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bvsveera

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Everything posted by bvsveera

  1. Fantastic mod! I've been happily using it for years now. I'm leaving a reply here because I'm encountering a problem. I can't get the game to give me the Mun surface base contract. I've met all the requirements - namely, completing the MoonLandingStay and BaseMoonScout contracts, but the contract is not being offered. I even tried commenting out the requirements in BaseMoonCore, but still the contract is not offered. Years ago, I believe I used the Alt-F12 console menu to 'complete' the MoonLandingStay contract, as I'd installed this mod in an ongoing save in which I'd already landed on the Mun. I'm not sure if that is the cause of the problem. Regardless, that contract appears as completed, and I legitimately completed the rover contract - landed it and navigated to a desired base location. Is there anything else I can do to get the game to give me this contract? I'll probably launch a surface base with or without the contract, but I'd like to continue getting contracts from this pack - and I see that BaseMoonCore is a requirement for the surface base contract on Duna as well. - - - - - UPDATE: I was able to edit the mod to give me the contract. In 13-SurfaceBases.cfg, within the BaseMoonCore section, comment out the DATA blocks, and in the WAYPOINT block, comment out the roverLocation coordinates and add in your own. To find your rover's coordinates in-game, switch focus to your rover, activate the cheat console and go to the 'set position' menu. The coordinates are listed there. I've included an example of such changes below. With these changes, Mission Control offers the surface base contract, and generates a waypoint at The Mun exactly where my rover is located. I assume the rest of the contract should progress as expected, but I will update if anything strange happens. I believe a similar bug might occur with the Minmus and Duna surface base contracts, as their syntax appears to be exactly the same as the Mun base contract.
  2. I'm having some trouble getting this'd to work in macOS. With the mod installed (and the above patch to enable it on all command modules), I can see the options enabled by the mod (the 'open link' button, uplink/downlink rates, etc.) in the right-click menu. However, opening the link (which opens Safari) displays nothing at 127.0.0.1:8085/telemachus/index.html. Also, the uplink rate remains stuck at 0. Are there any other steps I can take to get this mod to work on macOS?
  3. Hey @Nereid, I think I've run into a small bug in Final Frontier. After I open and close the Final Frontier window in flight, or after some scene changes, I'm no longer able to open the Final Frontier window. I click the button in the toolbar and nothing happens. Pressing the hotkey shortcut (Left Alt + F) also seems to do nothing. I've noticed the following error messages appear in the console - the first being when I click the toolbar button, and the second for trying to open it via the hotkey. Quitting to the main menu and reopening the save doesn't seem to fix it, only a full restart of the game gets it working again (until I repeat the previously mentioned steps, upon which it stops working again).
  4. For what its worth, here's my update: I've removed BARIS from my GameData (kept the 000ABARISBridgeDoNotDelete folder just in case) and replaced it with EVA Repairs and Kerbal Construction Time. So far, nothing in my save seems to be borked; all my active spacecraft are still in their orbits/on planetary surfaces (high bays were emptied and no vessels with BARIS' custom equipment parts were present).
  5. Good to see that you're working on a follow-up to BARIS - I'm happy to switch to EVA Repairs! Just a question: are there any issues with removing BARIS from an existing save? Assuming that no vessels are undergoing integration, and there are no crafts with the custom Equipment parts.
  6. I doubt I'll have a powerful enough computer to run this, but I just wanted to say the screenshots on this page are beautiful!
  7. Thank you, I downloaded the latest version of Kerbal Actuators, that got it working perfectly. Thanks again!
  8. Seems to be working as well in 1.11.1 as it did in 1.10
  9. Seems to work well with blackrack's EVE-Redux on 1.11.1 as well
  10. Hi @Eskandare, first of all thank you very much for releasing this mod! My Osprey build wasn't achieving enough thrust with Airplanes Plus rotors, and your V-22 rotors seemed to have done the trick! There is only one issue. While, functionally, the rotors do work and generate thrust, they do not animate and are stuck in this position. Seen in both 1.10 and 1.11.
  11. I'm having an issue with some of my aircraft in which the engine audio is muffled outside of IVA. What I mean by that is, the audio in the normal/outside camera view is muffled the same as it is when switching to IVA. Is there a way to fix this, or perhaps to toggle the effect on/off? I'd like being able to enjoy the original jet engine audio when not in IVA. Thanks!
  12. Since the thread hasn't been updated yet, @Angel-125 released update 1.10.1 9 days ago on GitHub, with bug fixes. In case you see this @Angel-125, the thread title still indicates that the latest supported KSP version is 1.6. EDIT: also, the included ModuleManager version (4.1.0) is a touch out of date, with 4.1.3 being the latest release.
