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Everything posted by slaintemaith
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Landing Guidance -> Land At Target still appears to be broken with build #438. This is with Vanilla install, sandbox game. Again, I have no idea where any logs you'd like to view are located. Sorry. I'm not deliberately trying to be ignorant; I simply am. =) The requested file lives here https://www.dropbox.com/s/hhozdbr0rx7qsx9/output_log_landing.txt?dl=0
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Finally got a proper satellite name with the repair contract! I'm still not sure why I was getting the errors in the first place. Some missions have you lob satellites in the sky without the repair part. You'd think the contracts portion would be able to discern what has the right parts on and what doesn't.
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Okay, so I declined that contract (And note that the program could not find a satellite with the repair parts) Here's what I'm doing now: 1) Advancing Time 48(+/- 6) hours 2) Clicking on the VAB 3) Clicking the "Contract Select Screen" Button 4) Clicking the "Contracts" button 5) If Repair Contract -isn't- listed, clicking "Decline Current Contract" 5a) Click "X" to remove the window 5b) Return to the KSP view and repeat from step 1. 6) Repair Contract is now listed. Vessel Name: "No Vessels with Repair Available." New link is here where I haven't committed to the mission. https://www.dropbox.com/s/6ncyo4snt72jh29/Kerbal.zip
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Well, I uninstalled. Reinstalled with MechJeb and Mission Control Extended only. Same issue. I'm running this without having selected a mission package. Do I need to do that? Or will it run 'out of the box?' Seems the mission packages aren't randomly selected. I'm becoming very confused by this mod.
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Looking at the randomMissions.mpkg, it looks like repair missions only happen after you complete the "high orbit satellite" mission. And there are only two satellite launch missions that require the repair part on it, the high orbit satellite, and the telescope. ...is this right? I'm confused, since I know many other satellite launch missions required the part as well.
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Not sure how to post stuff from my persistent.sfs without making a mess of my post, but what I did was eliminate -every- satellite in the universe, then launched one as a mission. I put the proper part on (the repair station what looks like a solar panel) and lobbed it into the correct inc/orbit. Got credit for it. Advanced several days to the next "repair" mission. Only one satellite in the sky, right? Yup. But I still get the same error saying the repair part isn't on any satellites. The part is on the satellite. I'm not sure what the "Find Vessel Repairs" button does with regards to debugging. Nothing, evidently, since when I push it that's what happens. I'm really not sure what's going on with this. Next thing will be to start disabling other mods that shouldn't be conflicting with this, but probably are.
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Thanks for the hasty response! I'm using the right part. I knew that before I ever posted. (I also checked to see if others had the same issue) I don't know, unless it would cause the symptoms I described above, a satellite repair mission around Duna or Eeloo sort of makes things more interesting, doesn't it? I'll attempt to poke around the config and the debug tool, but a programmer I ain't. I -am- good a breaking things and used to be paid as a tester. =)
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My issue is with Satellite Repair missions. I certainly put the "Mission Controller Repair Panel" on all satellites that I launch, as well as just about everything else "sciency" that I can. Will the Orbital Research Box and/or Rover Research Box cause a conflict? Regardless, the Satellite Repair mission gives me the "No Vessels With Repair Available!" when each one has the Mission Controller Repair Panel installed. Help?
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White Dart. Now updated to 0.23!
slaintemaith replied to Rune's topic in KSP1 The Spacecraft Exchange
Well I won't say "No!" Yours is certainly more compact. And mine has C/G issues with fuel unless I balance them before landing. (Which I always forget to do) -
White Dart. Now updated to 0.23!
slaintemaith replied to Rune's topic in KSP1 The Spacecraft Exchange
I do need to know, though: How the -hell- did you stack all those intakes? -
White Dart. Now updated to 0.23!
slaintemaith replied to Rune's topic in KSP1 The Spacecraft Exchange
I did mod it slightly--making a "Science/Scout" version. Added all the sciencey bits including a goo-pod, and experiment module which I put between the cockpit and the inline docking port. Also stuffed a Kethane detector somewhere in its innards... Even with my poking around, it still maintains its pretty and clean lines. I'm having -serious- problems landing it, however. Well. Any space plane--so I'm not blaming -you-. Mechjeb has been scant little help. So it goes--I'll get it. Eventually. Or someone will make a functional autopilot. Thanks for this sleek ship, though. It's one of the very few aesthetically pleasing ships that's also amazingly functional and easy to use. Elegant, really. Slainte! -
White Dart. Now updated to 0.23!
slaintemaith replied to Rune's topic in KSP1 The Spacecraft Exchange
Okay, this is gorgeous, and I totally believe the nuke version could get me to the Mun. Of course, I suck at SSTO vehicles. So I barely limped into orbit. What does an -efficient- takeoff-to-orbit profile look like for this vehicle? Edit: Figured out why, too. For some reason, even though they're connected, the reserve fuel tanks for the nuke weren't providing fuel for the long centerline tank. Added a fuel line. Problem solved. I -did- manage to get it to 1000km orbit to refuel...only to find that I cannot access some of the tanks because they're not visible. Hoping the fuel-line attachment will fix this.