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Everything posted by Chippy the Space Dog
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Good to know, thank you. I think the limit is set about right. I seem to have enough money so far, but not so much I don't have to be careful.
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Actually, reading SeveredSolo's account, and thinking on it, it's been ages since I saw one of the Field Contract waypoint missions too, if ever.. I have been getting several of those high and low orbit magnetometer type missions though.
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Awesome possum! I hope that's it. As an aside, the rest of my game seems to be on par with what I was getting in 1.0.5, with the exception of Tourism Plus. Typically my contracts cap at 14-15. Although my MC building says 'unlimited' when I reach 14 or so contracts I stop being offered more if I have 14 accepted. And then, when I do one, I get offered one more. This is why I typically keep 8-10 contracts active, and usually have around 5-6 being in the offers queue..
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Hi folks, I'm not sure why, but I don't seem to get any tourism contracts. I'm half way through year two, using KCT, but I have a high reputation (I think 900 or 1000 plus), have done heaps of satellite and rescue missions, put my first, very basic station in orbit, but I've never so much as seen a single tourism contract. One of the first things I did was fully upgrade my mission control, but it's possible in those early days a tourism contract came and went while I was waiting for KCT to build a vessel or something, but shouldn't the mission be reoffered at some point if that's the case? I always leave around 4 contract slots free to the missions cycle and I can cherry pick so I don't think I'm always just not seeing them. I even tried unstalling Tourism Plus and them putting it back in. No joy. As this is a 'negative' problem I'm not sure what if any game information I can provide to help diagnose this, but any help appreciated!
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Actually, sorry to be a pain, but I seem to have a pricing bug with 2 of the parts. The columbus lab cfg file shows a price of 4,000. When I look at it in the VAB its part lists as 450. When I actually add it as first part of vessel the vessel shows a cost of -79,550 The Thermal lab cfg shows as a price of 6,000. Listed in VAB as 1,500, and when made 1st part of vessel, vessel cost displays as -34,500. The materials lab and all other parts don't seem to have a problem for me.
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Ok, so.. that didn't warrant a reply but I did some digging and deployed a test station to the runway to see what all stuff does, and I understand now that there's a process of taking 'Samples', converting them to 'Processed Samples' which in turn converts to 'Medicine'. which it looks like you're meant to ship back to Kerbin for resale. Cool! Will need containers of course that can carry them. It would be cool as well if the original 'Samples' were themselves a lab output, such as Eurekas from Station Science or maybe actual collected Surface Samples could be used. PS - I think there's a zero missing from the cost of the biology lab. 450 Kerbal bucks. Oops, sorry for double post!
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Ok, so.. that didn't warrant a reply but I did some digging and deployed a test station to the runway to see what all stuff does, and I understand now that there's a process of taking 'Samples', converting them to 'Processed Samples' which in turn converts to 'Medicine'. which it looks like you're meant to ship back to Kerbin for resale. Cool! Will need containers of course that can carry them. It would be cool as well if the original 'Samples' were themselves a lab output, such as Eurekas from Station Science or maybe actual collected Surface Samples could be used.
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Ok, this thread is moving so fast, so apologies if this question has already been asked and answered. The C0l-um8u5 biology lab... It has a resource converter to produce 'medicine'. I can't seem to find any information on this resource at all. The lab is related to USI-LS mod, but medicine doesn't seem to be a component in that mod. Could some kind person point me to a reference for this resource or tell me what does please.
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Actually, given that it's 10 days since last release, is there an MM or something I can do in the meantime? I'd like to be able to move my survey vessel on if at all possible.
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Thanks Lennartos. Sadly, I already have 'immediate' disabled. None of my scans work with it on. I think that's Remote Tech related. Thank you Nightingale.:) I saw there was a folder with a bunch of science exceptions in it, and figured it was probably something to do with that. Appreciated!
