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Found 6 results

  1. As mentioned via title, I have full SAS controls available on any craft I've launched so far. I'm doing a modded JNSQ career with probes before crew and lots of various QOL and parts mods, but I can't really understand what might be causing this. When I googled/searched the issue, it sounds like it was an issue at some point in 1.11 but didn't really hear of any fixes or why it was happening so I'm not sure where to start. Here's a pic from my current career playthrough. Stayputnik has full controls with SAS: (i also tried starting a brand new career with default settings, and it still had full sas controls) https://imgur.com/a/QDt1IHq Here's a pic from a NEW sandbox save. Stayputnik does NOT have full controls with SAS: https://imgur.com/a/MHm5fRm What on earth? Why would it have full SAS hax on career but not sandbox? I'm happy to share log files but honestly not sure what site is easy to upload them to, like an imgur for txt files?
  2. Guys, this makes no sense to me. Why is it that on default Hard settings (heat 100%), I can put literally 0 ablator on my heatshield and survive re-entry, even directly from Eeloo to Kerbin? How to reproduce problem Sandbox, Default Hard settings Make a Mk 1-3 capsule with 1 parachute and one 2.5 m heatshield, a solar panel, a decoupler, and under it a Rockomax X200-32 Fuel Tank and a Poodle engine. Reduce ablator to 0. Cheat into a high orbit. I decided to go as extreme as Eeloo Maneuver for a 30,000 m periapsis at Kerbin, decouple, point retrograde for re-entry Ablator reaches 0, temperature bar goes high on the heatshield but it doesn't fail. I redid this test with 120% Re-Entry Heat and it still didn't burn up. I realize there's a mod called Deadly Reentry that aims to fix this, but I would like to understand the rationale behind vanilla stock behaving this way. (Screenshot shows my peak heating during re-entry. The capsule and its heatshield all survived)
  3. Hello all. Long time user of the remote-tech mod finally trying out the stock Commnet system. Does a relay need to have a probe core to be able to relay signals? or can it literally be satellite dishes with some power generation and that alone can work as a relay?
  4. Hi, In the original forum software it was possible to link to a thread by an ID (not the full title). Those old links still work, so I guess it must be possible, but I can't find a way to get a permalink using the current forum software. Use-case is that a lot of mod-threads get updated as the mod gets updated, including their title. Hence it would be nice to be able to link to a thread using its thread-id rather than the full link. Thanks, - Micha. EDIT: Add example (and yes, I tried to use the "topic number" as a thread-id for other threads but it doesn't work): Old Permalink thread link: http://forum.kerbalspaceprogram.com/threads/81578 Same thread as new-style: http://forum.kerbalspaceprogram.com/index.php?/topic/73723-090-orbital-material-science-version-06/
  5. KSP 1.0.5 (32-bit), Win7 64-bit. I have accepted two contracts to rescue two Kerbals in Kerbin space. The contracts have not expired and appear in the persistence.sfs file (one of the two shown below): CONTRACT { guid = 566fc4c5-cb64-4568-a9fe-b3a3a527acc7 type = RecoverAsset prestige = 1 seed = -969639777 state = Active agent = Kerbodyne deadlineType = Floating expiryType = Floating values = 64800,46008000,29250,66825,29250,0,12,12,489853.502246291,425477.642246686,46433477.6422467,0 targetBody = 1 kerbalName = Corbles Kerman partName = USI.MiniRover partID = 1885108082 recoveryLocation = 2 recoveryType = 1 gender = 1 PARAM { name = AcquireCrew state = Incomplete values = 7425,0,0,5,0 title = Save Corbles Kerman winOn = 0 kerbal = Corbles Kerman } PARAM { name = RecoverKerbal state = Incomplete values = 0,0,0,0,0 title = Recover Corbles Kerman on Kerbin failOn = All winOn = All kerbal = Corbles Kerman However, I cannot find the target craft using either map mode, the tracking station of KER (Rendezvous window). I've ensured that the appropriate filters are on in the tracking station and map mode. They did appear at least one since contract acceptance. Where did they go and how do I get them back? The only thing I can think of is at one point, recently, I removed the USI mods and reinstalled only some of them. I then got errors on loading the save that craft files couldn't be loaded because of missing parts files so i completed the USI install (it was the survivability pack that I'd missed). Everything else is working well. Don't know if it helps but the output log shows: Crewmember Corbles Kerman has respawned! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Crewmember Johnfry Kerman has respawned! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Any recommendations? I'd rather go get them so should I just manually remove the contracts from the save and add the Kerbals to my roster? I don't want to suffer the failure if this isn't my in-game fault.
  6. KSP 1.0.5, Win7 64-bit, 12GB RAM I've been having problems with mod installs lately and decided to remove them all and reload them from scratch. I've used CKAN for mod management. I uninstalled via CKAN and cleared out the Gamedata folder (except for the Squad folder). I reinstalled everthing via CKAN. I started the game and loaded my career save only to discover that all of my probe craft had completely disappeared. Debris and other pods (admittedly only 2 Kerbals awaiting rescue; I had no manned missions flying) remained. Contracts that relied on a probe being on station for a certain period of time were reset to their original periods. Can I recover from this?
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