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gamerscircle

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Everything posted by gamerscircle

  1. Greetings - Firstly - I wanted to say that I have been really enjoying these. I might not fully understand how one does KSP Contract mods, but I know that this one did require lots of research and the KSP understanding on how to translate historical into ksp-ish. Secondly - I am just getting the the Apollo missions and I thought I would pass some high level feedback? 1.) The order in which the contracts are now being 'handed' out are in chronological order, but they span from '61 to '75. I am doing Gemini missions with later Soyuz missions and was curious if there was a way to tighten the gap? 2.) I There are a couple of mission Soyuz/Gemini where I had to 'dock' and "do something for [x] amount of time, then land. These might be broke, as I would do that, get the green check marks, but the moment I either undock or change my orbit, the check marks go away and don't reset after I land. So, I don't have the exact specific ones and not sure how hard it is audit these either.
  2. Hello and I would like to post a follow-up to my posts. Since I am new to KSP [14 weeks], I do not know how the 'contracts' work and it would seem that even thought I was "holding" what seemed to be the last two contracts. After I completed the last one, 5 more appeared and I would seem that this is the pattern? I am currently holding onto 1 contract and I suspect that when I complete this one, more will appear? If this is now how it is suppose to work, then what I can I provide to help?
  3. I do realize that it is the holidays and a very busy time of the year. I was curious if anyone else has had similar problems? The problem that I came across: I used a craft/mod for doing the Soyuz 2/ Soyuz 3 mission. This was where you launched "2" as an unmanned and then launched "3" with a pilot and then docked. I was able to do all of that, I landed "3", but I think that 1.0.5 has introduced a new issue really doesn't allow me to warp around a planet for the "7 day shakedown" as the game just becomes a frame per frame slide show. So, I used the debug menu to complete both of those missions and currently the only two missions I have is the Venera 7 and the 1st Russian rover mission. Nothing else is coming up. Thanks again, having a great time with this mod.
  4. I only have two mission left, venera-7 and Lunokhod-1 , will more contract be triggering? With that said, I had to use the debug menu for the Soyuz missions where I had to orbit for day(s) as it would seem that 1.0.5 has a physics issue and my i7 machine just starts to crawl after about 8 orbits. I am very much looking forward to finishing the Gemini and getting to the Apollo missions. Thank you
  5. Hi there tjsnh, I think I found what was the source of my issue. The mod called, " Career-mode total conversion" was removing the tantares parts and since removing that mod, I can now continue with my historical career. Thank you very much for replying. I just started the Soyuz missions, is there a docking apparatus for the Apoloo / Soyuz?
  6. okay.. okay.. I think, I found the issue. There is another MOD NASA, Career-mode total conversion that is doing some re-arranging. I am hoping to hear back from the author and see what can be done.
  7. Hi there - I have been using this mod along with Contract Pack Historic Missions-1.6.1 and it would seem that this mod 'removes' many of the Tantares parts? I got up to the Soyuz missions and I can see from the Tantares images, that there are in fact Soyuz, but I couldn't locate any of the parts. After looking through the .cfg file, there is a section there is states, "Removing..." The post on page 1 says, "all of the OMSK and Tantares parts are renamed, re-arranged on the tech tree, or modified in some other way.." Can you tell me where the parts are so that I can use them? Thank you for the hard work.
  8. Yes - I did, now I am new to KSP and unless installing these two mods is different. I have done as I have always done and I have the following: GameData\Tantares & GameData\TantaresLV I could be very very blind and not see them all, but I don't see how to make the "round" command module of the ship.
  9. Okay.. I have to ask, is there a reason why I cannot seem to locate most of the 'parts' from this mod? I ask, as I am attempting to do a Soyuz missions and I just thought that I wasn't creative enough to look at the supplied image and make it, so I downloaded a craft [1.0.4] and it would seem that I am missing parts? This is the craft that I am attempt to load, can someone suggest something , Thanks. http://kerbalx.com/CaptKordite/Soyuz-7K-OKS
  10. I am attempting some KSP Historical Missions: Via [NASA, Career-mode total conversion]. & [Contract Pack: Historic Missions] , I am having a ton of fun and getting close the to Mun landing.
  11. I just thought I would chime in here and let the author know that I am having fun with these. I did load in the USProbesPack, either I did something wrong or something else. A couple that I did use, even though the solar panels extended, they didn't actually 'work' as in they didn't collect energy for the craft or batteries. None the less, I am learning much and can't wait for the later missions [currently circa 1960 mars and eve missions]
  12. Okay, thank you very much for the quick reply. As I start to 'test' the craft, I will post my questions and see what suggestions pop up.
