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panzerwaffe044

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Everything posted by panzerwaffe044

  1. Maybe that would be helpful: - moved thermometer and barometer from AIES mod to the different locations in the tech tree to match the stock parts' locations; - added kOS mod, I decided to add the first kOS unit to basic science. I think that people who use this mod in career want to start using it as soon as possible. 95 science points is too far; - added Procedural Fairings for Everything support. By default all the additional fairings appear in the aviation node. I moved them to specializedConstruction to match basic Procedural Fairings parts; - moved the GoreSat part from Universal storage to proper location.
  2. I confirm that! It's the Kopernicus.dll, that causes buildings to upgrade. I've also tried to install different versions of Kopernicus, it's interesting, but the problem begins from the version 0.5 and higher. 0.4 and below work just fine! Damn... It's so close, maybe the Kopernicus guys know the answer... Damn... It is still upgrading occasionally. But in the case with version 0.4 you can at least revert the upgrades by restarting the game. With higher versions even restarting doesn't help.
  3. You could use the Corvus-Pod mod. It has a nose cone which includes chute, RCS thrusters and a docking port. It fits perfectly the Mk-1 pod from Ven's.
  4. Do you have Real Chutes installed? Looks like, you have... Is this the problem you have? https://youtu.be/KNbWSN93MX0?list=PL...cM2ixngrJk9_Su I have the same problem.
  5. I've created a file named patch.cfg, pasted the code in it. Put the file into the gamedata folder. Loaded my current savegame and cleared the contracts, using debug menu. But still only have "bring scientist" contracts available.
  6. I refreshed the contract list, cleared all contracts, deleted all spacecraft on the kerbolcentric orbit. Some contracts (Anomaly Surveyer: Pyramid, Airfield) appeared again, but Field Research still offer me "bring scientist". Any chance to unlock them?
  7. Do you have the Real Chutes mod installed? If yes, looks like we have the same problem. Is this the bug, you've faced? https://youtu.be/KNbWSN93MX0?list=PL...cM2ixngrJk9_Su I've already mentioned it.
  8. I see now. Yes I've already escaped Kerbin unintentionally by sending a Mun Fly-by probe with no Long Range antennae to control it (haven't unlocked them yet). The Mun seemed to slingshot it into the kerbolcentric orbit. I'll try the debug menu, thank you!
  9. Love your contract packs. But it seems, I'm stuck at "take scientist to a specific location". This type of contract repeats again and again. I've already ulocked "Materials Bay", but don't receive contract "materials study on Kerbin". Any thoughts? Heavily modded game, installed contract-related mods: Contract Configurator, Advanced Progression, Anomaly Surveyor, Field Research, Kerbin Side-Jobs, Remote Tech contracts, Rover Missions, SCAN-contracts, Kerbal Aircraft builders.
  10. Thanks! I've just started learning this awesome tool. One more question: can I trigger science equipment activation with no VAB upgrade? As far as I understand after reading the DOCS you can't use Partmodule:doaction without upgrading the VAB, because it doubles the ActionGroups function. I play with RT and haven't established satellite network yet and have no long-range antennae. So I can't do it manually. I don't even have solar panels. Is using the RT flight computer the only way to trigger the science? I'm going to the Mun with low tech and it would be quite a problem to enter the necessary delay, I also don't have patched conics. Maybe there are some functions within kOS I don't know yet...
  11. Hi, all! I'm new to kOS, great mod! I have a few noob-questions. I'm writing my first script with no maneuver nodes, VAB - 1lvl and low tech. How to order my ship to lock steering to RADIAL and ANTIRADIAL. I'm using LOCK STEERING TO PROGRADE + R(0, 90, 0). It works good if a ship is in circular orbit near Kerbin, but if I try it while on an elliptical transfer orbit it points a bit off the blue marker? How to warp time until the Mun is in certain position (Phase angle) relative to my ship?
  12. Hi! I've installed both community fixes and interstage config using CKAN, but my interstages still work as interstages, not as decouplers. And decouplers don't make a procedural shroud around KWR engines...
  13. Is there any way to limit the player's ability of turning the power on and off when there's no connection to the KSC? Would be awesome to add KSC connection check to the Kerbal Engineer mod... Are there any addons to add bigger antennae to reach Outer Planets and Transneidonian (Transkeptunian) objects? Great mod!
  14. Cool parts! Love them, but I have some problems with Mk-16 chute with Real Chutes and VSR installed, could anyone help? https://youtu.be/KNbWSN93MX0?list=PLEJSV4cxp9L5Xi44X7ccM2ixngrJk9_Su Looks like I'm not the only one, who have faced the problem.
