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Filigan
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Everything posted by Filigan
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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
Filigan replied to RealGecko's topic in KSP1 Mod Releases
All i have to say to this mod: -
I cant wait to get my fingers on that =)
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right now use a mod called launch numbering, but i will use your mod instead once it is finished, since your mod does exactly what launch numbering does + more
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It looks like there is an incompatibility with Kerbal Construction time. The Vessels wont get renamed, the numbering works however when i start a simulation via KRASH.
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Hi there! Just wanted to check in and see if you are still on this one, I do like the idea behind it and consider to replace "launch numbering" with this, since you provide more options aka roman nubmers =) (+ the neat flight records!). Is this mod already in a useable state, or is there any danger of savegame breaking?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Filigan replied to nightingale's topic in KSP1 Mod Releases
Ok, Historic missions work just fine. Maybe something just got screwed up during the previous install. Sorry for the false alarm, i just assumed the problem persisted the reeinstall after i had something similar going on with SR- 5,225 replies
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
Filigan replied to RoverDude's topic in KSP1 Mod Releases
Just a little beauty-shot i wanted to share -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Filigan replied to nightingale's topic in KSP1 Mod Releases
Yep, this solved it. thanks! =) I will leave i t there for today, and check on the historic missions pack tomorow,- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Filigan replied to nightingale's topic in KSP1 Mod Releases
i did a quick check on the requirements, but this is not the cause of the problem, as you can see on this screenshot, all requirements are met: Maybe this is some sort or weird incompatibility with a mod you would not expect to be related with this? i'm about to go nuts if i have to play the "install one mod at a time" game once again- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Filigan replied to nightingale's topic in KSP1 Mod Releases
hi. lately i get some problems with contracts added by contract packs: it seems the contracts dont register achieved hieghts/Situations (sub orbital, orbit....) however, this effects only one or two contract packs, while it works fine for others. so if i pick up the "achieve 18.000m" contract from initial contrackts pack, and the "achieve 2000m" from the sounding rocktes contracts pack, and launch a rocket (that fullfills all the part requirements for the SR contract), to 20.000m the 18.000m contract gets finished, the 2000m wont -> the achieve 2000m line never turns green. Yesterday i saw contracts from the historic missions contract pack effectet by this bug Output log: https://www.dropbox.com/s/3kpc9vpvsgh4snu/output_log.txt?dl=0 KSP log: https://www.dropbox.com/s/wq1as71m05zcuz0/KSP.log?dl=0 Mod List: PS: i wish i had your awesome skills in log reading- 5,225 replies
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[1.1.3] Orbital Decay v1.5.2 (17/07/2016) - Total Overhaul
Filigan replied to Whitecat106's topic in KSP1 Mod Releases
When i accept a LKO rescue Mission the created capsule has an icredibly high decay rate, leaving me with less than 0.5 days before it enters the atmosphere, even when i lower the decay multiplier to 0.1* . In combination with Kerbal construction Time, i get no chance at all to save the poor kerbal (unless i have a craft already sittin on the launchpad before i take the contract) *Around 45 km/day! I wonder if something went wrong on my side, or if there is a known Bug/incompatibility i have overlooked. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Filigan replied to cybutek's topic in KSP1 Mod Releases
When i use Real Fuels (stock configs) Kerbal Engineer shows no engine-relevant Data for my active Engine, it shows some numbers before i start the engine but as soon the engine is ignited, the DV, TWR, Trust and Specific impulse for this stage change to Zero. Is this a known 'conflict' between this two mods (and i am just to blind/stupid to find this information via google and forum search, or is this something new? -
Shadow Pillar + Mod Question [Easy]
Filigan replied to OddFunction's topic in KSP1 Technical Support (PC, modded installs)
The Shadow is a known sideffect of Scatterers Godrays, if this shadows bother you, you can uncheck this feature in the main menu -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Filigan replied to nightingale's topic in KSP1 Mod Releases
With my asministration building at lvl 1 i can only activate one strategy, admin building lvl 2 i can activate 2 strategies,... while in strategias custombarnkit config it states "@activeStrategyLimit = 2, 3, 4" I am aware that something similar was stated before, however i get confused by this numbers. Is there something strange going on (some incompatible mods maybe) or is it supposed to do this? -
How many/what mods will you run once 1.1 and 64-bit KSP drops?
Filigan replied to GoldForest's topic in KSP1 Mods Discussions
well well... AVC says i have 79 addons installed now, and there are some more mods i would love to install but than the game wont run for more than 10 minutes a time. i cant wait for 1.1 and all its 64bit awesomeness -
Chatterer! so useless and so ingenious at the same time, i cant play without it
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I was playing around with a mod that adds cars, a bus and so on, and started to wonder what i would need to change in your cfg file to remove the requirement of specific parts and replace them with the requirement of an amount of free seats, so i can do contracts like the KSC bus tours with the cars provided by the other mod
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Hi! I get a nullreferenceexception spam in the debug consol as soon as i enter a flight scene with walkabout installed. Is this something to worry about or somtething i can ignore for now?
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Can't wait can't wait can't wait can't wait can't wait can't wait can't wait can't wait can't wait can't wait
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Hi there, I do have some suggestion/request. As much as i love KCT it always sort of bothered me that you can not change the Name of the Ship/Mission aswell as the Mission Flag in kct's launch Window, like we can in the stock launch window, to add this option would, at least in my opinion, add a lot to the convenience.