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Spyre2000

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    Rocketeer
  1. Wow this mod adds so many possibilities. Before My "reusable" launch platform got the ship up into space and then the ship had to burn to achieve stable orbit. After which I had to switch back to the launch vehicle and hope it hadn't fallen back into the atmosphere yet. I was never good enough to make a space plane that could actually carry decent size cargo into space to have it as a launch platform.
  2. Condition: Ground Base must be mobile? I got this on a build planetary base contract. However I can't figure out how to achieve it. I tried putting wheels on but it still remains unchecked. EDIT: Was able to figure it out. Turns out the wheels have to touch the ground to count. I was having issues cause I check to make sure all the requirements are checked before launching the ship so I don't waste a trip for nothing. But since the wheels are on the base, which is at the top of rocket, they aren't launching the ground during the launch.
  3. Problem is it has a bunch of parts. I'm running about 30+ mods currently and even with ATM my memory usage is a little high. I would prefer to not add extra parts unless they were really needed.
  4. Thanks Though it's click-hold scroll wheel button. Just saying click makes it sound like it was toggle option. I tried just clicking at first and then using normal rotate method till thinking it would change rotate focus point.
  5. I have never liked how when you right click on a part it puts the top of the window at the middle of the part. Since you can't scroll the camera view, only rotate it, it makes it so parts with a lot of info on them have their window go off screen. I've recently started used several new mods and I'm having the problem that several parts have so much info on their window that I can't see the full window including the current inventory or various functional buttons because they are off screen. This is very frustrating and I was wondering if there was a way to solve this? Or perhaps a mod this gets around this rather poor UI design.
  6. So I have a bunch of mods installed and some of them have items which have a long list of stats in their info tab. I know about the mouse wheel to scroll, but when there is more than one page of parts it simply changes to the next page instead of scrolling down on the part stats. I need to know how to get around this overlap in functionality with the mouse wheel since all it does is go to the next page of parts instead of scrolling down the info.
  7. I am using the Kolonization mod which uses the Open Resource. I originally setup a scanning probe around Mun and for some reason Water would now show up in ScanSat. There were 4 other resources which all showed up fine in the system but not water. Also I recently sent a probe out to Minmus to look for a site to build base. However for some reason NONE of the resources are showing up in ScanSat when I look at it's map. I can go to the Mun probe and view its maps that still show the resources but not the Minmus one. The probe I sent to Minmus is nearly identical, has a few more solar panels, because kethane scanner kept draining the battery on the one around Mun. I'm confused as to why one would work and the other wouldn't.
  8. Let me start by saying I love the additional contracts as if gives you more things to shoot far, and can actually get paid when I work on build those bases. That said any chances of getting some "Unique" contracts that help push the player to discover more? The game has some basic first time accomplishment ones to start out with and then just elevates to "explore planet/moon". But other than it just a bunch of common easily repeatable, and eventually grindy contracts. The stock KSP already has two great sources for these types on contracts. The first is the achievement system, which when it was first add I couldn't help but think how great it would be to have some of those show up as missions. Since only the ones you have done show up you can't be quite sure what they all are. But if the contract system would check and only give you ones you haven't reach yet (much like how if you go past curtain altitude on your first mission you won't get contracts for the other altitudes) then it won't be offered. So you'll get missions like gather science from materials on a curtain body in specific biome. Which encourages players to get out and explore more than simply "get science from surface" or "get science from space" which people have shown are very exploity since they just park ships there and keep sending the data when one of those missions appears for instant complete. The science from locations could be gated behind explore missions so you don't get them before you have even been to planet to begin with. The other is missions to explore the anomalies(aka easter eggs). I know they would effectively overlap the rover mission type but honestly those are rather boring and not worth my time or effort for their payout. I tried a few but just going to the middle of no where to look at nothing was very dull, plus the waypoints were so far apart it took over an hour since time acceleration causes bad things to happen to rovers. The aerial ones are nice though as it gives me a chance to work on plane designs and test them out on actually missions instead of just seeing how well some plane I made flies around KSP airspace. But the ground ones while a nice idea just feel dull. But if one of those locations was an anomaly than it would feel a bit more like sight seeing and actually worth while. Also for all of these missions you could have higher payouts since they would be one time missions. The science achievement ones I'd say have little to no science but decent rep and high cash on. The anomaly ones It think should have high payouts in all three areas since their one time deals but also to encourage players to actually do them and go sight seeing. Honestly I think a system like this would feel more real and less grindy than the endless parade of cardboard cut out contract missions. Also the unique missions should have higher payouts on average than grindy missions to encourage the player to try new stuff instead of simply doing the same easy ones over and over.
