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Everything posted by blu3wolf
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
blu3wolf replied to Nereid's topic in KSP1 Mod Releases
So I just got Jeb out to a solar orbit for the first time on this career save. Just barely faster than kerbin, half a meter a second slower at perikee and we would have stayed in kerbin orbit. Jeb has earned some ribbons for getting to a solar orbit! This is wonderful, and really about a third of the reason I did the mission. However, he has earned a few that I think he has not actually 'earned' yet. Specifically, he has been given the First Closer Solar Orbit Ribbon, and the First Sun Atmosphere Ribbon also. Seeing as his current orbit is almost the same as Kerbin's, I have deemed him unworthy of these ribbons, and stripped them from him. Is there any way to prevent him getting them in the future (unless of course, he does actually get that close)? -
I have this mod installed, and Im still getting stock contracts to launch space stations - at least, I assume they are stock. I have one contract to Launch the The Mun Space Station, as well as several other contracts to launch a new space station around Duna/Minmus/Ike. Should those other contracts be disabled?
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You could temporarily install RemoteTech XF, which allows you to adjust antenna targeting even without a connection. Then uninstall it afterwards.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
blu3wolf replied to Nereid's topic in KSP1 Mod Releases
Would it be possible to check altitude every say 5 or 10 seconds? If altitude exceeds this value, you are in deep space? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
blu3wolf replied to Nereid's topic in KSP1 Mod Releases
Kerbol has an infinite SOI according to the wiki. So that could be difficult. -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
blu3wolf replied to nightingale's topic in KSP1 Mod Releases
Im having this fun issue again, where the 4 satellite contract decides that the two satellites opposite each other should try to link up through Kerbin. Is there some way to have CC keep looking for different ships that could fit the contract? Well, I fixed it, anyway. I worked out that the sequence in the contract was C,D,B,4... so I went to Bravo and increased its inclination slightly. Then it was no longer a valid fit for 3 - but A was already, so the order became C,D,3,4, then straight to C,D,A,4. Then I lowered the inclination a few seconds later, and it went C,D,A,B - performing network shake-out.- 557 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
blu3wolf replied to Nereid's topic in KSP1 Mod Releases
That is not the ribbon text. That is the ribbon text of the 'Wet EVA ribbon'. Awarded for an on EVA in a wet environment outside of Kerbin. I am not talking about the Wet EVA ribbon. I am talking about the 'EVA in Kerbin water ribbon'. Awarded for any EVA in Kerbin waters. Two different ribbons. I am happy that there is a ribbon for anything other than Kerbin. I am not happy that there is a ribbon specifically for Kerbin, that my kerbals cannot get! I think the EVA in Kerbin Waters ribbon is broken, not the Wet EVA ribbon. Also, is there a way to get the ribbons, In Space: and Deep Space: -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
blu3wolf replied to Nereid's topic in KSP1 Mod Releases
The 'EVA in kerbin waters' ribbon is excluded from kerbin waters? That makes no sense. I have a wet EVA ribbon in the list, and a EVA in kerbin waters ribbon in the list. It makes sense for the wet EVA to exclude kerbin, but not the other. No I have not tried other planets yet, Im early on in career. -
[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
blu3wolf replied to nightingale's topic in KSP1 Mod Releases
Ah. Yes, if I had found the debug menu that would likely have worked much better and faster. As it stands I did manage to get other tourism contracts so Im pretty sure I did it correctly. I added the tourist count and low orbit count key/value pairs into a second DATA section in the data store, and it seems to have worked. I did look for the debug menu but couldnt see a button for it, and did not recall it was a key combo to display. My bad. Cheers for the tip for next time!- 699 replies
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I have just completed and failed a Contract Configurator contract that was tied to recovery of a Kerbal Tourist. I failed it due to him being 'killed'. As you may have guessed, I used StageRecovery to recover this tourist kerbal. We slapped a pair of parachutes on the passenger fuselage, and a heat shield, and just ejected them off the end of the rocket. StageRecovery brought Bill and our intrepid tourist back just fine - both were mentioned on the SR popup, and Bill is back in the Astronaut Complex. The Tourist is nowhere to be found, and I have the perks of having failed the contract. Question three (one and two are in the Tourism Plus thread), is whether at any point between Squad deleting debris under 23 km altitude and further than 24 km from the active vessel, and StageRecovery 'recovering' the kerbonauts, the Kerbals might be status: dead? Thanks for the help!
