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Coyote21

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  1. Just started using this to try and track funds in 1.12.2 and it has a few quirks which I'm not sure if are bugs or features? It looks for HTML templates in KSP/PluginData/ instead of KSP/GameData/KaptainsLog/PluginData/ The funds records notes text is incorrect. It records as "Funds increased/decreased by [X] because [Reason]" where X is the total funds not the increased/decreased amount. I.E If my total funds are 10,000 and I get a Contract Advance of 1,000 the text will read as "Funds increased by 11,000 because Contract advance". I think it would be better to change it to "Funds increased/decreased by [X] to [Total] because [Reason] I'm a little too busy atm to make the changes myself (I'm not a programmer and have to relearn everything every few months when I try to change a mod) but I'm sure linuxgurugamer is also busy so if there is no change in the next while I'll probably do it myself and submit it on Github, But I'm hoping this is just a quick change and recompile, and that will just take a few mins for someone who knows what they are doing.
  2. I love that this fantastic (essential?) mod is still being maintained and I'd just like to say "Thank You" to all those who generously donate their time and expertise to increase the communities enjoyment of this incredible game.
  3. I've not played (or modded) KSP recently and I even found it hard locating my original copy of this patch so I'm a bit rusty, but a quick and dirty fix that may tide you over until I (or likely someone better) can provide something more polished. Replace my previous patch with the following: Hope this helps/works. NOTE: I've not tested this, its done mainly from memory. The only change is the replacement of the two AFTER directives for FINAL directives which is hacky but will ensure that the tech level changes will be applied last and not over-ridden by other mods. Let me know how it goes please.
  4. Just when you think your out.....They drag you back in. Seeing Hemeac is back and working on version 2.0 means I'm gonna have to carve out some time for an new playthrough soon. Hemeac, I'm guessing you're in lockdown, so here's hoping something good comes from that.
  5. Did not know this, so thanks. RL is preventing me from playing much ATM but I will definitely check this out asap. Thanks
  6. Played a little this afternoon, did the first couple of Landing Rights missions (up to S05A) on my heavily modded JNSQ. No problems so far. I have also received, but not taken, additional airline contracts to completed airfields. As expected, I already prefer this contract pack over GAP for JNSQ. I plan to make one small personal change. Some of the Airfields have up to four runways, normally 2 running north-south and 2 running east-west. Instead of having 8 NavUtilities entries for these Airfields (2 for each runway, e.g 27L + 27R), I plan to reduce it to just the four with directions indicated by the ground arrows. I'm only doing this so my list of runways in NavUtilites is not so large. This is a simple change so I think you should leave all the entries there for ppl that want all possible approaches. I plan to do more Landing Rights missions later tonight, as well as some of the Airline Contracts.
  7. My understanding is that only the Stock wheels work ATM. Gameslinx is aware and posted a few weeks ago that he will be updating the wiki with instructions for doing collisions for mod added wheels when his RL allows him time to do so. We just need patience ......
  8. If only you had willing beta version participants that could help you playtest ........
  9. The waypoint marker does not appear to have moved, it remains just above ground level near one end of one of the runways. I'm not sure why it would move, I adjusted the contract parameter not the waypoint itself. And I set the contract parameter altitude to 676m b/c 676m above sea level is where the waypoint is located. TBH, I don't "know" that this was the fix. This was the only thing I changed, and after the change the next time that particular contract came up it worked perfectly, but it's possible it's just an intermittent issue and it's just coincidence that the next time the contract came up after I changed the cfg file, just happened to work. I'll let you know if it stops working again in the future.
  10. For anyone encountering similar issues, I changed the /GameData/ContractPacks/GAP-JNSQ/Express/AirExpress-966.cfg file to set the Waypoint for Polar Station N76 to be at altitude = 676 (Line 107, increased from altitude = 12). This seems to have fixed the issue for me.
  11. Yes to all requirements. I even tried to drive to the waypoint and wait. I'm going to double check the co-ords with the Contract Configurator Debug Menu next time I get the N76A contract. The contract works fine with same plane and pilot if I start from KSC. Contracts that start at either KSC and N76 are the only contracts I've had so far, so I don't know if it's only N76A that causes issues.
  12. I can't seem to get the AirExpress-966 Contract to work. I start at the N76 Polar research runway but no mater how long I wait I do not get the request clearance for takeoff objective to trigger. N76 has four runways, do I need to launch from a particular one? which one? I'll continue to try to troubleshoot but any tips might be helpful. Also, I found the jump in contract requirements a little jarring, I had completed only 1 Contract for 6 passengers from KSC to Island Runway, and the next one called for 40 passengers, nearly a 7x increase.
  13. Since the update Persistent Rotation is now in German and I can't find how to switch back to English.
  14. OK Try these, @PART[restock-mk2-pod]:NEEDS[!SquadExpansion/MakingHistory]:After[ReStockPlus] // MK2 'Acorn' Command Pod { @TechRequired = commandModules } @PART[restock-pod-sphere-1]:NEEDS[!SquadExpansion/MakingHistory]:After[ReStockPlus] // SP-1 'Clementine' Reentry Module { @TechRequired = basicReentryModule } @PART[restock-pod-sphere-2]:NEEDS[!SquadExpansion/MakingHistory]:After[ReStockPlus] // SP-2 'Tangerine' Reentry Module { @TechRequired = reentryModule } @PART[restock-pod-sphere-3]:NEEDS[!SquadExpansion/MakingHistory]:After[ReStockPlus] // SP-3 'Mandarin' Reentry Module { @TechRequired = advancedReentryModule } And its best if you put all four patches into a single text file and call it something like zzzMyMMPatches.cfg (It can be called anything unique as long as it has the .cfg extension). Then make sure the new text file is located somewhere in /GameData/ Personally I keep my personal patches in /GameData/zzzMyPatches/zzzMyMMPatches.cfg The patch needs to be kept separate from the mods or else it will be deleted whenever the mod is updated and the "zzz" prefix is to help make sure the patch is run near the end, (alphabetical) meaning other mods won't undo the patch afterwards. Examining all four patches should demonstrate the pattern needed to create you own patches for any additional parts you find are in the wrong place. Simply replace "restock-pod-sphere-1" with the part name and "simpleCommandModulesExtensions" with the tech node name in which you want it to appear. For example, if you wanted to move the "RC-M001 Remote Guidance Unit" you would get its name, "restock-drone-core-1875-1" (various methods to obtain, but easiest is to look in /GameData/RestockPlus/Parts/Command/1875/restock-drone-core-1875-1.cfg and get it from the name field) and place it in the PART section, and then get the tech node name (I've found /GameData/KiwiTechTree/Configurations/Core/Template.txt to be the best source of KTT tech node names) and place it in TechRequired. So you would end with something similar to @PART[restock-drone-core-1875-1]:NEEDS[!SquadExpansion/MakingHistory]:After[ReStockPlus] { @TechRequired = advUnmanned }
  15. It appears this happens when using ReStock+ when you don't have the Missing History DLC. The following patches should fix it, but It's hard for me to test b/c I have Missing History. @PART[restock-mk2-pod]:NEEDS[!SquadExpansion/MakingHistory]:After[ReStockPlus] // MK2 'Acorn' Command Pod { @TechRequired = commandModules } @PART[restock-pod-sphere-3]:NEEDS[!SquadExpansion/MakingHistory]:After[ReStockPlus] // SP-3 'Mandarin' Reentry Module { @TechRequired = heavyCommandModulesExtensions }
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