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Stealth17

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Everything posted by Stealth17

  1. Oh crap! No! That's it. Feel so stupid . Thanks!
  2. Hey RoverDude, Enjoying your excellent mods, thanks for making those! Have a question about Life Support though. My Kerbals seem to be OK as far as life support goes but they are refusing to work. See the screenshot below. What am I doing wrong here? Hope you can help me out! Cheers, Stealth
  3. Thanks Mats! I've been testing the AI and it performs very nicely. The problem for contracts is that I need a steady take off surface for automated aircraft. They need to take off on autopilot and engage player aircraft (have guard mode active). Once I find out how to do that without manually having them take off it's going to be a nice mission
  4. Hey Volwen, I've started working on a contrack pack of my own to complement yours. Have you managed to get newly spawned craft to have their guard mode activated automatically? If yes, how do you specify this in the mission or the craft file? Cheers, Stealth
  5. Hey BahamutoD, Thanks very much for making this awesome mod pack! I've had a lot of fun with it . I'm going to build my own contract pack with more missions for people to enjoy and I have some questions: 1. Does the AI use the (tracking) radars to fire missiles? 2. Does the AI use the datalinks to share information? 3. How do I implement above points into a contract? 4. How do I make sure that Guard Mode is on when a craft is spawned in as a target for a mission? Hope you can help me out Cheers, Stealth
  6. Thanks for all the quick replies! I've managed to get it working. This is going to take a lot of learning and experimenting
  7. Hey all, I've taken my first tiny steps in trying to create some contracts. Mostly I'm basing these off of Kerbin of Fire contracts to see how I should I write them. Ran into an issue: I have created a contract group and 1 contract. The contract group shows up in the Configurator, the contract itself doesn't. What am I doing wrong? Here are the files: I would really appreciat any help you could offer!
  8. Hey Volwen, Enjoying this mission pack a lot! Thanks for making it. One thing I noticed though: the ground targets at the airstrip and the "destroy this camp to the north" had their weapons managers disarmed. The moment I turned them on manually they started firing at m units right away, but up until that time I had encountered no resistance. Is this something I need to enable manually for every emplacement or is it something you can change in the global settings for your mod?
  9. Hey! Been following this mod for a while now and just wanted to say that I'm very happy and so grateful that you guys are putting so much work into it. Thanks so much for that!
  10. Thanks very much for looking into it for me . I'll be sure to contact the mod creators.
  11. Hi all, I'm getting a crash every couple minutes. Not sure why, because I'm not out of memory. KSP Version: 0.90 Mods I'm using: Asteroid Recycling Technologies Community Resource Pack Deadly Reentry Orbital Science Firespitter KAS Kerbal Aircraft Extension Infernal Robotics Mechjeb Dockingport alignment StageRecovery Station Science Texture replacer TAC Life Support Karbonite Karbonite+ Kolonization pack Exploration pack All mods are up to date. Here's the link to crash log: https://www.dropbox.com/s/thet9n1s5sidqrr/output_log.txt?dl=0 Any help would be greatly appreciated Cheers, Stealth
  12. @Thourion: Thanks! I did a vanilla install with only Mechjeb installed and it works now. I can finally get things moving again .
  13. Hey Sarbian, I've tried both the Dev version and the main version but can't get either to work. I'm not using any incompatible mods. How could I get it working? Cheers, Stealth
  14. Thanks Jason. I'm in career. I'm coupling a 2.5m reactor to the 2.5m turbojet (I think those are the parameters). Reactors offline through heat might be the case yeah. Last time I played the mod you weren't punished for it yet so I didn't put any heat dispersers on. Also, anti-matter: is it worth it to put on a AM-reactor? Won't it take ages to charge up? Mind you, I don't have the lab yet.
  15. Hey guys, I'm new to this mod, so I'm probably doing something wrong. I'm trying to use the Thermal turbojet. I've created a minimalistic (space)plane with just a structure, intake, reactor, jet and wings, but I can never get the TWR high enough to take off. What am I doing wrong? Also, I've sent up a small probe to test the reactor + thermal rocket engine. My reactor states "offline" after some boosting. Any way to get this online again? Again, sorry if I'm asking noob questions. Best, Stealth
  16. Yeah that can get a man quite jealous doesn't it . Same here btw: I've made 1 successfull SSTO but haven't been able to pull it off since. Tried it with B9 pack but none of those BUFFs will fly well.
  17. Might be you're missing the Firespitter DLL file. You'll need that in order for some parts to work correctly. I had the same thing.
  18. I always used MechJeb to see how much TWR and Delta-V I had. Unfortunately I can't use that with the career mode so I'm a bit lost there. Thanks for your excellent tutorial/mission report Dave!
  19. Thanks for the feedback guys . Watching Scott's video now. -Can you get into stable orbit around Kerbin? Yes -Can you plot a course to the Mun? (you enter the Mun's sphere of influence) Yes -Can you get into stable orbit around the Mun? Yes -Can you land safely on the Mun? Yes, most of the time - except when I land in the dark -Can you launch back into Mun orbit? No - out of fuel -Can you plot a course to bring you back to Kerbin orbit? No - out of fuel -Can you descend safely to Kerbin? Yeah, but only did with craft (SSTO/Rockets) which have been in orbit around Kerbin, no further
  20. What do you mean it's strong enough? That's not including getting into orbit is it? God I feel like a noob, and that with over 200 hours into the program
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