billybob579

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About billybob579

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  1. billybob579

    [1.3.1 | 1.4.3] The World Beyond - 100 new celestial bodies

    @Badge I believe that's the Inner Dawn system. Specifically, the planet Paradise and its moons. And it is definitely awesome; if I had to pick just two systems, it would be that and Transverse.
  2. billybob579

    [1.3] Planetary Domes

    Thanks for confirming that it works; I'd actually tried it before and encountered a bug that I thought was due to this mod, but after seeing this I reinstalled and it worked just fine. Also, doubly thanks for the channel recommendation. All the videos on MKS couldn't have come at a better time.
  3. Sorry for double-post, but it just hit me, the reason it's not working is almost certainly the way I put the hotel in orbit. I used a reusable SSTO rocket to get it into space, and then decoupled it the hotel portion. But I just remembered that I then had to rename the hotel "stage" because it had been renamed to "NAME OF SSTO Probe". Is it possible that the validHotel flag was attached to the SSTO which I then deorbited and recovered, instead of to the actual hotel "probe" that I left in orbit? And if so, is there some button I can press or file I can edit to fix that?
  4. I'm sorry, I don't think I understand the question. The issue is that I'm not receiving any such contract in-game, so I can't see there what the requirements for completing it are. And I had thought the requirements for receiving that contract was just to complete the "Build a hotel" contract, which I did. I am getting the standard "visit a space station" tourist contracts for 2-3 tourists, but not the attraction contracts. I looked through Attraction.cfg, and though I know very little about how to parse them, I noticed that several points reference a validHotels file/list of some sort. It seems like a likely point of failure that would produce the symptoms I'm seeing, but I'm not sure where to look to check if somehow my vessel didn't wind up on that list. I checked the save file but it wasn't there; could you point me toward it, if it's something that's accessible and human-readable?
  5. Just completed the contract to build a hotel, but I've timewarped several months now and am still not getting any contracts to send kerbals there. Am I missing something, or possibly encountering a bug?
  6. billybob579

    [1.3] Planetary Domes

    Any chance for a patch for 1.4.3? This is a really cool looking mod, and I'd love to add it to my ongoing career save.
  7. Very much looking forward to trying this out. Your airships mod is one of my favorites, and this is definitely going to be too. Also, the "10F Disco Bar" reference made me laugh. Can't wait to start serving my kerbals some synthahol.
  8. billybob579

    [1.3] AirPark Continued

    This makes me immensely happy to hear (the return, not the flood. That sucks ). Yours is hands-down one of the coolest mods I've seen, and I can't wait to build a cloud city on Eve with it.
  9. billybob579

    [1.3.1 | 1.4.3] The World Beyond - 100 new celestial bodies

    I believe I've narrowed the pitch-black planet bug down to the EVE component of the TWB_Visuals packs. The planets are visible when EVE is uninstalled but scatterer and TWB_Visuals are installed, and also when EVE and scatterer are installed but the TWB_Visuals are not. This makes me think the problem is specifically within the EVE component. I'm still not sure why only a handful of planets throughout all the different planet-packs are effected, but I've made certain the install was done correctly (including a full reinstall of the base game), used only the mods listed in your install guide, and used the correct versions of each. The planets effected are Gersemi, Yggdrasil, Kaze, Adeon, Matterhorn, Mirai, Lyria, and Everest.
  10. billybob579

    [1.3.1 | 1.4.3] The World Beyond - 100 new celestial bodies

    This mod is just absurdly cool. I am in awe, and after clicking around through all the planets, I can't wait to start sending ships out there. One question though, you say it's compatible with GPP_Secondary but don't mention GPP; is it also compatible? I've also noticed that a small handful of the planets appear nearly pitch-black even in direct sunlight, but I've not had a chance yet to test whether it's associated with EVE, scatterer, or just some installation mistake on my part, but I'll try to follow up if I can narrow it down.
  11. billybob579

    [1.3] - Modular Kolonization System (MKS)

    I'm running up against an issue that was mentioned back in August, but never resolved so far as I could find, so hopefully there's new info now. I've had a rover parked next to my base for quite some time now, automatically sharing habitation with the base. Now, however, when I drive that rover out of habitation-sharing range, the hab timers for the kerbals inside the rover immediately drops to zero and they go homesick. Is this just an unfortunate side-effect to balance an awesome feature, or am I overlooking some way to update their habitation to be dependent on the rover, rather than the base?
  12. billybob579

    [1.3] Planetary Domes

    Absolutely love this mod. I'm still a long way from being able to use it in my ongoing career game, but I did some playing around with it in sandbox and can't wait! I built the frame of what I hope to eventually be an interstellar colony ship, but I'm probably going to need a more economical engine than what I used here.
  13. If you do make it happen, please let me know. The realization that OPM can be used to get planets around Grannus is absolutely awesome, but I'd love to have some terrestrial bodies there too and the stock system seems great for that.
  14. Encountered something that I suspect is a bug or oversight, but wanted to make sure. I'm running my new career save with GPP and Stategia, among other mods. GPP's custom config for Strategia introduces a new strategy called Private Sector, which at its most basic level adds 1.5 science per unresearched technology to each contract completed. This means that for an initial one-time investment of 150 science, you can get upwards of 200 science for every contract completed, even if it's just testing a part on the launchpad. I looked in the config file itself, and the effect is described there as a multiplier rather than a direct addition, so maybe it was intended to work differently than it is? It's by no means gamebreaking, and people who don't want to use it can just ignore it, but it does seem extremely overpowered next to all the other, balanced strategies that the GPP config introduced.
  15. I just tried adding another planet pack (Kargantua) to this one, and have got everything working well for the most part, but I've discovered the RemoteTech ground stations have shifted to a planet from that pack. Is there a known fix for this? I looked through the GPP_RemoteTech config but couldn't find any identifying information about how Gael is flagged as the correct planet for the stations.