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Hi there @nightingale. I think I have an issue where either CC or Strategia is preventing my m700 scanner from transmitting its scan report. this is a portion of my log when I attempt a transmission:- I can provide a full log if required. When I remove CC and Strategia the transmission operates goes through. The probe in question is orbiting Minmus, which I dont have a scan contract for. I do have a contract for an altimetry scan of Mun though, from the scansat contract pack, and it's possible I suppose that its that contract which is causing the issue. I obviously had to remove my contract packs when I tested removing CC
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Chippy the Space Dog replied to tomek.piotrowski's topic in KSP1 Mod Releases
Thanks D4rksh4de. Not sure I fully understand what's happening on that bug report, but.. Actually, I was just having a look at my setup after noting that Warren's issue and his mods are similar to mine. Sure enough, when I remove Contract Configurator and Strategia the scanner functions again, so I think I'll move my issue over there. Thanks for reply! -
[1.11] RemoteTech v1.9.9 [2020-12-19]
Chippy the Space Dog replied to tomek.piotrowski's topic in KSP1 Mod Releases
My sympathy goes out to the good folks trying to keep this mod alive. It's a great mod but I think it's going to be very high maintenance. Hope the modders here don't get too buried under issues! I have one of my own that I -think- is remote tech related. Certainly a lot of people have had a similar issue in the past, and last year forum user Fancymouse posted a revised dll that seemed to help, though I hear his dll broke Outer Planets Mod, which I'm unfortunately also using. In any case I can't use the dll to test as I'm using KSP 1.1.2 Anyway, my issue is I have a satellite with m700 scanner that cant transmit its survey data. It goes through the motions but the data sequence halts at 100% and doesn't terminate. The portion of my log when this happens is... I'm not 100% certain this is a RT issue but it's so similar to what others have encountered I thought I'd try here. I know some users had issues when Science Alert was installed, but I'm not using that mod. Any guidance on a solution or fix appreciated! -
Hi Sphinx, while the SEP guys are sleeping I'll just chime because of the golf club comment to make sure you're 'attaching' things to the ground and not just placing them down. I often find things placed on the ground explode, or sink through. For the experiments they need to be attached (default 'H' key) to the ground, the same way as you'd attached things to a vehicle. Apologies if I'm stating the obvious and this is what you've been doing.. I just equip the golf club and click it in my kerbals hand to run the experiment. Though I admit I cant remove the data from it this way, but the experiment gets credited when returned.
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Hi there SEP folks For infos I have a clash when using this mod in conjunction with Tarsier Space Technology. The space telescope won't pick up science when this mod is installed. With both mods present, I also get a constantly spamming error in my game log: 100's of instances of:- (Filename: Line: -1) TypeLoadException: Could not load type 'GeneratorResource'. The error goes away and Tarsier works again when SEP is uninstalled.
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Chippy the Space Dog replied to nightingale's topic in KSP1 Mod Releases
Aha, I didn't realise it was an intentional limit. I thought it was just meant to mirror the stock limitation. I tried Strategia in two 1.0.5 builds, and in both at level 1 I couldn't get any strategy at all (saying my building level was too low) and at level 2 I could get two, but not with any upgrades, but at level 3 I could get 4. My 1.1.2 setup seems to be working then as you intend. Thanks for reply!. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Chippy the Space Dog replied to nightingale's topic in KSP1 Mod Releases
Hi Nightingale. I seem to have this issue again in 1.1.2 where I only have 3 strategies available with a fully upgraded admin building. I do note the comment above and I haven't read everything since, but in my previous 1.0.5 game I had 4 working strategies. Screenie attached (Hopefully, I don't see it in preview). http://imgur.com/Dy9o223 I would LOVE to be able to get 4 strategies again and I'm not sure what's changed to revert it. Apologies if this is a repeat. -
This mod is awesome. Quick question.. The Exokerbal Core Drill:- Is it by design that after you get your 3 samples a scientist can't reset it? At least, my scientists aren't able to. Post edit: - For some reason I wasn't getting a message on screen but I am now. Scientist needs to be level 3. ... Dangit! But that'll be why. Ignore this Except.. thanks for all the fun!
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Hi folks! Not sure if I have a fault with my precise node module or if it's by design. I've restarted career mode using different mods, and now my precise node doesn't show apoapsis and periapsis height. There is nothing between eject inclination and conics mode. I need to hover my mouse over the ap node on the projected plot to see how high or low I'll end up. Is this because I haven't unlocked some tech? It seems a needless inconvenience if so, as I have the information, but I have to make an adjustment, move mouse to plot, rinse and repeat (much like with regular node manipulation). I wonder if I've been spoiled by mechjeb for all, but if so, what do I need to unlock/upgrade to get this info back? Or do I have a fault?