  9. Sorry no log. I recently added some mods, and when I do I make a backup of my gamedata folder just in case. Well I did some comparisons and found out the toolbar's settings file managed to somehow get cleared out, as it it was 0KB in size. I'm not sure if something similar happen to Alarm Clock. I just replaced the whole gamedata folder with my older one and reinstalled the mods I had recently added and everything is working fine now. I suspect something similar happen with Alarm clock because right before the crash all of my alerts vanished. I reverted to launch and suddenly they were all gone, so i hit revert again and that's when it crashed. Given that two separate mods were effected I don't it was an issue with the mod itself but you are right there was some corruption to some files. At least KSP saves Waypoints by default now. Just had to go to all my ships and re-add them since alert data was lost.
  10. Everything was working fine and then suddenly the game crashed. When I reloaded the toolbar was gone and I can't figure out how to get it back. I tried deleting the toolbar folder and reinstalling the newest one but still doesn't work. EDIT: Luckily I had a backup copy of gamedata folder from a couple days ago when I added some new mods. I did a comparison and it seems the toolbar-settings.dat file got cleared so it was empty. I copied over the old backup file and the toolbar is back.
  11. I was playing when KSP crashed and now Alarm Clock doesn't show up, also the Toolbar mod's toolbar no longer shows up either. I took the opportunity to delete the old Alarm Clock version and install the new ver 3. Also well as deleting and reinstalling toolbar. Yet there is still nether is appearing in that or any of my current or previous campaigns.
  12. How do I get MechJeb so show the CORRECT current Delta-V? I am currently trying to build a lander that has parts for my Mun base on it. Except I want those parts to decouple after the ship is landed. But MechJeb shows me what the Delta-V is for Stage 0, as in AFTER they have decoupled. But I want to know what the Delta-V is for Stage 1 while they are still attached so I know if I have enough fuel to successfully land but instead it shows 0 Delta-V for that stage. I also have this problem when in flight as non-fuel related parts which are set to decouple in the following stages as MechJeb just assumes them to be acceptable to dispose off so it shows the Delta-V of the stages after you have ejected them, thus you don't know how much Delta-V you really have left in the tank.
  13. Ah thanks. I am playing with free automatic R&D purchases off so I only buy the parts I can afford or need to complete a design. I had unlocked the node but not actually purchased the Copula Command module so it didn't show up in VAB. It's that cockpit I often use for stations, but like so many parts I don't recall their name since most are just a few letters and numbers. Instead I remember what they look like and what they do since VAB display is icons and not words. I recommend playing at a higher difficultly. When I first saw your post my reaction was, "What!? 100K for aerial survey I get closer to 50K". I started a new campaign with .25 because I added a bunch of new mods to the group of mods I'm using and my old game felt too much like creative mode since I had 9M in the bank and full tech tree unlocked even though I hadn't yet discovered this mod, that was purely on stock contracts. I found getting science to be extremely easy even before contracts. So for the new campaign I have it set to 50% income on Funds/Science/Reputation and 500% Penalty for Failure to ensure I actually only take contracts I'm going to complete. I also have it set so I need to buy each part from R&D before I can use it. The science income one also effects your science parts and not just contracts so R&D is a lot slower. I play with about 30 mods so I have a lot of extra parts to purchase in the tech tree and have not had enough money to buy all of the ones I've unlocked for a while now. Also still not unlocked the full tree yet, normally by this time I'd have the thing completely unlocked. I'm sure I could use the strategy center to convert funds to science and unlock the tree but I quickly dismissed that idea since I need the Funds to actually unlock the items once the node is unlocked. But overall there are a lot of easy contracts with high payouts. I think part of the reason is it's also suppose to be balanced for people who don't revert flights so they could loss tens of thousands in funds if not more from a few mishaps. But if you do allow reverts than odds are every mission is going to be successful and thus earn you a decent profit.
  14. I got a request to build a station that contains "a viewing cupola at the facility". I haven't the slightest clue what that is. Can anyone help?
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