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Carsaxy

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  1. Hi all, apparently my Station-Science-ralated contracts won't trigger upon completion. I had two contracts for compelting as many experiments in orbit around Mun and return them to Kerbin. I completed them as required and they were flagged correctly, but when I returned them to Kerbin with the result inside the contract was not recognised as completed. Any idea for the reason? May it be that on the station I already had the experiment-parts (to be used and restored multiple times)? Thanks!
  2. It isn't: I scanned 100% of Kerbin with the M700 Survey Scanner and I should get something llike "Ore: some%" instead of "Ore: No Scanner". Also, the first time I tried to scan with the stock settings and I got no data, no overlay, nothing.
  3. I'm having the same issue of the user Aethon but I didn't use Hyperedit. this is my modlist: Active Texture Management - X86 - Aggressive (ActiveTextureManagement-x86-Aggressive 5-0) blackheart612's Procedural Part Textures (ProceduralParts-Textures-SCCKSCS 1) Community Resource Pack (CommunityResourcePack 0.4.8.0) Contract Configurator (ContractConfigurator 1.9.2.1) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.0.1) Contract Window + (ContractsWindowPlus 5.5) Custom Barn Kit (CustomBarnKit 1.1.3.0) DMagic Orbital Science (DMagicOrbitalScience 1.1) Final Frontier (FinalFrontier 0.9.4-1798) Firespitter Core (FirespitterCore v7.1.5) Flight Manager for Reusable Stages [FMRS] (FMRS v1.0.1) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.18) JebediahKerman42's Procedural Parts Textures a.k.a. FreedomTex (FreedomTex 1.5.1) Kerbal Alarm Clock (KerbalAlarmClock v3.5.0.0) Kerbal Attachment System (KAS 0.5.5) Kerbal Inventory System (KIS 1.2.3) Klockheed Martian General Plugin Functions - Gimbal module (KlockheedMartian-Gimbal 3.0.6.0) kOS: Scriptable Autopilot System (kOS 0.18.2) MechJeb 2 (MechJeb2 2.5.5.0) Mk 2 Essentials (Mk2Essentials 6) Mk2 Stock-a-like Expansion (Mk2Expansion 1.6.11) Mk3 KIS Cargo Containers (Mk3KISCargoContainers 1.0) ModularFlightIntegrator (ModularFlightIntegrator 1.1.2.0) Module Manager (ModuleManager 2.6.16) Navball Docking Alignment Indicator (NavballDockingIndicator v7) Navball Up Default (NavballUpDefault V0.1) PersistentRotation (PersistentRotation 1.0.2) Procedural Fairings (ProceduralFairings v3.15) Procedural Parts (ProceduralParts v1.1.11) Procedural Parts - Saturn / Nova Texture Pack (ProceduralParts-Textures-SaturnNova 1) QuickBrake (QuickBrake v1.10) QuickGoTo (QuickGoTo v1.21) QuickScroll (QuickScroll v1.32) RasterPropMonitor (RasterPropMonitor v0.24.2.1) RasterPropMonitor Core (RasterPropMonitor-Core v0.24.2.1) RCS Build Aid (RCSBuildAid 0.7.6) RealHeat (RealHeat v2) RemoteTech (RemoteTech v1.6.9) SCANsat (SCANsat v14.5) Science Funding (ScienceFunding 1.2.1) Toolbar (Toolbar 1.7.10) Trajectories (Trajectories v1.4.5) TweakScale - Rescale Everything! (TweakScale v2.2.6) Universal Storage (UniversalStorage 1.1.0.8) Unmanned before Manned (UnmannedBeforeManned 1.0.2)
  4. When I have finalized an experiment do I have to re cover it to get science or can I just take the data and then reset the experiment? Thanks a lot
