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memorablynamed

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Everything posted by memorablynamed

  1. Quick question - people who have been using Interstellar for a while, have you encountered any problems when installing over an older release of the mod? I ask because I want to finish modding up my 0.25 install, and KSP-I has been a centerpiece of my games since 0.23.5, but I'm not sure whether to wait for Fractal to release 0.14. If I can install 0.13 and Tech Manager 1.4 and then upgrade to Interstellar 0.14 when it's finished, then I am just going to do that, but I don't want to jeopardize a save that I want to keep running for a long time. Thoughts?
  2. Unfortunately, Fine Print is built on top of the Contracts system - unlike Mission Controller, the stock Contracts system doesn't (to my knowledge) have the ability to use already completed contracts as conditions for future contracts, that is, Fine Print can't see that you did a satellite contract, completed it, and left the vessel up there, then use that to determine that a repair contract can be spawned. Personally, I only accept Satellite in a Specific Orbit contracts to build a comms network for Remote Tech. I rationalize this by saying that I'm putting some telecom company's satellite into orbit, and in exchange they let me piggyback my own deep space comm relay on top of the infrastructure they're paying me to put up, so long as I leave the equipment in place. This gives a sort of infrastructure-building feel to the contracts, in addition to how I pay the bills for my rockets. Different people are certainly going to feel different ways about the mod, though. If Fine Print isn't doing it for you, Station Science's contract extensions might feel a *little* bit more cumulative, so maybe try that?
  3. Green smoke-spewing particle effects notwithstanding, if you're out of tank space for more Kethane, the deposit will not be depleted. If your driller is full, then that deposit is likely to remain as is. Also, yes, draining the entire Mun of Kethane is a Herculean undertaking with relatively little reward. I have a career save going where I have to repay all the funds that I use by selling refined LF/O from my Munar Kethane mining stations, and even with all that demand, I still have several full deposits. I wish you the best of luck, but be prepared for a long grind.
  4. Closest thing I can think of there is using the IVA key (default 'C'), and then double clicking on the inside of the hatch, which will initiate an IVA. Of course, I don't know if the setup you're working with has double click support. EDIT: If you're looking for a mouse only interface, Telemachus might be a good starting point.
  5. It's got nothing to do with your OS. Treeloader is incompatible with 0.25 and r4mon, the guy who wrote it, hasn't maintained it in a bit. Use Tech Manager instead - installation instructions are all over the earlier pages of this thread.
  6. The ESA is saying that it's a confirmed landing. Time to go try to replicate it in KSP with RemoteTech and kOS.
  7. Treeloader, which comes bundled with KSPI, is responsible for adding all tech tree nodes above 1000 science. The 1000 science nodes are stock, but hidden in the vanilla game unless parts are added (usually by mods) that require access to said higher tier tech nodes. KSPI, of course, goes even higher than 1000, so it relies on Treeloader to add new nodes to the tech tree, and Treeloader does not play nicely with 0.25. The fix is purportedly very easy, but r4mon's code is licensed in such a way that other users are not strictly speaking allowed to use it for anything other than reference, and re-compiling Treeloader for 0.25 apparently does not constitute fair use. Barring the sudden reappearance of Treeloader's original author, my understanding is that Fractal_UK is currently working on adapting the Alternative Tree Configurator (which is a Treeloader-like mod) to allow the addition of more nodes such that ATC can be used as a Treeloader substitute. For the time being, a fix has been compiled that moves all of the KSPI parts that used to live in nodes requiring over 1000 science to unlock into the nodes that only require 1000 science to unlock. While this represents a significant disruption to game balance and progression, it at least makes Career mode playable, and is linked as a ModuleManager config somewhere several pages back. On the subject of several pages back, this post is my humble attempt to condense all the discussions on 0.25 compatibility over the last several pages of this thread which you seem to have not seen. If you have further questions, I would refer you to the Previous Page button.
  8. KAS has just been updated to version 0.4.9 for 0.25 http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29
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