  13. I was able to "fix" this by installing the RealChute mod
  14. Has anyone tried running KSC Extended in 1.9 (or 1.9.1) yet? If so, any issues encountered thus far?
  15. Love this mod! It's made my dream of trapping and launching planes from a boat come true. Just one question. I've been having a bug where if I land a plane, activate the brakes and then go into physical timewarp, the plane tends to shake itself to death. Starting from 2x or 3x warp, the shaking is noticeable; once it reaches 4x, parts start exploding. Seems to happen whether or not the plane is connected to any tie down points. Is there any way to deal with this issue? Otherwise, I was thinking of using the Hangar mod to store the planes as I'd like to use physical timewarp when driving the ship.
  16. I really love this mod, and it's changed a lot about how I play this game. Appreciate it! But there are a few bugs I want to point out. Perhaps you are already aware of them, but it would be nice to get a release addressing these issues: - When removing a worker from a craft in a high bay, the entire vessel disappears, and all the associated workers are gone with it - The worker payroll number in the Facilities & Workers screen at the space center is inaccurate, e.g. I have 80 workers working on various crafts spread across the VAB and SPH, but the payroll is 0 - In the tracking station, pressing the repair button in the Vehicle Health display, then switching scenes and returning back to the tracking station resets the repair progress. It seems the only way to do this is to press the button, and then timewarp until the repair is complete. However, with repairs on some probs of mine lasting 11 days, it would be nice to start the repair, then continue on with other missions while the repair continues in the background - When in the flight scene, and viewing the Vehicle Health display, the list will fail to load on a vessel with many parts (for example, a landed lunar or planetary base). This makes it impossible to determine which parts are broken or need maintenance. The only way I've found to mitigate this is to quick save, then undock various segments and switch between the modules until I find the section with affected parts, and then quick load, EVA an engineer and perform the necessary repair or maintenance. I would also like to propose a feature: include the ability to hire workers in the VAB and SPH. For example, if I wanted to split the workforce to work on two different vessels, you need to change to the space center to halve the number of workers, assign them to craft 1, then go back to the space center, rehire the workers to return to the same number of workers, then re-enter the build scene and assign them to craft 2. Again, I really do love this mod. It's made me reconsider just how I manage the space program, test unmanned rockets and have a plan in place for testing new components. It would be fantastic if these issues could be considered as part of an upcoming release. Thanks for making this!
  17. Really? I was under the assumption that Kopernicus and SVT are version-locked. I'll try it in a bit. Thanks for your input!
  18. Any chance we'll see an update for 1.4.5? Seeing as it's stuck on 1.4.2 for the time being.
  19. This works! Now all of Ven's "stock" parts look just like they should. Don't get my hopes up!
  20. Tried the fix just now. Doesn't seem to be working 100% for me. For example, the Probodobodyne HECS2, a bunch of the fuel tanks and engines are still displaying the wrong texture, to name a few. Now, that might be because I'm using a different version of VSR to you (I think I'm still on the old "official" one released way back in 1.2.x). Could you point me towards the version of VSR you're using? I'll upgrade to that and see if it works. Also, just making sure I'm doing this correctly: the patch is to be saved as a .cfg and dropped into the GameData folder, right?
  21. Thank you so much, looking forward to seeing what you can come up with. Like I said, if even a few parts can be recoloured I'll be a happy man. I really appreciate what you (and Electrocutor!) have done and continue to do.
  22. Hey Manwith Noname, thank you for producing such a fantastic mod! Really takes advantage of Textures Unlimited. Thank you for continuing to work on recolouring after Electrocutor's initial release. Just wanted to let you know that, similar to what Chimichanga reported earlier, this mod doesn't play very nicely with Ven's stock part revamp, messing up textures for pretty much every part the mod touches. I tried editing the code you provided in your reply, but alas, my cfg-editing skills are not spectacular. If it isn't too much work, could you help me get this mod working with Ven's part revamp? I don't even need recolouring for EVERY part, just certain ones (e.g. in particular. the stock Mk1 cockpit and other stock aero parts, and Ven's LT-1 landing legs and fuel lines).
  23. Just wanted to say thank you for this mod. I really love being able to create reflective command modules. Only thing that irks me is that, with the default stock config on spacedock, the Mk 1-3's lights don't seem to turn on anymore. A small price to pay for an otherwise beautiful capsule, methinks.
  24. Your forum profile picture looks awesome - was that done using KS3P as well? If so, would you be willing to share your config? Thanks!
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