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EngineerBill

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Everything posted by EngineerBill

  1. thanks but I am not really interested in mods. I want the game itself to have all the good stuff. Mods are neat but should imho be limited to adding stuff that the developers themselves don't want in the game, they shouldn't do the developers job.
  2. So instead of adding parts willy nilly to your craft and only really buying them when going to launch, how about you buy the parts first. Then you have a stock of them from which you can build. Retrieving stuff puts it into stock, instead of giving money it costs transportation money. Can sell parts of course. "Test parts" contracts don't give up front money but rather the part itself. And then steal parts from other space companies
  3. is it really just the strategies from administration? cheers
  4. Hello, this thread is regarding this problem: http://forum.kerbalspaceprogram.com/threads/124655-Reset-activated-but-not-deployed-chutes I feel like an engineer in proximity to the chute should be able to reset the chute in such an instance, I would like to see this in a future version. cheers
  5. Thanks those were some very good advices! I will change the savegame... I reckon it's the "persistentState = ACTIVE" which I have to change to "persistentState = STOWED" for all the chutes :-) don't want to mess with the minimum deploy pressure since I don't know the craft (it's my first orbital ferry, don't know how it behaves on reentry) edit: I also apparently had to change the "active = False" to "active = True" under the "Events {Deploy{" section edit2: none of the savegame edits worked ... I tried putting the chutes into their own control group (didn't save), edited the quicksave and persistent.sfs at the same time, none of those worked... I have given up now on editing the savegame. Will try the min air pressure... sigh, let's hope for the best for the poor kerbals had it set to 0.4 and it opened right at 5500m thanks again
  6. true, thanks. And no, the cut chutes option does not appear. There is nothing when I click the chutes, neither from inside nor outside the craft.
  7. Hello there I have a serious problem in my career campaign right now. Put a vessel into orbit, and it has tourists on board. Then like the clutz I am I hit spacebar instead of z and it activated all the chutes. Of course they didn't deploy in space, they're "blue" now. But if I now reenter onto Kerbal they will get destroyed by the heat. I cannot load, I have that deactivated. I put a rescue mission into orbit, right next to them (spent my last science on getting working rescue vehicle parts), and even had an engineer (BILLY!) with me. Thought he maybe could repack the chutes or just deactivate them. But nope, can't do anything with the chutes. Wouldn't be that big of a problem if I could just transfer the tourists over to the rescue vehicle, but they can't exit their craft of course. So now I am stuck. What to do?
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