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Everything posted by KaiserSoze

  1. yup, that did the trick Thanks @Melfice And, oof course, thanks @linuxgurugamer. BTW: I did have toolbar controller, but I had the previous version. Last version of Launchnumbering requires last version of toolbar controller
  2. something has changed in this version. I cannot acces the options and I have lost the icon for it (cannot see it it in stock of toolbar). It could be that I have a LOT of mods, but previus version works fine (except the previous bug).
  3. One thing. It seems that the template is hardcoded somehow. Everytime I launch the game I have to select it again. I have changed the template file and modified the default one to teh one I loke (I prefer MK instead of bloc), but It never reads it by defauls and goes back to bloc unless I manually select it. Other than that: great work keeping this alive.
  4. I have found that this mod is incompatible with KRASH: This is the issue: https://github.com/linuxgurugamer/KRASH/issues/17 It only happens in campaign when KRAHS only allows to sim in plantes/moons you have already visited. Somehow KRASH touches some data there and KRASH is unable to confirm any planets as been visited. Including Kerbin. I spoke with linuxgurugamers and he didn't know what could be. As I said this only happens in campaign (in sandbox they both play nicely together) . Do you have any idea what can it be?, it something workable or it cannot be avoided because it relays on the data that this mod uses? Regards Kaiser
  5. You know it is not fair to show such a great quality work? It just makes me want this more and more you really are making a wonderful job. Have no doubt at all that I will play with this goodies when you finish, they look amazing.
  6. Same issue. Also many mods installed. I guess I will tray to find out which one is responsible. Maybe related, maybe not, but it also happens to me with antennas, they do not show in their windows. I'll keep you informed if I find which one is the culprit.
  7. yeah, @linuxgurugamer, thank you a lot for this hard work in maintaining this (and many other) mods
  8. First the fact. I'm out of the date by 15 hours (sucks to be me). I bought the game 1st of May. It took me a few days to play the demo and decide I wanted this game. Later I found that the final date for free DLC was 30th April. I just didn’t read that on time, So no. We are not entitled to receive extra goodies. We were informed BEFORE the final date that purchases after that date were not covered by that. And while I secretly whish that I get free DLC I know I’m out of the deadline and therefore I cannot ask for anything extra for free. Even more, they said in April 2013 that if they even release a DLC I would NOT be receiving them for free. So I’m not surprised that they are saying the same thing now. Am I’m angry?, of course. But never with Squad, since they were honest about the date, It was that I just didn’t read it on time. So I blame my luck, not Squad. Do I feel that I am entitled to receive the DLC free? No. Even taking into account Mexican hours (I’m from Spain) I was out of the deadline by about 10 hours. Plain and simple. They set the deadline before the end, they were honest. I just didn’t read it on time. My bad. Do I want to receive free DLC? Of course. Who wouldn’t? but I also would want to win the lottery without even buying a ticket. It is nothing more than a wish. If they ever decide to include me I would thank them, It would be a nice gift. But It would be a GIFT, not something they are obliged to do in any way. I do not consider that we are entitled to ask for anything extra for free. Specially for one of the games with the lower $/hour I have spent (less than 5 cents/hour according to steam)
  9. What are the affections of 1.3 to this mod? It was my undertanding that the main changes were in the ui, so that is the part affected? or it is something else hidden that is also disturbing it? Please don't misundertand me, I do not want to sound like I want this mod to be updated now (well, I do, but I undertand it takes works and that people that have life outside KSP) I just want to figure what part of the mods need to be worked on (again)
  10. One other thing: Be careful with the next release and science definition. I think that the file in github is not the good one (it still has the bug about dres). I just updated the OPM science definition, but it seems that this other file (that is included in the release) is not in the good folder within github. this means that in next release it could be easy to replicate the already fixed bug or to lose my corrections for OPM science definitions
  11. Pull request sent. I've created an agency for these contracts. Also I've nerfed a lot because I fell there was too much reward for them. you get more contracts for smaller bodies while you follow more contracts to deploy telescopes in different obits.
  12. Great I will try it this afternoon if I can. I was working on contracts/science this months. I made a few things that I will include in my next commit - Added science definition for all bodyes in OPM (inlcuded all the missing moons) - Added contracts for all the bodies of OPM - Added more contracts to relocate telecopes (only around kerbin, I do not see the point in having telescopes in orbit around other bodies) (increase difficult each one opens more possible contracts for other bodies which I have in 4 categories : Kerbin moons, big/closer planets, small/far planets, moons of other planets. My problem was was that my telescopes keep exploding when pointing at the sun (even with the optin disabled), so I couldn't test it properly. I hope this is now solved so I can test it and send the next version.
