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maranor

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Everything posted by maranor

  1. Hi, I'm having this exact problem. Any help would be much appreciated! (My stats are: Win10, Running 64bit, 16GB RAM, list of mods here, last outputlog here) I can post anything to help solve the issue, just let me know. Thanks!
  2. Thanks! I will just add my part here for motivational purposes... Please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please please.... pretty please?
  3. Thanks:) But I'm not loosing hope for the update! As you said, Science Alert works better and for me, it makes exploring much more fun I don't need tabs with stats of what I've explored and I like how SA looks so simple for users and just does its job so well :-P
  4. I have my own edited system called Kerbalia, created from different planets of Outer planets, New horizons and Other worlds. But default OPM (its 1.0.5 version) should work even in 1.1 (i think)
  5. Really? That's awesome! I will wait with my new universe for this mod, then I have so many planets... TWP will be very useful
  6. Hi, this looks like a really great and useful mod! Thanks for creting it Once it's out for 1.1, I'm going to add it to my essential mods Just a quick question, would planner happen to work with random planets from Kopernicus? Thanks!
  7. Great mod, thank you so much! Looking forward to the new version - don't wanna play without it, since it makes science and experiments +100% more fun!
  8. How is not everybody HYPING about KasperVld's tweet? :-O
  9. Hi guys, I just wanted to stop by and say....... HYPEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  10. I mean like in Outer planets mod, just adding new bodies to the existing system But I want to have like 30 planets on very different orbits
  11. Hey guys, just a little hype off-topic in a spirit of my previous hype, which mod for planets do you think will be used? Planet Factory or Kopernicus? With the improved performance, I hope I'll be able to use more planets, edit some planet-mods into one and make Super Kerbol system
  12. I can't wait for 1.1 so I can play KSP again and explore new mod-added planets!!!!!
  13. Oh, I see! I thought it was a bug, to do these kinds of experiments from stations landed on planets. Thanks for clarification and once again, thanks for great mod(s)!
  14. Well, I was reading this thread and some people have the same problem I have - with the prograde kuarqs or plant growth experiments landed on planets. It there a new fix already? (or have I just missed it?) I'm still getting these kinds of contracts... Thanks!
  15. Hi! Just wanna tell you your mod is awesome! Thank you so much for making Contracts more fun! (and looking forward to Station science support )
  16. Thanks! If it goes Krazy again, I will post log too with better described reproduction steps
  17. Yup, I have no idea But I just wasn't able to complete the contract in any possible way, even tho all the conditions were met (before I took the screnshot of course, at the right altitude/speed) Anyway, I didn't have the patience to wait for a solution and I've spent only two days in this new career, so I've just reinstalled the game and started an entirely new career. Hope it will be fine now...
  18. Thanks for your post. I'm aware I'm higher and going faster, but that's the point! I can't complete the contract while in designated altitude/speed range. And after going past them, the conditions remain checked.
  19. Hi guys, can you help me solve this? Problem: Can't complete contracts - clicking "Run test" or staging doesnt work. It's like the game wouldn't see the correct altitude/speed information: IMAGE - As you can see, I'm at 35000 meters, going faster then contract says, but the requirements are still met. I've tried loading some older save and got a contract to test something at altitude of 8000 meters. But after reaching the altitude, the game didn't see it and it was still showing the small clock icon. I've also tried several different saves and restarted the game several times. This happened in new career and installing two new mods: Kethane and Kerbal clock. But first two days of playing this new career everything was working fine. PC Windows 7 64bit (running 32bit version) - Pentium Dualcore 3,07, RAM 8 GB My mods are: Fine Print KAS Kerbal Alarm Clock Kethane Krag's planet factory Mechjeb 2 Station Science TarsierSpaceTech TweakScale No log, since the game doesn't crash... (sorry if this problem was already posted before, I just didn't find anything here or on Google) THANKS for your help!
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