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DBT85

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Everything posted by DBT85

  1. I set about rescuing Valentina from her orbit around Minmus so that I could get all her science. I then used that science to make myself some half decent geostationary relays and successfully launched all 3 on one vehicle in the traditional, get a 4 hour orbit, release, orbit, release, orbit, release fashion. I'd never constructed anything that could do that, and never attempted this before. Frankly I think my final design might have been crude, but I was quite pleased and it all worked out well! Couldn't think of another way to get all 3 relays connected to the ship other than this. I even managed to return the big orange tank to LKO to serve as the start of something bigger. It has limited fuel left but that can easily be rectified.
  2. Took on a Rescue contract which has the stranded Kerbal out in an elliptical orbit out near Mun. Got out there and performed a perfect rescue only to realise that, true to form, I didn't have enough fuel to complete my retrograde burn to get back down to Kerbin. So in a first for myself, I plotted 2 manoeuvres that gave me an intercept with Mun which in turn threw me back toward Kerbin. I was then left with 25m/s to spare. Mission saved!!
  3. I've never quite understood why some basic info isn't included in the text for the parts. Even just "Mk16 - Capable of safely landing a 1,000kg vessel on Kerbin" would help a bit.
  4. I got Valentina stuck in orbit around Minmus AGAIN. I got greedy, landed on the surface, got a ton of science and then flew across and got more from another spot. Leaving me not enough to get back off the surface and back home. So she's sitting in a weird orbit with about 600 science and I now have to try to go and get her. Except that I don't have great relay satellites yet so while I can do probe things in LKO, I can't do anything as far away as Mun let alone Minmus until I install new relays. So the mission tonight is to upgrade my relays so that I can then get a probe out to Valentina. Grrrrr.
  5. My save corrupted on my PC the other day with a crash. I found that there was a backup folder in there that was keeping saves in that just needed copying and renaming. Don't think I have a mod that was doing it so have a look.
  6. Yeah, It was a bad morning lol. I've logged several hundred hours but its been a while so I'm still making some weird mistakes. In the end, I saved Jeb with a cunningly flown RCS proble controlled rescue capsule. Made more difficult by the fact that I had to launch 5 relay sats first (lost one because I forgot to extend the antenna before the probe lose comms with KSC). I also launched a similar ship to rescue Valentina and then realised when it was some 10Mm away that the comms were dead. So I'll have to fix that before going to get her. I did managed to get Jeb to Minmus and come back with some science though, so now I have a bunch to spend and a healthier balance to do things with.
  7. Stage 1 of my recovery mission is compete, 4 relay sats are in a 1000km orbit spaced 90ish degrees apart all with a 1h 52m 52 sec orbit. At least now I can send probes up to do this. I have 11,000 credits lol. EDIT: Took a rescue mission to generate some funds and then successfully managed to rescue Jeb with the same craft, though modified to include RCS for the fine tuning needed to present him with a ladder in the right place. Hurrah! Valentina is still flying around Minmus and that's too far for my relay satelites which only have dual HG-5s on. So It's either a manned mission or wait for more tech. Of course, I realised this AFTER sending a ship out to get her... lol
  8. Oh yeah, I'm probably 200-300 hours in, but I've not played for a while so I'm making weird mistakes lol. Rescue 1 sent up to save Jeb ran out of electricity because I didn't put any solar panels on so couldn't move it without the engine running! I'm about to attempt a recuse of Jeb and once complete I'll go and get Valentina. I have enough dV to get her out of a Minmus orbit but not enough to get her into a low enough Kerbin orbit, so I figured I'd leave her there for now where she's a little easier to get to! All to be done with Red Dwarf on in the background. My go to background show (along with Blacadder) for some 17 yerars!
  9. This morning I got Jeb stuck in orbit with no RCS fuel left in his suit 10m away from the ship that was sent to rescue him ran out of electricity. Also I got Valentina stuck in orbit around Minmus. Totally an expert at this.
  10. Ha, thanks for all the suggestions folks! Despite having a lot of hours in KSP I also managed to get Valentina stuck around Minmus last night. All part of the challenge. Of course, the fact that I've disabled all the other ground stations and as yet don't have a relay network up is also hindering my recovery efforts with an unkerballed vessel. I'll let you know how I get on!
  11. I got Jeb stuck in orbit with no RCS fuel left in his suit. I was about 10m away from his rescue with Rescue 1 when his RCS gave out. My question now is, is the only way to capture him going to be using some kind of Shuttle or something that I can open bay doors with? Or maybe, just maybe, a perfectly positioned capsule within his arms reach. Halp.
  12. I put my first 2 relay satellites in Geostationary orbit. Probably played for 200 hours and never done that. One to go.
  13. Gadzooks you're right. Sorry about that. New file going up now. Just installed fine on mine. Apologies for that.
  14. CC-CP-SCANsat 0.6.0 is now up on KerbalStuff and ckan for your enjoyment. Changelog Changed some contract wording and specific parameters Added a new contract for Biome scans on Eve and Duna Rebalanced all contract rewards (they were a bit silly) Updated to be valid for 1.0.5 and beyond (in case I get distracted) At this time I can't disable the built in contracts that come with SCANsat, so it you want to turn them off until you've finished these missions then you'll need to do it in the menu that Contract Configurator provides in the top right toolbar. You might want to turn it back on since this pack only covers your early missions for all Biome and Lo Res Altimetry scans. I'm not going to be able to make any changes for a couple of weeks, but I promise to check back in the meantime to check up on you!
