines" to KSC and commands are accepted. After deploying the 2nd satellite I couldn't send commands on it, although it has active omni-antennas in range - but I can see the "lighter connection lines" that tell me the satellites, vessel and KSC have connection between each other, but the bright yeloow line for the current active connection is missing. After restarting the game it would work for as long as the connection is not interrupted - after the interruption it looks ok but isn't working (see pics) Hope this gives you an idea of what to fix in the current build As u can see the yellow line indicates a valid connection but in the upper left corner: "No connection to send command on" The satellite has everything it needs.
  7. I'd say it'll be ok to make it compatible with FP, but for people that doesn't use it (like me) there should still be scansat-contracts. in normal career i already got missions to place satellites in reasonable orbits for ScanSat or RemoteTech probes, so I think the existing missions just need an update on some of their parameters (change orbit , add antennas/scanners).
  8. Thx for this awesome mod! I really love the extra challenge and realism it gives. Did you ever think about creating missions as well? Would come really handy in career mode if you get some money, science and rep for setting up a satellite network around a celestial body or reaching a certain signal distance for the first time (after you accepted a mission for that of course) so players can benefit from comms and not only throw money at that task. Guess it's possible - anyone like this idea?
  9. Thx for this awesome mod! Did you ever think about creating missions as well? Would come really handy in career mode if you get some money, science and rep for completing a scan on a celestial body (after you accepted a mission for that of course) so players can benefit from mapping and not only throw money at that task. Guess it's possible - anyone like this idea?
  10. Some more infos on Tundra Orbits would be great. I read in wikipedia that u can cover the whole planet with 4 com-satellites, but no more info on how to achieve that (inclination, orbital period etc.) Would be great to have some more details / a tutorial on that.
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