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
blu3wolf replied to nightingale's topic in KSP1 Mod Releases
I have a somewhat similar but not really issue. I have just completed Tito's contract, but I have failed it, due to him being 'killed'. I am slightly peeved about the game concluding this, as I recovered him fairly and squarely. However, the manner of recovery was... non standard. Specifically, that I used StageRecovery. We slapped a pair of parachutes on the passenger fuselage, and a heat shield, and just ejected them off the end of the rocket. StageRecovery brought Bill and Tito back just fine - both were mentioned on the SR popup, and Bill is back in the Astronaut Complex. Tito is nowhere to be found, and I have the perks of having failed the contract. Question one, is how do I edit my save file to show that I completed the contract rather than failed it? Question two, is whether this interaction between CC and SR is something that should be fixed by Squad, something that should be fixed by SR, or something that should be fixed by CC? Thanks for the help. EDIT: Question one is low priority, have just made some changes to my persistence file and will be testing them shortly... fingers crossed! Guess I will have to make a point of recovering Tourists 'normally' rather than with StageRecovery. Edit2: question one is mebbe medium priority for me... Im not sure where to add TouristCount and TouristLowOrbitCount? Other than that, I think I fixed everything else associated with the contract. Edit3: If I have this right, I add those keys into the DATA section of the PersistentDataStore SCENARIO... but I suspect I have to add them underneath a node. Which I dont know the name of. Edit4: I feel like this would be easier if I knew how to code. Would this be easier if I knew C#? Edit5: well, it no longer throws an argument out of bounds exception when I load it, so thats good. I think I fixed it? Fingers crossed. I feel like the more important thing for the thread at least, is seeing what could be done to make these mods interface better, rather than details of how to fix the save file when the current behavior happens due to user error.- 699 replies
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
blu3wolf replied to Nereid's topic in KSP1 Mod Releases
Ive discovered my Kerbals are not receiving the EVA in Kerbin Waters ribbon. I have three Kerbals with Splashdown ribbons, and they have EVA'd and swum around - although evidently without getting the appropriate ribbon for doing so. I do like that the Wet EVA ribbon exists now, to differentiate between say certain harder to get to waters, and Kerbin's fairly easy to get to waters. Is there anything I can provide to help troubleshoot this? -
[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
blu3wolf replied to nightingale's topic in KSP1 Mod Releases
you could always zip it first if its too big for you to upload. I had one that was nearly half a gig last week o.0- 557 replies
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Id start with a smaller, 3 or 4 sat 'bootstrap' network to get initial coverage. Then you can pull yourself up with your bootstraps and build the bigger sats once you have more science from say mun landings.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blu3wolf replied to ferram4's topic in KSP1 Mod Releases
limiting the AoA is one part of the complex beast that makes up the F-16 FLCS. I dont think (based on how Ive seen it work thus far) that it would succeed in replicating the flying characteristics of that aircraft.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blu3wolf replied to ferram4's topic in KSP1 Mod Releases
Your beautiful F-16 replica SHOULD have been a crap. If you replicated the location of the CoM and the actual shape of the airframe correctly (which I doubt), then you would find it immediately unstable. One of the key features of that airframes design is Relaxed Static Stability - you need the FLCS to fly the thing. You might like to hear that when the airframe was being designed, they were not actually sure if they could build such a flight computer. As such, there was a 'backup version' of the airframe designed but not built, for the case where the FLCS didnt work. Its the same overall shape, but the wings are moved rearwards (thus shifting the CoM forwards relative the MAC). I also wouldnt classify the A-10 as a VERY maneuverable aircraft. The F-16 is very maneuverable. The A-10's best trait that can be called maneuverability is its ability to turn in a tight radius by flying slowly (with a target strapped to it).- 14,073 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
blu3wolf replied to Starwaster's topic in KSP1 Mod Releases
How can I get mine to do that? From LKO Im not using ANY AblativeShielding, and only small amounts for faster reentries. - - - Updated - - - dammit its not DEADLY enough for me- 5,917 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
blu3wolf replied to nightingale's topic in KSP1 Mod Releases
INCENTIVES guess I better hurry up and get far enough into the game to actually build casinos On the current one I havent even done the first contract yet :S- 699 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blu3wolf replied to ferram4's topic in KSP1 Mod Releases
Is it possible to overlay onto the Cm graph, the Cm points assuming that full stick back and full stick forwards commands are made? So 3 Cm lines plotted?- 14,073 replies
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