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Friznit

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Everything posted by Friznit

  1. Just going to leave this here as a tribute to fun I've had with SEP over the last year. Great mod and really added to the feeling of Sciencing the excrements Outta Things rather than just planting a flag and leaving. It will be missed!
  2. Just to be clear, do the instructions for shapes apply equally to Proc Fairings (your other post) as well as this (Proc Fairing For Everything)? Is there any way to 'save' a preset or will I need to re-enter values every build?
  3. You could try using Ship Manifest, which lets you move Kerbals around without using the PAW. It's particularly useful for low FPS situations (large stations) where the stock crew transfer mechanic can be unresponsive.
  4. Can't help specifically but you could try using the cheat menu to remove & reset the Casino contract then retake it. Nice station though!
  5. If the full contract terms have been completed the tourists are meant to be removed. Sounds like either you missed a step or have stumbled into a bug. Non hacky workaround is to take them back to the hotel then accept the return to kerbin contract. That should remove them.
  6. Given that Shadowmage was posting about it just yesterday and only 2 posts above yours, you should be able to answer your own question.
  7. US2 all the way. Don't really see the point in still using US1.
  8. Maybe I'm a glutton for punishment but I like the idea of mandatory contracts. Perhaps even coupled with Severedsolo's Monthly Budgets for some extra Government-sponsored brutality. It would give a real sense of a space race using public funds where you are not entirely in control of the agenda.
  9. It's not easy for modders to get important messages out to the community. They only have limited comms channels - typically the mod thread on this forum, github and Discord - and they are entirely reliant on their user base voluntarily reading those channels. In this instance, the KAS team did everything in their power to ensure a smooth transition - every part was clearly marked as Legacy and due for removal in the parts list in game for several months now and they even went so far as to build an automated upgrade process, which is a service many modders wouldn't have thought to provide. Unfortunately for KAS, something in the KSP 1.7 means the relevant upgrade dll isn't loading. This was an unforeseen issue and not something they could have anticipated. IgorZ has already stated that he'll look into it as soon as he can, so the best we can offer right now is our patience and ongoing support. In the meantime, you'll need to roll back to legacy KAS to continue playing existing saves. Or you could hyperdit all ships to manually upgrade legacy KAS parts. For my part, I considered it a career challenge and removed all the legacy parts in EVA, then sent supply & service missions with new parts and finally upgraded KAS once done.
  10. There's a setting in the options to unfreeze kerbals on recovery. Is that turned on?
  11. I'm referring to the stock Transmit Science function (see 3rd paragraph on the wiki here). It's 100% stock. You can't move data or researched science between craft** (you can only move experiments). There's no other mechanism to get researched science back to Kerbin other than recovering the whole lab. I'm pretty sure this isn't a MM issues, unless it's a patch in BDB that's removing the function. (**WBI is the only mod with this feature) Edit: So my mention of WBI triggered a thought. I've been using a pre-built space station that I must have put together whilst running WBI mod. This most likely disabled the stock functionality as it uses a custom UI. My guess is this has somehow carried over into the craft files. Though I can find no reference to it anywhere, rebuilding the station from scratch brings the functionality back. Solved! And thanks for your time - it helped!
  12. I don't seem to be able to transmit science results from the BDB MOS or OWS workshops. They're working fine in all other respects, but there's no option on the PAW to transmit science. All other MPL's (stock and mod) are OK so it leads me to believe there's a config missing somewhere. Before I go dicking into the code, has anyone else noticed the issue?
  13. You can get older releases from github. They may not have the latest bug fixes but you'll get something that works in older versions of KSP. https://github.com/KSP-RO/TacLifeSupport/releases
  14. That's awesome work! I was just about to embark on this very mission today and you beat me to it. To be fair I have even less idea what I'm doing but I'm sure with a little help from the magicians this can get fixed up nicely.
  15. Epic stuff - congrats on another update to an awesome mod!
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