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Alex9000

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  1. Not quite done! I did this, and I had problems with tech purchases disappearing. I think this is because Interstellar's tree.cfg is outdated. When the game loads, the outdated tree.cfg and squad configs try to put the same part in different nodes (e.g. squad configs put the turbojet in supersonic flight, KSPI's tree puts it in high altitude flight, if you buy the tech, its purchase isn't saved in its proper node, and when the game loads again it thinks you never bought the turbojet). The way I fixed it is I went through the tree.cfg and removed all the stock parts. They don't really need to be there, since their tech node is already defined in the part's .cfg. Issues disappeared.
  2. No to both. I do have FinePrint, I can't think of anything else that would conflict. It seems to happen to all celestial bodies, not just the Mun (I've seen the same with Kerbin, Minmus, and Sun). But you say the deadline settings can be edited? So would changing "DMagic Orbital Sciences/Resources/Contract_Experiments_DM.cfg", the line "Global_Deadline = 1" to "Global_Deadline = 4" resolve the problem? Or cause more problems? (Also, thanks for making this mod! Your stuff is awesome)
  3. I'm having problems with the long-term magnetic field contracts. Lately, they've all been spawning with mission lengths longer than the expiration on the contract.
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