Hrubec
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It's BDB, but I also noticed it for kerbalism contract - stay 30 days in orbit with crew. This one also didn't get completed when I reached more than 30 days with crew. When I completed it via the cheat menu, the contract reappeared in the mission control as available. Is there a way how to mark the contract as completed in the save file?
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Hi, Is there any way to force complete a contract (which is a bugged BDB - I need to transmit science which I've already transmited with kerbalism) ? When I go to cheat menu and complete the contract there, it will show up again in the mission control. I need it to complete so the next contract in the chain will show up.
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Yes, I thought so, but that option was not available in EVA, only to reset it (although it was not ever used). Maybe my scientist needs to be more than level 0? One more thing regarding kerbalism life support: is there any way to add more LiOH (to external tank?) my scrubbers dont work more than several days and then I run out of it. I tried to add external ECLSS with basic regen scrubber but that doesnt work - option to dump co2 is missing from the menu actually
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- totm jan 2022
- bluedog
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hi. I have agena materials bay on the agena target vehicle and I have docked to it with my gemini spacecraft with pilot and scientist. when I tried to run the mat. bay experiment, it just says 'not prepared'. Does anybody know what it means, how to get it running? thanks
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- totm jan 2022
- bluedog
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Hi, Thanks for the mod update! I just tried to load it up with KSRSS and I'm not getting any initial contracts. Working great with Kerbin SS though. Thanks!
- 465 replies
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- totm jan 2022
- bluedog
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Hrubec started following CessnaSkyhawk
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Hi, Im playing Kerbalism-1.1.5-pre6 with Galileos.Planet.Pack.v1.0.2. Are the radiation belts also working for non-stock planets? Thanks for this awesome mod! pd
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Hi, First of all, thanks for this amazing mod. I cant imagine playing KSP without it ;-) I also have the same problem as JeffreyCor. Tried with the requested file, this mod alone, low quality setting. Signal link lines show correctly but the magnetic fields do not appear. I have Windows 10 (64 bit), 64bit KSP. GPU is also Nvidia GeForce GTX 960 (laptop).
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go to Steam\steamapps\common\Kerbal Space Program\GameData\Kerbalism\Profiles and rename Realism.cfg-disabled to Realism.cfg
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You can already use realism.cfg profile which adds water/recycling. H.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Hrubec replied to Starwaster's topic in KSP1 Mod Releases
Im using Stock/VenRestock chutes. It is happening with Mk16 and Mk-2r parachutes. the drogues are fine. See the screenshot. http://imgur.com/wGbSA1H Also ModuleManager displays "12 errors found in GameData/DeadlyReentry/DeadlyReentry.cfg" on the loading screen.- 5,917 replies
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- reentry
- omgitsonfire
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Yes thats what I did, thanks :-)
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Hi, After I've explored Kerbin system, its time to get my kerbals to Duna. I'm playing with realism.cfg and I'm struggling to get enough water/fitration materials on the ship for kerbals to survive the journey and get back home (~8 years???). I have the greenhouse for the infinite food, so that part is covered, but what about the filtration materials? Is there any storage beside the supply container (also containing food which I dont need when I have greenhouse) I could use? Or am I doing something wrong? Please advise ;-)
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Yes! Thanks for the update, I'm having so much fun playing with your mod. The game was very laggy before the update (~30 ships). Now it is snappy again!
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Hrubec replied to Starwaster's topic in KSP1 Mod Releases
Hi, I have a strange bug, when I installed DeadlyReentry, after I deploy my parachutes, there are very tiny and dont work. Any idea what could be the issue?- 5,917 replies
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- reentry
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