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Everything posted by Kwebib
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@severedsolo Had time for a quick check. The dev build fixes the issue. My SRB failed, and didn't take off, and all parts were recovered.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Kwebib replied to severedsolo's topic in KSP1 Mod Releases
Oh ok. Good to know. I actually haven't got far enough to get 1 million in budget so I wasn't sure how the balance was there. I suppose by the time you have satellites on every body, you should definitely have well over 500 rep. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Kwebib replied to severedsolo's topic in KSP1 Mod Releases
Decided to try this mod and I think it's great! I love your and Magico's gameplay mods. I do have a few questions. 1) How did you decide on the 2227 multiplier for reputation to funds? 2) Also, how did you decide on the 10,000 fund cost per active vessel? That means if I had 3 satellites around every body (16) in the stock solar system, I would be spending 480,000 funds per "month" in upkeep, correct? -
@severedsolo thanks for the quick dev build. My weekend is also a little busy, so I'll give it a go later tonight or tomorrow morning. Will provide logs if it doesn't fix the issue.
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Is the new requirement checking for both a staging event AND the 1 m/s requirement? I just staged an SRB with a parachute to test my chute and the SRB failed. Since the rocket didn't reach 1 m/s it looks like the parts weren't recovered by ScrapYard. EDIT: Just confirmed this is happening with only KCT, ScrapYard, and OhScrap installed. If the vessel doesn't reach 1 m/s but you still staged, the parts are not recovered. EDIT 2: Also confirmed this does not happen with OhScrap 1.3.2
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@severedsolo just curious, what was it you changed instead of looking for a staging event?
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Yeah that happened to me with a KSC science rover until I put a clamp on it. Also happened a couple of times when I was starting an airplane by right-clicking it and clicking "activate engine" instead of hitting spacebar.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Kwebib replied to nightingale's topic in KSP1 Mod Releases
Couple of syntax questions: 1) I'm playing around with a loan contract that I may or may not use but I'm wondering if I can put the interest rate in the contract notes. Right now I'm doing interest = Random(1.075,1.25), but I'd like to say what it is in the notes (so it'll have to be a string). 2) Is there a way to grab the player's current reputation so I could base the interest rate off of that? Thanks!- 5,225 replies
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
Kwebib replied to linuxgurugamer's topic in KSP1 Mod Releases
I've always been confused about the QuickExit mod. Why not just hit Alt+F4? Also thank you for maintaining these. I really like QuickStart. -
Pardon my ignorance, but the landing leg bug can be fixed with a MM patch. What about the fairing bug? Aren't those the biggest bugs people are concerned with?
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[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Kwebib replied to Mark Kerbin's topic in KSP1 Mod Releases
Ahh ok. I also noticed you guys spell enroll with one L.- 89 replies
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[1.4.3] Kerbal Academy Contract Pack [v1.2.x]
Kwebib replied to Mark Kerbin's topic in KSP1 Mod Releases
Thanks for continuing this! Don't mean to pester, but bootcamp still has this typo on line 115: onState = PARAMTER_COMPLETED Also minor suggestion for roleStringsingle. If you take out the "a" in line 8 and add it in line 45, you can get it to say "an engineer" instead of "a engineer" synopsis = Take @/roleStringsingle through Boot Camp. roleStringsingle = @/pilots.Count() == 0 ? "a pilot" : @/scientists.Count() == 0 ? "a scientist" : "an engineer" Finally, there are a few places that say "good job" instead of "good thing" in a couple of the other contracts' descriptions. Line 6 in Engineering 101: Lines 6 and 7 in Scientific Principles:- 89 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Kwebib replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo No problem. I have little experience with real programming, but I can figure out some contract configurator syntax. Next time I'll do a pull request. Possible dumb question, but a PR doesn't stick a fork of your mod in my repositories, correct? Because whatever I did did that. The comma seems to work! All greens in the Alt-F10 menu.- 205 replies
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Good. I don't want a 1.4.4
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Kwebib replied to severedsolo's topic in KSP1 Mod Releases
@Mark Kerbin @severedsolo I'm new to the Github thing, but I just submitted a suggestion for singular vs. plural role strings. Also I fixed that typo.- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Kwebib replied to severedsolo's topic in KSP1 Mod Releases
I know this mod is in transition now, but I found a small bug. It has to do with the roleString. The first "Pilots." is correct, but obviously the second is not.- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Kwebib replied to severedsolo's topic in KSP1 Mod Releases
Aww man that sucks. Are you just gonna replace motherboard, CPU, and RAM or everything?- 205 replies
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[1.4.2] Contract Pack: Kerbal Academy 1.1.8 (18/04/2018)
Kwebib replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo Thought I'd try this out and noticed you've got a typo in the bootcamp config. Line 108 "PARAMTER_COMPLETED". Edit: Also, possible dumb question here, but can the starting "Veteran" Kerbals not do these contracts? I'm not getting any offers for bootcamp upon the start of a game. Or do you have to have advanced astronauts before these contracts are even offered, as if the advanced ones are training the old ones?- 205 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Kwebib replied to nightingale's topic in KSP1 Mod Releases
It's in the difficulty settings. Look on the left under "Basic" and "Advanced" when you open the difficulty settings.- 5,225 replies
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You're right. I just loaded up the rover and drove around and MET never starts. Edit: I just added a launch clamp on my rover and this solves the issue. If there isn't an easy solution to this, I could live with having to add a clamp or something else to stage.
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I believe I have found a bug, but I'm not sure if it's a ScrapYard thing or Oh Scrap thing. Here is the info: KSP: 1.4.2 Windows 64-bit Problem: Some parts do not get recovered by ScrapYard when Oh Scrap is installed. Mods installed: Scrapyard 1.1.0.107 KCT 1.4.0.69 Oh Scrap 1.3.1 Unmanned Before Manned Module Manager 3.0.6 Reproduction steps: Build a "KSC Science Rover" using parts that Unmanned Before Manned puts in Engineering 101. Launch and Recover. Without Oh Scrap, all parts show up in inventory. With Oh Scrap, the battery, antenna, and rover body do not show up in inventory. Picture in spoiler. Log: Output Log EDIT: Might this have something to do with the fact that there is no staging on a vessel like this?
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@blackrack I believe I have figured out what was causing the issue for me as well and it also seems to be a part mod (last thing I would have thought of). If you load into flight scene with a USI Sounding Rocket craft, you get the glitch. Launch a stock craft and the glitch is gone. Imgur album is below. KSP: 1.4.2 Windows 64 bit Problem: Atmospheric gradient and strange ocean "flagpole" glitch. Mods installed: Scatterer 0.0329 USI Sounding Rockets 0.9.0.0 Reproduction steps: Load flight scene with a craft made with USI Sounding Rockets parts. Log: Output Log https://imgur.com/a/33mwS
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Ahh yes, that helps. Looks like by the formula, the reconditioning effect is directly proportional to the reconditioning time. So halving [E] halves reconditioning time. Also, I didn't realize that a higher launchpad level increases reconditioning time. Thanks! Edit: Don't know why I missed this on the wiki. For anyone reading, here are the variables for the formulas: Variables