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Rocketeer
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OzoneGrif changed their profile photo
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The v1.2 Hype Train Thread - Prerelease is Out
OzoneGrif replied to Whirligig Girl's topic in KSP1 Discussion
Did someone try the very first scenario "Asteroid redirection" with 1.2 ? The Rendez-vous system seems to be completely off and buggy, or is it just me?- 1,592 replies
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- experimentals
- not the patience ferry
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Amazing ! And thank you for the quick update. The red text was driving me mad
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Amazing mod ! Please put this to download with CKAN. CKAN is the way, man
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UP... I think RemoteTech is broken in my save. Not only the omni won't work correctly, but the RT icons in the tracking station aren't there anymore. In the log I found this : EDIT : After a tons of tweaking with Persistance, I found the problem... Sometimes "RTAntennaTarget = " is blank. That apparently throws an exception in RT. I have no idea why some lines are blank. I'm going to open an issue on GitHub
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Hello. I've got a problem with RemoteTech on my game. I've set tree satellites in a perfect triangular orbit around Kerbin at 800km. All tree have one dish pointing at the KSC and a Communotron-32. The antennas are active and "running". I hoped the three satellites would be connected together, but for some reason the omni links aren't working. I've done the same design before with a Communotron-16 and it worked fine. Is it a problem with the Communotron-32 ? How can I fix it?
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Very nice and useful mod; This should be stock ! I've just had a tiny problem with it : When changing vessels, the camera doesn't reset to the center of mass. This can occasionally lead to uber Fun confusion
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
Yes I use Waypoint Manager. But the problem isn't really about "reaching" the spot, given enough time it's easy. It's about having an orbit so perfect it would match the 10km distance for almost a day. You can't "target" the spot, so I didn't find a way to have a 0m/s relative speed. On the map the orbits looked good, but at this altitude, they drift apart awfully quickly. Also, the game isn't very precise with its keosynchoneous orbits. I always tune them with Kerbal Ingineer to have precisely a 6 hours orbit time. Which fits the contract, but not holding a position for 4 hours.- 557 replies
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- contract configurator
- remotetech
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
Thank you for the kind answer. Indeed, 10km in space for something you can't really target or see is awfully hard. Plus you have to keep the 10km distance for 4 hours, on an orbit 2868km high! This is.. wow. For this contract, since the only purpose of the target spot is to have a permanent contact with the KSC, 1000km deviation sounds good enough, as long as the orbit is respected, it feels good to me. But you're the best judge- 557 replies
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- contract configurator
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
I did it, but the position wasn't accepted by the game. I was 100km away from the designed spot. I added the funds manually into the persistence file, but I don't find how to add reputation. I don't use RSS.- 557 replies
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- contract configurator
- remotetech
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
It's me again (yay) . I have a new curious bug for the contract : "A satellite which does everything", connect all planets of the solar system with one keostationary comsat, and put another one in orbit just in case the first one fails. There's a bonus if you put one of the comsat right above KSC, but the indicator given by the game to complete the mission is absolutly not above the KSC. It's about 130° away from it. Is it a bug with the contract? A conflict between mods? Where should I put my satellite.. above the KSC or on the spot given by the game?- 557 replies
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- contract configurator
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Hello, First thanks for this amazing mod. USI is my favorite for life support. I have a problem though. The mod didn't acknowledge two recovered vessels (ComSat Mk5 and 6). USI thinks they are still up there, and I don't see how to fix it. These vessels were piloted satellite launcher. I decoupled them on their orbit, renamed the probe, the pilot then just returned home to get recovered. How can I manually remove them from USI ? [TABLE=width: 500] [TR] [TD][/TD] [TD][/TD] [/TR] [/TABLE]
- 5,672 replies
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- usi
- life support
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
I tried to reproduce the bug, but again the behavior is random and I don't have previous' log You can find the file below. I'm not sure the bug occured in this session. Otherwise I'll just wait for another contract problem and see if I can get a matching log. https://home.griffox.info/~OzoneGrif/RoverTest.zip- 5,203 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
It didn't. I tried that many times without success... But now I'm trying to take a screenshot and as soon as I reload it validates the contract, but it's still not marked okay in the normal contract window, it is in contract++... I have the feeling it's a random bug which occurs in some situations but not others. CONTRACT { guid = 110f657b-289b-4e23-91ab-e96ced863acd type = ConfiguredContract prestige = 0 seed = 1533371644 state = Active agent = O.M.B. Demolition Enterprises deadlineType = Floating expiryType = Floating values = 96060,216000000,22500,23624.9989271164,78749.9964237213,0,3.809524,15,7026230.42523143,7010917.416065,223010917.416065,0 subtype = RoverDeployWhyren title = Rover Deployment description = Much of Minmus is a mystery to us still. We could learn a lot by deploying a new rover there. synopsis = Launch a new rover to Minmus completedMessage = The rover is on location and ready for research! notes = Launch a new rover to Minmus. Include all the scientific instrumentation you can! hash = -375281307 PARAM { name = NewVessel id = NewVessel state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Launch a new rover notes = completedMessage = allowStateReset = True launchID = 46 } PARAM { name = ReachState id = ReachState state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = notes = completedMessage = allowStateReset = True targetBody = Minmus biome = situation = LANDED minAltitude = 0 minTerrainAltitude = 0 minSpeed = 0 PARAM { name = ParameterDelegate`1 id = Destination: Minmus state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Destination: Minmus notes = completedMessage = } PARAM { name = ParameterDelegate`1 id = Situation: Landed state = Complete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Situation: Landed notes = completedMessage = } } PARAM { name = VesselIsType id = VesselIsType state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 ContractIdentifier = RoverDeployWhyren title = Set vessel type to Rover notes = completedMessage = allowStateReset = True vesselType = Rover } }- 5,203 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
Welcome again nightingale and thank you for the fast patch yesterday. The modification worked marvelously well. I told you about a problem with the Vessel Type detection when I tried to validate my Space Station two days ago. Well I have the exact same problem with another contract "vesselType = Rover". The contract just won't detect the type of my Rover on Minmus and it won't validate the contract.- 5,203 replies
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[1.4.x] Contract Pack: RemoteTech [v2.1.4] [2017-08-27]
OzoneGrif replied to nightingale's topic in KSP1 Mod Releases
Very cool ! Thanks a lot- 557 replies
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- contract configurator
- remotetech
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