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Everything posted by tjsnh
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I'll admit, I just ordered a ticket for the hype train ...
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With the antares/SOAR/pol combo, I was able to get a Cygnus to Duna Couldn't slow down for orbit, but got a pretty close flyby!
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- totm march 2020
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Beale: You, sir, are amazing. That is all.
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- totm march 2020
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That pol launcher looks pretty close to release. I have five dollars that says Beale is just teasing us, and has it (and probably PPTS and other stuff) done and ready to release, but is sitting there laughing at us with his mouse cursor hovering over the "upload" button
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- totm march 2020
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Seems to be working for me, can you post a screenshot or two and a list of other mods you have installed? I don't run too many mods myself, basically just this and a small parts pack, so it's possible there is an interaction causing problems.
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Something in Contract Configurator might have changed, I'll troubleshoot this this afternoon.
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The "flyby" mission should complete as soon as you enter the SOI. Also make sure your contract configurator plugin is at least at 7.8 , earlier versions won't work with some of these contracts.
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That docking port looks a LOT like the later model shenzhou ports.... - - - Updated - - - Oh, please PLEASE make it 1.875 ... it would fill a HUGE gap in the launcher lineup ... - - - Updated - - - Someone requested some craft files. Here ya go. Contains: Mercury Gemini Vostok Soyuz Soyuz-LOK Shenzhou Venera LK lander VA Capsule Assembly (only, not the full TKS) R-7 Rocket Proton Rocket N-1 Rocket All have lights correctly mapped to the lights action group. Action group 1 toggles the panels/etc on all craft. The rockets are provided as regular ships, with a stayputnik at the top, so you can drag-and-drop them as subs. These aren't "official" tantares craft files or anything, just some stuff I whipped up of my own volition. All are designed to use only the tantares packs and stock parts. Intended to be functional, and reasonable representations for the impatient - not 42521 part hyper-detailed FPS killers.
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- totm march 2020
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A thank-you to those who've sent me feedback and suggestions. Lots of good stuff coming in future updates Also : 3000 downloads!!! When I started this project, I honestly never expected more than 10 people to even look at it! Just amazing!
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[1.1] AB Launchers 1.2 - 5m Energia parts [22 Apr]
tjsnh replied to hoojiwana's topic in KSP1 Mod Releases
While this thread isn't super active, I _LOVE_ these parts and use them constantly. Incredible work all around. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
FYI - looks like the DLL you linked to fixes the problem, flew 5 tests, all 5 were clean.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Roger that, I'm heading out for a bit but I'll give it a shot this afternoon and let you know.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Experiencing a new issue. Sometimes, but not always (maybe it has to do with rocket construction?), upon staging something AFTER parameter completion, the defined "vessel" seems to change to debris (discarded part?). I'm not sure how else to explain it, but for example the following contract to simply orbit a kerbal (for context, his had been working fine previously and works about 50% of the time): PARAMETER { name = VesselParameterGroup2001 type = VesselParameterGroup define = Kerbin Orbiter PARAMETER { name = HasCrew2001 type = HasCrew trait = Pilot minCrew = 1 } PARAMETER { name = ReachState2001 type = ReachState targetBody = Kerbin situation = ORBITING minAltitude = @/targetBody.AtmosphereAltitude() disableOnStateChange = true } } PARAMETER { name = VesselParameterGroup2002 type = VesselParameterGroup vessel = Kerbin Orbiter PARAMETER { name = ReturnHome2001 type = ReturnHome completeInSequence = true } } Launch rocket, go up, make orbit, parameter goes green everything looking good. Stage into final return section, and this happens: Landing and recovering doesn't complete the Return Home parameter. Any thoughts on what is happening? (Also, the central part of the rocket is the crew pod - the staging doesn't discard anything important just dead tanks and engines)- 5,206 replies
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Update 3.0 posted - please post any bugs on this thread.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Getting failure message in top-right (with penalty) on saves that pre-date the current update, but on fresh saves it X's out without the top-right failure warning. Not sure if it was a local fluke or what. *shrug* If the X is intended behavior now, and is only a visual warning, I'll advise players to just ignore it- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
The problem with the hascrew parameter causing contract failure since the last update remains, anytime the parameter isn't met the contracts in question fail out, rather then stay greyed/incomplete.- 5,206 replies
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Next big update is ready, running through a playtest. Should be posted late tonight, or thursday (I'll likely be "unplugged" for the whole day tomorrow, off doing "real life" stuff)
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
Just sent you a PM - probe contracts failing out since the CC update today.- 5,206 replies
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Thanks man I'm currently working with nightingale (who created the CC library that I use) to work out a few kinks in the scripting logic for the contracts that require "stay in orbit for X amount of time" , after that is done and working the next release should be just about ready.
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"Works for me" :-) Make sure you specify needing a pilot like my contracts do, I had problems without that extra line. - - - Updated - - - Kindof. I debated a bit if I wanted to add in an extra requirement to need the upgraded AC before getting that contract (and I still might, in the next release) but decided it might help give the player more reason to upgrade the building. Similarly, I considered needing an upgraded tracking station for the Mun missions and so on. The next release that's coming out this week is going to be a big one, with a lot of the mission pre-reqs reworked completely, so I might still work this in.
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This is what I currently do actually. I use the VA 3-seat IVA for the grey soyuz (which I made 3 seat), which is placed farther up the tech tree. I also "nerfed" the green one significantly (heavy, expensive, low battery and mono, etc), making it more of a "zond".
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- totm march 2020
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I thought about that actually, and I have something similar on the roadmap. It's going to be "fly a science experiment [goo, or science lab jr, or maybe both] to X location and get science from it" , in playtesting it was found that there weren't enough missions that ask the player to actually do science - so I'll be adding something like that in.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
tjsnh replied to nightingale's topic in KSP1 Mod Releases
I'll play around with those tomorrow and see what I can make work, thanks- 5,206 replies