  13. small update on the contracts issue: I have managed to solve it, they work fine on my installation (with OPM) but I'm not happy with the actual grouping of the contracts. I want to sort them in a better way and also try to make some thing more easy to update for new planets/moons/experiments. since I'm out this weekend this means that I will not include my commits until next week. BTW: now the contract for putting a new telescope in orbit is only completed once (I think I will include more than one, but the second one in a more difficult orbit )
  14. Don't worry with the contracts. I made the last fix and will fix it soon (tm). I just received and advice that could make this happen very soon (hours rather than days). Once I have them fixed I will send a request in github with the fixes.
  15. I have one question. Is possible to use a boolean to choose between different experiments according top target body? I can do this with no problem for strings with the descriptions using the ? : structure, but If I try to do it with the experimenter names it fails. My try was like this: PARAMETER { name = CollectScience type = CollectScience location = Space experiment = @isMun ? CactEyePlanetaryMun : CactEyePlanetaryMinmus recoveryMethod = Transmit } But it gives error with the @isMun (which is a boolean defined in other structure that works fine) If this is impossible I will have to duplicate the contracts...but with so many planets/moon I want to know if that is the case before redoing all the contracts. EDIT: forgot to give thanks in advance
  16. that "active vessel" seems to be the problem. I had the moons as a target and that was making the contracts fail.
  17. It didn't work. the unmet requirement for me is: REQUIREMENT { name = ActiveVesselRange type = ActiveVesselRange targetBody = HomeWorld() range = @/targetBody.SemiMajorAxis() } for the mun this distance is 12.000 km in my case, and I do have a crystallite in orbit with antennas working (even up until minmus) If this doesn't happen to anyone else I would assume some mod interference and try looking there.(i'm just realizing that I have updated contract configurator and this pack at the same time)
  18. I've has a look at the contracts and they seem to be failing. The main issue is that contract system do not recognize the experiment. The name in the contract is: CactEyePlanetary. I've looked at the science definitions and it seems that there is a different experiment for each body. This means I have to modify the contracts so they are generated again. But they will not be dynamic (meaning they will not cover new planets from other mods not covered by me. I don't think it's a big deal since science definition are also manual. (or is there any default science that I'm not finding that its used for unkown bodyes)
  19. Prerequistes for contract to create relay in mun/minmus are not met. Specifically the one that requires a satellite with an antenna capable of reaching the moon. I did have those sat and the contracts were removed as failed (and cannot be offered again) since this prerequiste its failed. I've tried to run off/on the dishes on my kerbin satellite with no luck. Anyone else having this issue? (I could post the savegame, but since I'm in a heavy modded installation this could not be very useful)
  20. I have one small issue to indicate. when this plugin captures the ship image it seems to cut the image when the ship is using fairings. This seems to be originated from KVV, but when I use KVV manually I can adjust the picture so it contains the ship plus the fairing, since this plugins takes the picture automatically (which is great) it almost always cuts the tip of my ships. Not sure if there is one way to adjust it. Some obvious solution would be that KVV did it properly, but maybe there is some kind of work around (detect faring and decrease zoom a little bit before processing the image?).
  21. I have a similar error on my KSP.log when I load a 1.1.2 game in my 1.1.3 installation. The games loads almost fine but all my past contracts (finished and active) are removed. I really don't know which mod is causing this, but this is a tough one: if I start removing mods to find out which is causing this I will also start losing ships that require those mods. Anyone else had this problem? Eventually I will have to remove mods and start my game again and again, but I prefer to ask first in case someone else has done this already and can help me narrowing the problem (I'm talking of about 200 mods running)
  22. Weird. I fixed the contracts and adapt them to be possible to use them in other mods (OPM). It seems my files somehow get lost in the release (I didn't notice because I use my own files) Should I make a pull request? EDIT: just checked: My code is there, but in the release file is not updated and it still uses the old contracts with all the typos. Whoever can make release should use the files in: CactEye-2/CactEyeOptics/GameData/CactEye/Contracts/
  23. Not at all. You should be working on this day and night so we can play. Obviously I'm joking. We all appreciate the effort. And this is the drawback of doing such greats mods: we became addicts to your mods and ask you for more. Good work, and again thank you.
  24. Thank you. I always do copy paste and the list do not load if I do that
  25. Great work. I would also like to thank @Angel-125 in the previous thread, but it's now closed. I'm the guy who did the latest contract updated for him, so if you need some help with that (or if I messed up something, which is possible) feel free to ask me. Also If you want new contract or have some ideas about contract but no time/patience to learn contract configurator. EDIT: PS: How the **** do I use those tags with the name of some user?
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