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mcortez

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Everything posted by mcortez

  1. I am - or at least, CKAN prompted me with an update a few hours ago which I applied. Well strangely, I just restarted the game again and tried: From the tracking station, made Kerbin Station active. I could see Kerbin Station and Minmus station, but not the Mun station. Via map view, switched Mun Station active, I could see all three stations. Via map view, switched Minmus Station active, I could see all three stations. Via map view, switched Kerbin Station active, now I can see all three stations when I could not the first time around... Restarted the game and all 3 are still showing up. So I'm not sure what happened. But it seems to be fine now.
  2. Is the green cube icon only supposed to show vessels in your current SOI? I have space stations around Kerbin and Mun and when I'm at Kerbin it only shows the Kerbin Station not the Mun one. Thanks!
  3. Just thought of a contract idea, if there isn't already one for it -- a Space Camp -- not sure how exactly to pull this off, but it would be cool to have a contract where you have to cart up a good number of tourists to the space camp, and then at the end of 30 days -- you actually get a new crew member out of it. Was looking at the Civilian Population mod, which has the ability to force feed civilians Sci-Fi movies (or something similiar) and you get recruit-able crew out of it. Edit: Possibly use USI's Academy Module as part of the contract...
  4. Could be another mod interferring, or just KSP being weird - wouldn't be the first time. I don't suppose anyone has the appropriate completed contract snippet I can drop into my persistent save so I can trigger the construction contract?
  5. I got the investor tour contract this evening and I was pretty excited to try and start the casino construction contract. But I also ran into problems with getting the investor to be recognized as part of the crew. Dropped in here and saw the development DLL, so I saved and exited KSP - put the DLL in place and restarted the game. It would now recognize the investor as crew, but I never got the waypoints and driving to the specified locations didn't work either. So I went back to the Space Center and blammo -- the investor and my pilot both disappeared from my tour car I ended up using Alt-F12 to complete the contract, but I wasn't offered any construction contracts. I went ahead and deleted the completed contract out of my persistent save in hopes of being offered the contract again in the future.
  6. Should the CapCom icon show up in the VAB? I like to be able to check my rocket designs against contract requirements while I'm building them and right now all I'm getting in the VAB is the stock contract listing, which is horribly small and unfriendly compared to the CapCom UI. Thanks!
  7. Actually, now that you bring it up -- I did originally install both US and MKS-Lite at the same time, but then removed US after only a single play through. So that's probably what happened. I think that would probably be perfect. I see you've commented on the kOS github issue for this, thank you very much for taking the time to look into it! kOS already has some custom code for integrating into RemoteTech, and the Alarm clock mod and I think some support for Orbital Magic would be a nice addition to it's capabilities. There are some similar issues with the stock experiments, although not nearly as long (since they don't have long multi-second animations) -- but they too don't have data available right away. kOS provides a mechanism for checking to see if the data is available yet and we have to initiate the experiments and check back regularly until the data is available.
  8. First let me offer my thanks for the great mod! I've been making extensive use of it on my current career play-thru and have only run into two snags. One being that I'm getting the Universal Storage versions of parts available during construction, even though I don't have Universal Storage installed -- not a big deal, I just ignore them. The other is that I'm doing a lot of scripting with kOS and was attempting to make an automated science probe. I've been having a conversation with the kOS folks over on reddit and we've run into a minor roadblock on accessing the science experiments. Essentially kOS attempts to dynamically identify all the KSP Fields, Events and Actions of any Part Modules on a ship and makes those available to scripts. I've been able to use the existing system to pull Biome information from those parts that have it (like the Multi-Spectral Imager) and I've been able to fire off Events & Actions to deploy and retract the various experiments. The problem is that there doesn't seem to be a way that the kOS folks can hook into your Module Parts to trigger a science experiment without also opening the Science Review dialog window. I was wondering if it might be possible to add a helper function, or adjust your existing DeployExperiment() method in the DMModuleScienceAnimate class to allow an option for doing so without opening the review window? Perhaps something like: new public virtual void DeployExperiment(bool silently) And then pass that to the runExperiment() method where it could then not call the ReviewData() or initialResultsPage() methods. protected void runExperiment(ExperimentSituations sit, bool silently) The reddit conversation can be found at: https://www.reddit.com/r/Kos/comments/3vzhcw/dmagics_orbital_science/ Thanks!
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