  13. Sorry for the 2nd post on this, is there support for this mod? I don't mean to ask this as a 'left handed' query, I have a couple of questions as I am not sure what to do. I "think" i fixed the [COLOR=#333333][I]Fasa Apollo Saturn V [for my purposed] , but the CSM has a couple of hatches with some items and I was curious if they were show or if they were functional. I ask this again as, if I attempt to click on them, I get the "click through" and I am pretty sure that I can rebuild the part of the CSM. Thank you again.[/I][/COLOR]
  14. My work around was to take the [COLOR=#333333]Fasa Apollo Saturn V and just undo the parts and reconnect them. I was able to launch, stage and get to the MUN, land and then accedn back to the csm; however I discovered that the csm has a couple of 'hatches' that have some science and fuel cells that I was not able to figure out.[/COLOR]
  15. I went back and basically just pull parts off and put them back and it seems to work after that. Some of the engine fairings didn't cover correctly. Also, the CMS has a storage area that appears to have some science and power cells, are they just for show or? In the VAB, I am not able to click on them? Thanks for any help, appreciate it. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Oh, I thought because there was a 1.0.5 that it was good to go? Are the colliders only something that the modders can fix?
  16. Please bare with me , as I am a new KSP player and not sure if I perhaps did something wrong or this is a result of 1.0.5, when I load in the Fasa Sandbox Save and load in the Fasa Apollo Saturn V, I get no errors and all parts appear to be available. It will launch just fine and has what appears to be a pretty good TWR , upon the first stage, there is an explosion [which I know is a new issue/feature of 1.0.5] and it pretty much destroys the next stage. Does anyone have a suggestion?
  17. The message that comes up with KSJ is checking, is that message be toggled?
  18. Yes! Exactly what I did and with the exception of just a couple of mods [non-part mods] I was almost there, then the silent update came across and this is why I was curious which files were impacted, as it would be so much easier if I could copy over a just the squad impacted file. [thinking is was just the .exe perhaps?] and that way. I can remove the mods [again the non-part mods that haven't gotten the updates yet] and do some testing to see the state of my Duna career. However, I suppose I can just wait for the next update to file through and copy over the vanilla again..
  19. Hi all - Firstly, I have just passed my 11th week of playing KSP. I have been watching many KSP streamers and have learned so much. It is very refreshing to know that those that play/stream the game are willing to help and share so much. With the resent update and the silent patch. Can someone tell me, what files I need to copy from a vanilla installation [via steam] to a modded scenario? I ask this, as about 4 weeks ago, I decided to do something that I know has been done before, but it would be a milestone for me. My task, was to setup an outpost/base/town on Duna that would become self sustaining. This 'task' has been done with some mods and I have been monitoring the forums for the mods that I used to be updated. [thank you all for the quick updates and responses] The only task now, is to do some regression type testing to see how the updated modes and the 1.0.5 [silent] update play together, but since I am unclear with the files involved, I don't know where to start, after the silent update. Is it just the .exe or are there a couple of files/folders that should be copied over to the modded career? thank you all,
  20. Can someone tell me why I don't have the wheels or the feet? I am playing in carrer mode and I have only been playing for 10 weeks. I installed the Infernal via CKAN. thanks in advance. Oh, I also created a sandbox and I don't see them list either.
  21. Like I stated above, I am new to KSP - it would appear that perhaps the "feet" are not available in career ?
  22. I don't suppose anyone would have a concept of how the "feet" were done in the video of the 'walker", I am very new to this mod and not sure of all the pieces yet, but I am learning. Thanks in adv.
  23. This might be a very dumb question - if lite installed and then installed the full version and then removed lite, would the "lite rovers" parts come up missing??
  24. I am having fun with that I have seen so far, but in order to keep KSP from crashing so often. I did opt for the lite version, is there a probe core that goes with the lite version?
  25. As a new player to KSP, I followed the directions and got some help and it seems to be pretty stable so far. The Right Mouse / Left Mouse click thing, I only get when I alt+ tab / windows key to get the desktop... and it is only in the OS for a couple of click? I have the building upgraded issue, I see a slight overlay of the VAB when I exit, but it goes away. Is there a list of mods that are not 64bit friendly?
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