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Hamster

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Posts posted by Hamster

  1. 13 hours ago, Gordon Dry said:

    Since I updated to 1.24.1 I also get messages about "Contract parameters" fulfilled, not only complete contracts.
    This means I get a lot of messages each time I switch to flight mode (no matter if launching a new vessel or switching to a vessel already in space), because unrelated vessels can have a parameter fulfilled that is for a contract another vessel should be built for later.

    A parameter could be something like

    • Have 4,000 units of liquid fuel in your station
    • Have at least one crewmember on board

    etc.

    It's a stock bug:

     

  2. I have a ship going for Minmus - and the scientist got missing from the ship.

    She is NOT on the missing kerbal tab, and I have no idea, when did she gone missing. I checked my previous saves - unforgettably she is not there.

    I did not noticed that she is gone, since it was controlled remotely - but it's not like I forgot to add she to the ship, as she has restored the material science module 2x in the past.

    Anyone knows how can I hack a different kerbal  back to the ship?

    I already added:  crew = Sandock Kerman  - to the mk1pod in the ship, I changed the status of the kerbal to Assigned. Still something is missing.  Any idea?

  3. Each vessel stores the date that it was launched, which is used to compute the Mission Elapsed Time. Anything that was launched before you accepted the contract will not satisfy the contract. After you accept the contract, you have to launch a new vessel that meets the requirements.

    Thanks, I figured out, it's the 10th field in the contract values field (contract accept time). Now I could fix the issue. :)

  4. Great mod, however I have small issue. Mission is to put a station around the mun, which has Antenna, Power, and Dockingport.

    I have such a station up there, but the contract is not accepting it. First I thought that the "hasPowerGenerator" not accepting the DeployableSolarPanel, but as I see in the source code, that is a valid module.

    Any idea why it does not work?

    How is this part work? "Please note that this must be a new station built for the agency after the contract is accepted.";

    Could not yet figure out from the source.

  5. I think I made the ultimate solution, from now on KSP.exe / KSP_x64.exe is on the blocked list on my firewall.

    Sorry Squad / modders, no more statistics for you.

    As the community can not agree on this, Squad should step in and force Majiir to close this project. There are to many international laws which are not allowing this kind of data collection, especially in the EU.

  6. "Harmful" "infringing" and "wage a modding war" are some strong statements if you want to have a civil discussion. Some have argued that your mod is harmful, as it damages the modder/player relationship. I've seen many requests to get away from the, what some consider to be suboptimal, opt-out system currently in use. Due to those responses, I felt that the disabler mod was the only way to resolve the issue without relying on the mod itself to respect a config file option.

    I have no desire to "improve" third-party opt-out data collection, as I don't believe that any data should be collected from uninformed users, without their explicit consent, nor should any such data be retained without robust data protection and detailed privacy and retention plans. Commercial organizations and even large governments have trouble with data which is naively "anonymized" or appears to be "innocuous," it's something that should never be taken lightly.

    I have to completely agree with this. And it's a shame that a Mod have closed that thread and removed the download link to that disabler plugin.

    I currently do not see any other way, as to delete all ModStatistics dll from any mod what I download.

    The opt out feature have a basic problem, without starting the game there is NO CONFIG file, where you could disable it.

    And that means during the first start it will most likely send the statistics anyway.

  7. One side comment, I have noticed that the UnityEngine.dll is slightly different between the 32 / 64 bit. They have the same length but on byte level they are different.

    So I would suggest to replace that dll as well.

    Unity\Editor\Data\PlaybackEngines\windows64standaloneplayer\Managed\UnityEngine.dll <--- This

    Kerbal Space Program\KSP_Data\Managed\UnityEngine.dll <--- to here

  8. why goodnight? did i miss something?

    Just this:

    we've made the decision to postpone the start of the forum upgrade to Tuesday, May 27. The upgrade will still cause a downtime of up to 48 hours, so please plan accordingly.

    So for two day no forum. :(

  9. running version 2.2.1.0, having problems with R.A.P.I.E.R engines, though i think this is a known problem? bit rusty, haven't played since before the R.A.P.I.E.R's were added, picked up a glitch that kept making MJ spin my lifters outta control on launch X_X, then suddenly minecraft. anyway, is this on the to do list, or is it fixed in a newer/ dev build? the issue with MJ not switching modes/ not using Air-breathing mode properly, i mean.

    Had the same issue. The solution what I found is, that I updated to the dev build 252, then Mechjeb came back.

  10. The difference between getting to the Mun and getting to Minmus is negligible in terms of fuel needed.

    However, the need to match inclination makes Minmus a bit more difficult to get to than the Mun, at least for beginners.

    Exactly. End it took a while till I found the wiki, and found out about the lack of gravity in Minmus. :D

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