Jump to content

Filigan

Members
  • Posts

    94
  • Joined

  • Last visited

Everything posted by Filigan

  1. 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
  2. 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.
  3. 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?
  4. 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. Yep, this solved it. thanks! =) I will leave i t there for today, and check on the historic missions pack tomorow,
  6. 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
  7. 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
  8. 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.
  9. 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?
  10. The Shadow is a known sideffect of Scatterers Godrays, if this shadows bother you, you can uncheck this feature in the main menu
  11. Has anyone a working config for KW Rocketry? There was a dropboxlink a few pages back but it is not available anymore
  12. 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?
  13. 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
  14. Chatterer! so useless and so ingenious at the same time, i cant play without it
  15. 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
  16. My instlaled Krash Version is 0.3.1 The list of installed Mods is... ah.. Terrifying this is the list avc shows me, it looks pretty much complete, Output_log.txt persistent.sfs The same thing happens a short time after the first Sepparation of a stage, my personal No.1 Suspect is Stage recovery.
  17. This one troubles me. My Simulations keep geting terminatet a couple of seconds after launch, i'm not 100% sure, but maybe this is because the launchclamps get removed. Can you please take a look at this. This little nuisance asaide i realy like this mod
  18. 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?
  19. 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
  20. Ok, silly me, i overlooked this one. Would be nice if we could change the mission Flag aswell with in this window
  21. 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.
×
×
  • Create New...