  15. CONTRACT_TYPE { name = PartTestContract group = CCCP-SCANsat // Contract text title = Get into orbit with these parts on board description = get into orbit with these parts synopsis = get into orbit with these parts completedMessage = Mission complete! targetBody = Kerbin agent = Research & Development Department // Contract rewards advanceFunds = 10000 rewardScience = 10 rewardReputation = 8 rewardFunds = 20000 // Can only be done once maxCompletions = 1 maxSimultaneous = 1 // Prestige level 2 prestige = Significant // very likely to be chosen weight = 10.0 PARAMETER { // Named for the Scottish physicist who predicted the existence of electromagnetic waves. name = Maxwell1 type = VesselParameterGroup define = Maxwell I PARAMETER { name = ReachState type = ReachState targetBody = Kerbin situation = ORBITING } PARAMETER { name = PartValidation type = PartValidation VALIDATE { part = fuelTank3-2 minCount = 1 } VALIDATE { part = largeSolarPanel minCount = 4 } VALIDATE { part = cupola minCount = 2 maxCount = 2 } } } } To my mind it should want all of those things, yet it specifically wants none of them.
  16. On the Wiki is says this about CONTRACT_GROUP // List any contract types to disable as part of this contract group. // Multiple values can be provided. These can be a Contract Configurator // CONTRAC_TYPE name, a stock contract type class name, or a mod contract // type class name. disabledContractType = ARMContract Is that saying that a mod contract can be disabled? Also from the WIKI This verifies that the listed parts in the given quantities are present. PARAMETER { name = PartValidation type = PartValidation VALIDATE { part = fuelTank3-2 minCount = 1 } VALIDATE { part = largeSolarPanel minCount = 4 } VALIDATE { part = cupola minCount = 2 maxCount = 2 } } When I put this into a contract (after struggling with my own) the contract wants NONE of these to appear, not all of them with these quantities which the WIKI suggests. When I launch a vessel with any of these on I get a red X, when they are not on I get a tick. In the contract text is says "none have type: PartNameGoesHere".
  17. Nightingale, is there any way from within a cfg file to disable a group of contracts like you can in the menu you added to the game?. I know it can be done with the stock contracts with disabledContractType = WorldFirstContract for example. For some reason I thought it was possible to start a contract with CONTRACT_TYPE:PooPoo and then in a seperate cfg file have the line disabledContractType = PooPoo but that doesn't work and only upsets CC. My old pack started CONTRACT_TYPE:NEEDS[SCANsat] which worked fine but now doesn't (not that it matters, I've deleted it). Obviously you've changed something as your excellent mod has grown so much. Basically I was trying to allow my SCANSat pack to disable the built in SCANsat contracts. EDIT: While testing out VesselDestroyed it only seems to work if the vessel hits the terrain. If it explodes on re-entry or splashes down and is destroyed, the contract doesn't trigger accordingly. I've tried changing mustImpactTerrain between true and false and it made no difference in this instance.
  18. I have a fear that this is due to the change he made for me which worked fine when I tested it but now it seems to be upsetting things. Grrrr. Investigating! EDIT: Yep, the CONTRACT_TYPE:ScanSatOfficial line is what's borking everything up. I'll make the changes and a pull request. Sorry DM. EDIT: Pull requests made to fix the missions. Asking @nightingale if there's a different option.
  19. Apologies again for my continued absence. I've been basically doing 29 day months between work and renovating my new house so I've still only put about 3 hours into the game since 0.9 was superseded! I have noticed that SCANSat comes with its own basic missions. No idea if its possible for this pack to disable them but I'll have a look. EDIT: Its possible with a small change to the official contracts. Provided the SCANSat author is ok with them I can have this contract pack disable the official ones. EDIT2: DMagic has added the changes to the next SCANSat patch, once that's live I can update this pack.
  20. Will update the .version file for ckan tonight for the new versions of the game! This contract pack requires you to hit 50% to clear the mission because it is assumed the satellite will continue unaided, the Lite pack requires 95%.
  21. Yes they seem to behave around each other. This one won't offer you a contract for a body that already has scan data on it. So if you've already scanned more than 50% of Kerbin you won't get a Kerbin mission for example.
  22. Not sure why they didn't incorporate the excellent proc fairings mod. Must have been a reason for it.
  23. Ok, first 6 missions have been modified for some testing, I've a) removed the orbit lines that are largely irrelevant made orbit parameters optional, unless they are already part of an optional part of the contract. EG. If you choose to take on the optional extra of scanning Ike while you're at Duna, the specific orbit around Ike is not optional. That might change. Optionals inside Optionals just seems silly though. c) used the vesseld destroyed function for those early missions where you can choose to deorbit an old space relic! Might be a few days before I've checked them out as I'm slammed at work.
  24. Nightingale, did you manage to add the "contract accepted" requirement in? Can't seem to find it in the wiki so I'm guessing its just on the to do list.
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