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offtheball

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  1. Would it be possible to add in a cost for the science? It would make sense, since you're contracting this out, that you have to pay for the convenience. I just tried it for the first time and found I could get the tech to get into orbit right off the bat, without launching a single craft, which ruins the career progression somewhat. If possible, I think anything that's not rerunnable should cost extra, since it's multiple missions or specialised personnel for them. But, a flat rate could also work.
  2. I'm having a slight problem with one of my ships. I swear this used to work (a couple of months ago), but my accelerometer is no longer reporting as inoperable when it's off the ground. Is there another way of detecting whether or not an experiment will run? My script waits for data to become available, so the whole thing is hanging on this.
  3. Sweet, thank you! I'm waiting on a few more essential mods before I get back to playing, but damn if this isn't one of them.
  4. I'm not 100% sure, but based on my rendezvous, you'll definitely want all kerbals out of their seats when you uninstall the mod. On the bright side, reinstalling it seems to restore them. That's how I got Arcee Kerman home: rendezvous without the mod, reinstall it, and she was there, fully controllable, alive and well. I tried to do a whole bunch of save hacking to get Arcee into her seat without the mod, basing her on Jebediah sitting on the launchpad, but in the end, the closest I got was a kind of zombie kerbal: she was there, I could get her out of the seat, control her, get her to the rescue pod, but once I recovered her the game thought she was dead. I think if your seats are vacant, you can do it. If I were you, I'd back up my save first, though.
  5. My proudest moment was probably the first time I went interplanetary. I had a girl over, she wanted to see what all the fuss was about, so I showed her. Asked her where she wanted me to go, and she said another planet. So, I sent Val to Duna. Got there just fine. That was a very proud moment. Got most of the way back, but it turned out I didn't have enough dv once I got back to Kerbin to get close enough to aerobrake, or get captured, or encounter either of the moons...so poor Val flew straight back out, and she's been there ever since.
  6. The crashes in 1.1 aren't a bug, they're a feature. Handy moments to get you away from the game for a few minutes. Opportunities to go eat, talk to your loved ones, maybe take a walk in that beautiful sunshine, until you hear the main menu music and bolt straight back, locking the door behind you, not to be seen again.
  7. When you're driving and wondering what the dv of your car is.
  8. Okay. Look, I'm a developer, and I know that bugs happen. They're no one's fault, and sometimes they are legitimately actually features. In calling this a bug, I don't mean to cast blame on this mod or the developer at all. The fact is, though, it breaks rescues. The issue isn't that kerbals get stranded in command seats. Rescue missions break realism all the time. Like, how did you wind up there in just a command pod? What happened to leave you on so perfectly circular and equatorial an orbit? How could this have possibly been the result of a near fatal mission failure? The issue is that rescuing those kerbals seems to be impossible. Every time I tried, focus would switch to the stranded vessel when I got 2.2km out. The stranded vessel would be rotating rapidly. I found the stranded vessel on a gentle yet still deadly suborbital trajectory, with a periapsis of +/- 25km. The rescuing vessel, most of the time, lost about 1800m/s of orbital velocity and was falling very steeply through the atmosphere. A couple of times it did maintain its trajectory (which, yes, was technically suborbital at the time of rendezvous), but trying to EVA across 2km while falling back into the atmosphere turns out to not be all that fun. This is a bug. I was pretty excited to use this mod, but it can't coexist with rescue missions. If you turn those off, or you're not playing career mode, this won't be an issue, but if your game allows for rescues missions, this mod will break that. I don't know what it would take to fix, and if the developer doesn't have the time or energy, that's totally fine. This is still useful for many people, and any mod developer who makes something useful deserves praise from the community, but no one is helped if we pretend that bugs don't exist. Anyone who runs into this issue can google the problem, find this thread, find a way to rescue their stranded kerbal, and, knowing it was this mod, make the decision for themselves regarding whether or not to keep it.
  9. Ahh, that makes so much sense. I can't believe I didn't think of it! Thank you for the reply! I'll get to play it again in a couple days, so I'll implement this plan. I tried so much save hacking to get this to work. Thank you so much, I thought I'd have to abandon the mission, and because OCD, the save. I spent so much time getting that rendezvous with a probe-controlled capsule, RT, and no commsat network up yet. Good to know that work won't go to waste
  10. Hey, I'm running into that issue where someone was spawned in a command seat for a rescue mission, and the rendezvous got all kinds of messed up. I uninstalled this mod temporarily, and I can rendezvous just fine now, but the command seat is empty. I can't get my poor kerbal out of there. Does anyone know a fix for this, so I can get this kerbal back?
  11. I'm finally getting to play with this mod, and I've got to say, it's surprisingly brutal. I just lost one of my pilots and a tourist because I left Mun at the wrong angle and wound up flying through its shadow for too long. I've found myself modifying my designs pretty significantly because of the life support components of this mod, and I haven't even gotten to a long-term mission that requires quality of life yet. This mod is fantastic. Thank you so much! It looks amazing, it operates flawlessly, and this is the first life support mod I've used that added anything to the early game beyond "put this part on you'll be fine"
  12. Ooh, yes! I can see this being incredibly handy with LS mods and distant stations. Gotta be careful about your kerbals not dying before their resupply get there: now a resupply could be mere hours away!
  13. Oh man! I've been thinking of getting into KSP modding basically to make exactly this. I feel a little iffy reverting my flights after simple mistakes, and finding the line there. Like, okay, I put my parachutes on the first stage. I'll revert. But what if the rocket snaps in half a few kilometres up? So, thank you, for saving me from trying to comprehend KSP modding.
  14. Just wondering, is there any way to change the colour of the lights after launch? I've been sticking to a system, and I noticed that a bunch of lights had reverted to default in the editor after I'd already docked. I edited my save file to change them, but if there's something simpler I'm missing, I'd love to know.
  15. Yay! I had to upgrade CKAN to see the new version. I had that issue with a bunch of other mods upon the 1.0.5 release. New versions clearly released, but CKAN didn't see them until I upgraded. So, the new version is there...now to consider whether or not to start a new career with TAC, or keep going with USI since I'm already so far in...
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