  15. Great mod, but I have some problems. Can't figure out what is going on. I have some compatibility issues: Real Chutes can be deployed without connection to the KSC, with stock chutes everything works fine, any ideas? https://youtu.be/fJ7hke00eNc?list=PLEJSV4cxp9L5Xi44X7ccM2ixngrJk9_Su Can't use Mk-16 Cute with real chutes and Ven Stock Revamp installed, that must be a problem with VSR, but maybe someone here could help. https://youtu.be/KNbWSN93MX0
  16. Awesome mod! I like the idea of your tech tree, it's number 1 for me now. I have some ideas if you don't mind. You included the K2 pod in "advanced manned space exploration" node. Would be cool to see the Corvus command pod in this node for those, who use it instead of the K2 pod. But corvus has some additional cool parts, which could be added in the node below. Something like this: 1). Manned Space Exploration (50 ScP) 2). Advanced Exploration (95 ScP) (Corvus pod) 3). Additional Equipment (25 ScP) (includes all corvus parts: nose cone, decoupler, MP-tank and Orbital Meneveuring System) Also I saw a USI Surv. Pack in the TBD list, which is great. Maybe the "survivability" node could be extended the following way: 1). Survivability 2). Escape Pod (50 ScP) (includes the USI escape pod and it's propulsion system) 3). Inflatables (25 ScP) (includes airbags and floaties) 4). Real Chutes parachutes (already exists) I like to start with Bi-Planes, But I think, they should be integrated into the aviation tree. I noticed some balance issues. When you unlock the Bi-plane cockpit and some LFO engines, technically you can go to space! Of course, I limit myself and don't fly Bi-Plane cockpit higher than 5 km. Would be great to have the altitude limitations for all cockpits. And if you put your poor Kerbal in an unpressurized cockpit on the rocket and launch he will die of hypoxia. (I saw this idea in BTSM mod, what a pity I know nothing about the coding stuff, I could have integrated this feature with unpressurized cockpits to all aviation parts, maybe someone could do this.) As I understood, You've also integrated the Deadly reentry parts, it's good. But there are also some cool Heat-Shield parts, that could be integrated into the mod. NASA - Adaptable, Deployable Entry Placement Technology (ADEPT) by OLDD and [1.0.4] Oblivion Aerospace Pack Great mod, keep up good work!
  17. I have some problems with contracts, please, help. I've installed the packs and all required mods, but some contracts do not show up in the Mission Control. I want to combine the following packs: Advanced progression Anomaly Surveyor (doesn't appear) Field Research Kerbin Side-Jobs (doesn't appear) Remote Tech Rover Missions SCAN-Sat Kerbal Aircraft Builders (doesn't appear)
  18. Hello! I'm using this mod with engineering tech tree. I've just unlocked BiPlanes. Tech tree gives no access to manned space (and suborbital) flight in the beginning (which is great). But I actually tried to attach a Bi-Plane cockpit to the rocket (just for fun) and made a suborbital flight with no damage to the crew? It is a bit confusing. Of course, I can just restrict myself, but is it possible to make my crew die in unpressurized cockpits, which are not supposed to operate in space? Great mod though.
  19. Hello, I'd want to start a co-op hardcore career with a friend of mine with a help of the DMP mod. But I've faced a problem. After joining the server I already have my Astronaut Complex upgraded and 20 Kerbals available? Is it possible to start with the original 4 Kerbals and level 1 Astronaut Complex? Would be great to have such option. I understand, that it may be unnecessary for a big server, but for a small private server such option would be cool.
  20. Is there any Launch Escape Towers for this pod. Can't find any mods with launch escape towers, that would fit 1.25 pods. Any suggestions?
  21. I think the problem with parachutes is in the pod's form. (it's not a problem at all) It is rather high and it's too easy to expose the chute to the heat. I play with deadly reentry with 120% heating, the Mk-16 chute survives reentry well, if you hold the capsule right on the retrograde during the descent. I also found out that the pod is a bit unstable during reentry. Also would be nice to have a built-in heat shield with 100-120 units of ablator. Still love this pod! It fits the game perfectly, I'am tired of building "christmas-tree-like" Mk-1+Mk-1 for my missions. Good work!
  22. Does the current version of DRE from the first post work correctly with 1.0.4? Just wanted to know before installing.
  23. Great mod! Is there any way to combine it with Remote Tech? Location and range limitations, signal delay for telemetry transmitting?
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