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gerishnakov

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Everything posted by gerishnakov

  1. Hi all, I'm sorry if this is a stupid question but how do I get the game to pay attention to the remote tech and realchute configs for this mod? I've got them in the right place but the game won't make the necessary configurations for the relevant parts.
  2. Does anyone have any idea how I might go about making the FASA Explorer probe core compatible with both the RemoteTech and SETIctt mods? SETI overrides the antenna that's built into the probe core, vastly reducing its range in RemoteTech and having it deployed by default. Is there any way to maybe have two antennae on the probe with different settings, or perhaps set up some sort of exception for this particular part? I do like that SETI gives all probe cores a 160km omnidirectional for RemoteTech, but I also like that the Explorer probe effectively has a built in RemoteTech standard antenna. Please help, this is driving me crazy!
  3. If I want to remove the chutes from this mod, as I'm using RealChute, how would I go about doing that? I need to save as much RAM as possible!
  4. I'm definitely running 7.2.2. I guess I'll just have to try the very careful adjustment method. Cheers to you both for now.
  5. Forgive me if I'm being absolutely stupid, but how do you attach the heat shields provided by Deadly Reentry? The only way my game seems to accept that they're actually a part of the craft is if the shield is upside down.
  6. Possibly, I haven't actually player a stock career game! I've only ever done a career with the setiCTT installed as an unmanned start just made far more sense to me. In seti you start with the HECS probe core then no other probe cores are unlocked for quite some time; the quadcore is unlocked after a couple of techs though.
  7. Not sure if this has been put forward as an idea before, but how about implementing a universal storage core that is also, wait for it... a probe core? Certainly in the early career game this would save a lot of space and mass on those early probes.
  8. RemoteTech is great, first and foremost. However, one feature I feel is missing currently, and please correct me if I'm wrong, is the ability to know how much time you have remaining before your current craft is out of contact with KSC, i.e. before it moves out of line of sight, too far away, etc... So often in the early game I execute perfect gravity turns, then halfway through my orbital burn I find I've moved out of KSC line of sight. OK, that doesn't happen that often, but it would still be useful to know how long you have to do science or position solar panels correctly for examples.
  9. Cheeky I know but, any chance of a RemoteTech config for the probe cone?
  10. Thanks to all involved in the creation and maintenance of the pack; it is currently my driving force when playing KSP. Have you already considered adding the three successful US Vanguard missions? The first satellite launched, Vanguard 1, was the first to be solar powered, and though communications with it died in 1964 it remains the oldest human made object still in orbit today; even it's spend third stage rocket is still orbiting! I launched my own version of Vanguard 1 and intend to leave it in orbit for the remainder of my current game, even though my original Sputnik (or 'Kerputnik' as I called it) had a stable orbit, albeit with a periapsis almost down to 50km, which come to think of it might have caused it to burn up eventually, had I not manually deleted it already. EDIT: One further point; I just accidentally completed the mission to launch Explorer 1 by switching to flying my Vanguard 1 satellite. Perhaps on your next review of all contracts you could ensure they all have the 'must be new vessel' parameter where appropriate? Keep up the good work!
  11. No worries. Thank you for providing a potential solution!
  12. That kind of worked, I guess. The right space centre ambience music does now play, but it still continues to play over the music in the admin building, plus no music plays in the research complex or mission control. I think those latter two issues are probably being caused by the mod not being able to set music specifically for those 'scenes' as they are not listed in the scene options for the settings file. I've already tried experimenting with different names for those 'scenes' to make the mod work properly for them, but they must somehow work on a different system for the music, because they aren't actually different scenes, as someone already mentioned I think.
  13. Ok, so I looked at the KSP outlook log and realised the game couldn't load certain playlists, including the space centre ambiance playlist, and I believe I fixed this issue (by removing playlists I believe the game was unable to recognise) as now the output log suggests everything is loading up fine. However, when the game gets to the point where it would start the main menu, I get a black screen except for a very fast spinning loading icon. My output log now includes this at the very end: Here's a link to my settings file Any thoughts? I'd really like to use this mod!
  14. I have this issue as well. I can't think what's causing it though because I haven't touched the Space centre ambience playlist, and those birds indicate that it's not loading the 'dobroide-forest' file at all. Then as you say there's the issue of that ambient noise file continuing to play all around the space centre, except in the SPH and VAB, when the construction playlist runs. I tried changing the 'scene = none' to the actual scene for each building's corresponding playlist, going by what was in the old version 2 config file, but that didn't seem to fix the problem. The administration building music runs, but you can also still hear those damn birds.
  15. Sorry, I can't find the link you mean. I tried using an online DDS converter found just by Googling but I'm not sure I've done things correctly because replacing the PNG files with the DDS ones I made causes no clouds to appear in game.
  16. Thanks, that absolutely worked! However, I have another problem with the mod. If I add the the 3rd step's "Core Mod/GameData/BoulderCo" folder to my game, it always crashes during the loading screen. Without this component, but with literally everything else, the game loads up fine. What about that part of the mod could be causing this?
  17. I thought that was probably why they were taken out. Dat money though.
  18. Why is that? Were they considered overpowered, or buggy? I haven't noticed anything buggy about them so far.
  19. Just a quick question; is this mod intended to remove all the stock distance, speed and altitude record breaking contracts? No problem if it is, but that's what installing this mod has done to all games run with it so far.
  20. Thanks for the tip sarbian, I had just assumed ATM was a good thing to have going all round. I'll restart without it and see if that makes a difference.
  21. Can I ask what the triggers for the missions are? I've just done the third mission (Soviet V2 recovery) and the 4th hasn't appeared in the available contracts yet. Will it only appear once I've researched an appropriate probe core, or is the issue perhaps that I have too many available contracts (if that's even an issue)?
  22. Sorry everyone, this was just a case of me being thick; it definitely does work!
  23. I think the problem on my end might be the number and complexity of the mods I'm running. I know my PC can handle stock KSP with all the graphics settings at max no problem, and it did so happily until just today when I think I overdid the modding.
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