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Nebula719

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Everything posted by Nebula719

  1. Thanks for the tip. I did have engineers, and could see the Skill Trait in the .cfg and in the logs, but it wasn't effective. I've removed all the mods and reinstalled about half again clean from CKAN and now it works. And I have to rebuild most of my craft, but that is half the fun. My game load time has decreased... I might even give another try to Hangar, which I also had problems with (nothing could be gotten out of an extension and a megahangar full of probes was empty on arrival to Jool...). Thanks again!
  2. Hi @allista, great work as usual. I'm having a problem deploying kits. I get "No Engineers in the Workshop", even if every kerbonaut on board is an engineer. My big rover has several kits attached and the idea is to slowly drop and deploy, mine for enough resources and move along to the next drop point. I think I've followed the deployment instructions, and the crewed modules (not GC's custom part) all have efficiency ratings and a 50m range to the deployed kit, which they can see in the menu and add to the queue. It's starting the queue that leads to the "No engineers" error message. BTW, as a suggestion, maybe we could give custom names to the kits if there are several on one vessel (or in range)? Like you did in Hangar? In my case all the kits are the same model ship but it's dangerous the inflate a kit on board instead of one on the ground. Currently I solve this by only deploying (inflating) by an engineer on EVA, not thru the module menu. The game is sandbox with about 50 modules but a pretty clean start (this experiment is the first thing in the game after hyperediting some survey probes into place). Any idea what I did wrong? Thanks. PS. This is my first forum post, so I'm sorry if there is some etiquette rule I've broken.
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