  5. With interstellar fuel switch works perfectly! Thanks!
  6. Awesome mod! But I experienced a few bugs: The Ramp tweaking doen's work and the fuselage has a texture bug and does not contains any kind of fuel, I can't change that in any way, Here is my MOD list (from CKAN) Active Texture Management - X86 - Aggressive (ActiveTextureManagement-x86-Aggressive 5-0) Community Resource Pack (CommunityResourcePack 0.4.3) Contract Configurator (ContractConfigurator 1.5.4) Contract Pack: SCANSat (ContractConfigurator-ContractPack-SCANsat v0.5.2.1) Contract Window + (ContractsWindowPlus 5.3) DMagic Orbital Science (DMagicOrbitalScience 1.0.7) Enhanced Navball (EnhancedNavBall 1.3.6.0) Final Frontier (FinalFrontier 0.8.6-1370) Firespitter Core (FirespitterCore v7.1.4) Infernal Robotics Model Rework - Core Pack (IR-Model-Rework-Core v01b) Infernal Robotics Model Rework - Expansion Pack (IR-Model-Rework-Expansion v01b) Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0) Kerbal Attachment System (KAS 0.5.3) Kerbal Inventory System (KIS 1.2.0) Klockheed Martian General Plugin Functions - Gimbal module (KlockheedMartian-Gimbal 3.0.3.0) kOS: Scriptable Autopilot System (kOS 0.17.3) Magic Smoke Industries Infernal Robotics (InfernalRobotics 0.21.3) Mark IV Spaceplane System (MarkIVSpaceplaneSystem 2.0.0) MechJeb 2 (MechJeb2 2.5.3) Mk2 Stock-a-like Expansion (Mk2Expansion 1.4.6.1) ModularFlightIntegrator (ModularFlightIntegrator 1.1.1) Module Manager (ModuleManager 2.6.6) Navball Docking Alignment Indicator (NavballDockingIndicator 7) Near Future IVA Props (NearFutureProps 0.4.3) Precise Node (PreciseNode 1.1.3) Procedural Fairings (ProceduralFairings v3.15) Procedural Fairings - For Everything! (ProceduralFairings-ForEverything v0.0.3) Procedural Parts (ProceduralParts v1.1.7) Procedural Parts - Saturn / Nova Texture Pack (ProceduralParts-Textures-SaturnNova 1) QuickGoTo (QuickGoTo v1.20) QuickScroll (QuickScroll v1.31) RasterPropMonitor (RasterPropMonitor v0.21.2) RasterPropMonitor Core (RasterPropMonitor-Core v0.21.2) RealHeat (RealHeat v1.0) S.K.B. (Serious Kerbal Business) (SeriousKerbalBusiness 1.6) SCANsat (SCANsat v14.1) Science Funding (ScienceFunding 1.1.1) ScienceAlert (ScienceAlert 1.8.9) Station Science (StationScience 1.5) SXT - Stock eXTension (SXT 20.7) Toolbar (Toolbar 1.7.9) Trajectories (Trajectories v1.4.3) TweakScale - Rescale Everything! (TweakScale v2.2.1) Universal Storage (UniversalStorage 1.1.0.7) Waypoint Manager (WaypointManager 2.4.1)
  7. I made some tests with Mk3 but none of them went good, but then I managed to make a Mk3 SSTO to Laythe succesfully out of nowhere! It uses Tweakscale and Stock Extension, MechJeb and Mk2 Stock Expansion. It can fly with jet engines to 2300m/s at an altitide of 40'000m, then uses atomic engines. Here a pic on Laythe: It has space for cargo, but the delta-v was just enough even with the empty bay. When I got there I noticed a thing: I forgot the ladder! (and the RCS thrusters, but that was not a problem) It returned safely to the Kerbin SOI, but... I made two version of the craft, but i tested only the first: Jule 1 Jule 2 Any improvement suggestion is well accepted
  8. With this upgrade the framerate dropped to near 2-3 fps...
  9. Yes, the "blue blob etc..." was visibile all the time on the other side. Tomorrow I'll try to change the settings. Thanks Another issue: with the mod installed the game crashes more often.
  10. So I can try fix it changing some valutes in the setting file? Exactly. The ship is a plane flying at 7km above the surface, there are all the info a out the vessel in the MJ tab.
  11. I think that the scattering is too high, I can't even see the lands: In the previous installation i didn't have such a problem, how can I solve it or reduce the scattering? [EDIT] I've noticed also this bug/problem:
  12. Hi! I'm having some problems with the Mechjeb part. I found that it often explodes on the launchpad when: - it is inside fairings (of the mod Procedural Fairings); - it is touching a part which is not it's parent part. If it is important: I have Deadly Reentry installed. I wote it also in the thread of the other mod because I don't know which mod causes the problem. Thanks
  13. I've updated everything and nothing changed. I found these: - only the MechJeb part explodes; - it explodes only (but not always) when: - - is inside the fairings; - - is touching something which is not it's parent part. I don't know which mod has problems, I'll write it also in the MJ thread.
  14. There are two types of fairings: - ones in the "structural" tab cannot be decoupled - ones in the "aero" tab, yes.
  15. Yes bit I thought that this file was updated with the test of the mod. I still have some esplosione on the LP, maybe it's an interaction with "procedural fairings"
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