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Cynor

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Everything posted by Cynor

  1. Found a small bug with an easy fix in the inner system sat contract. It wouldn't pop for me as I didn't have a part that was "power". Part of the contract requirements are: REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Power } Which, for me at least, is causing it to fail to come up as I haven't unlocked any part of the power type (which seems odd since you'd think batteries would cover that but whatever). The other contracts (such as EverythingSat) have the following in their requirements: REQUIREMENT { name = PartModuleTypeUnlocked type = PartModuleTypeUnlocked partModuleType = Antenna partModuleType = Power } Adding in the "partModuleType = Antenna" fixes that and lets me accept the contract without issue. I'm working on completing it right now but I don't think adding in that one line should mess anything else up. (Yes I know coding often does that though...)
  2. @severedsolo Thanks, I look forward to seeing if that helps when you get it fixed/changed. I'm not 100% sure, but I don't think I would be getting any contracts for bases/stations from any of my other mods, though with around 70 I can't rule that out. That said I do have some that add parts (the USI stuff and I think it's called K&K planetary bases), so there may be something in there perhaps. Stations - This one was built specifically to fulfill the kerbin station contract, so I'm 99.99% sure that is still marked as a "Station" vessel type. I do think I have a couple contracts to build a station around the Mun/Minmus active though, so do you think that may be causing issues? Like it sees that those aren't up so it wont go?
  3. Hope you can help with this issue as I really love contract mods, and this one seems like it could be really fun. I'm not sure if this is user error or luck or what, but when looking at that maybe you can look at the target planet picking thing? As I said, I don't know if it's just a user error type thing, but for some reason the contracts for the picking of a base site thing never seem to pop because I don't meet the "target planet doesn't equal homeworld" thing. I should mention that I only have 1 station and that is in LKO, so if there needs to be a station in orbit of a planet for it to be picked as a target maybe that could be more clear? Besides that I also seem to have some issue with crewed stations. As stated I have a small "station" (literally the 3 person command pod docked to a sci lab with copula on top) with 2 scientists in LKO atm, but it seems like basically every contract that involves station with crew and/or station in orbit (ie evacuate, repair, medical emergency, etc) list that requirement as unmet. So again I don't know if there is an issue with my understanding of how it works or some other weird thing, so any help would be appreciated.
  4. Hi, for some reason after updating to the newest version things no longer work right for me. I can load everything fine until around when module manager is applying patches to things. After the number stops moving and things start loading by name in bar (ie modName/whatever) it totally freezes when on: SpaceY-Lifters/Parts/CargoBays/SYBay3m2m/SYBay3m2m I'm on KSP 1.1.3 and going back a version to 1.13.1 of your mod fixes this and lets me load in. This happens in my heavily modded game and to a degree on a stock game I keep for testing mods. On the stock game it actually lets me load in, however when I enter the VAB (in sandbox mode) I have no parts available period. Even the stock ones are gone. Removing Space-Y/Module Manager brings back stock parts, and I can load something like KW Rocketry with parts still so that should be fine. While I'm not sure if this may be in part due to not being on 1.2 yet, there certainly seems to be something going on there. Plus one has to wonder how many people may not swap to 1.2 right away and rather wait for mods they use to be updated and the like.
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