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baldamundo

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Everything posted by baldamundo

  1. Is it relatively straight-forward to delete all the rockets and just keep the probe parts? (don't get me wrong, these are really lovely models/textures but I already have more rocket parts than I know what to do with! )
  2. What form factor are these in? And is there a compatible non-cockpit nosecone? (i.e. so you could make like a X-37 style drone)
  3. Does the background processing bit cause problems with other mods that do the same thing like TAC-LS?
  4. How linear are these contracts? Do you need to do them all in historical order or are there many parallel branches or optional contracts?
  5. Oooh, these seem to be all tweakscaleable, so that actually could work quite nicely. Thanks. And thanks for the config editing tips - wanted to see if there was anything available off the shelf first!
  6. Is there any way of transferring resources between a vessel and a tank stored inside a KIS container without removing it from the container?
  7. Thanks! EDIT: Is there a way to do this so it's just applied to all command pods blanket?
  8. Have you thought about tweaking things somehow so you can use the Kemini experiments in pods other than the Mk1?
  9. Personally my vote's for more modularity so it's easier to have exactly the craft you need! Btw, is there no heatshield for the TKS VA capsule? (I think historically it was supposed to be a heatshield with a hatch in the middle of it??). Just curious - I mostly just use procedural ones anyway, and CLS let's you cheat holes in things these days so it works fine
  10. Been getting a lot of weird contract spam in CapCom but not mission control. Have posted more details, a screeny and a log (erroneously) in the Contract Configurator thread.
  11. Good thinking. Have tested in Mission Control and it looks as if something's gone badly wrong with CapCom. Sorry to trouble you and thanks for the help!
  12. Does anyone have like a patch or something that makes this play nicely with procedural parts? I think the main issue is just that the procedural batteries don't get put anywhere Would also be sweet to have a dedicated fuel tanks section with subcategories for fuels. (I'm using the configs from ckan)
  13. What's the performance footprint of this mod like these days?
  14. Oh. I originally posted about it in the DMOS thread and someone suggested it might be CC. Then I saw the update, downloaded it, noticed my bug seemed to have changed, so posted. It looked like this (notice how there's no 'accept' or 'decline' button displaying): And now it's basically the same, except ScanSat and RemoteTech contracts instead of DMOS. I'm running quite a lot of mods, and afaik this is just an annoying visual bug that doesn't actually cause any real problems, so I wouldn't worry about it too much, but if you want to take a look at the log it's here - Log is here - https://www.dropbox.com/s/pxix140ewb1pu16/output_log contract spam.txt?dl=0
  15. Yeah, this has been happening to me for ages and ages. I resorted eventually to just finding the toolbar-settings file and setting it to read-only after making any changes to it. Would be neat if there was a way of doing that through the in-game interface, but no idea if that's feasible code-wise.
  16. Before the latest patch I was getting spammed with duplicate Dmagic Orbital Science contracts on a body I'd not visited and which I could neither accept nor decline. After the recent update, they've gone away...only to be replaced by even worse spam of duplicate RemoteTech and ScanSat contracts that similarly can't be accepted or denied and are for bodies I've not visited yet. EDIT: I am using Research Bodies (as well as a bunch of other mods)
  17. Any plans to do the X-37c? (the full-sized man-rated version)
  18. FWIW my lag issues seem to have mysteriously fixed themselves so belay that bug report, I guess
  19. How about just making some of it a bit more non-linear? Personally I'm a big fan of the way @Yemo organised the SETI contracts EDIT: Or to be more specific - on the face of it it doesn't make much sense for e.g. my lunar or space station programs to be put on hold indefinitely until I've launched satellites into arbitrarily high orbits or waiting for the transfer window to visit Eve
  20. Ohhh. That makes sense. For people who use KCT it does make the early game a lot slower though
  21. Thanks for putting this together. Is there a way I can increase the chance of these being made available though? I'm quite often finding there's only a single historical mission available at a time. Am playing with a bunch of other contract mods so maybe they're crowding it out.
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