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RoyCreditor

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  1. Could you recommend for me and future readers of the thread where to go to learn in more detail what you are talking about when you refer to the needed craft size? I am failing to get any science from crashing impactor vessels very close to the Seismometer, even with all power, control, and connectivity requirements satisfied. I have been having a very hard time figuring out whether the speed of my impacts is at fault, or if it is the size of the crafts at fault. If it isn't thoroughly explained anywhere else, could you explain it here?
  2. Does this mod stop working if Kerbalism is installed? I am trying to do the contract which asks me to take a surface sample landed at Kerbin's water, and it gives me waypoints, and I am able to get into the situation and take the surface sample using Kerbalism. However, the contracts window doesn't show a checkmark once I have taken the sample. It also does not complete upon recovery of the vessel. I though perhaps it might want me to collect samples from each of the waypoints, but they are not listed individually in the contract menu of the toolbar, the way stock waypoint science contracts did (they are disabled when playing with Kerbalism). Still, I made sure to take my surface sample directly on one of the waypoints, and nothing changed.
  3. How can anyone do science data and observation contracts which require being in flight beneath or above a certain altitude around bodies and doing experiments, when the new science system with this mod causes experiments to take such a long amount of time to complete that the location is passed over before it can finish? The only way I can see to finish these contracts now is by using an ungodly amount of delta-v to hover over the location until the observation or experiment finish. This update has made it impossible for me to raise funds, rep, and science by doing these contracts.
  4. Hello everyone! I don't need any help yet but that will come eventually. Thank you all for supporting and playing such a marvel of a game. It's good to be here.
  5. Hey Igor. It's me from the YouTube video comment section. I have finally taken the time to get KAS installed alone on KSP 1.5.1, to test the bug of vehicles exploding when attached together with the tow bar. I have a video of the behavior I will include, along with a copy of my savegame file. As well as the log file. In the save game, there is a quicksave called quick 1. You can load that, and go back to the moment just before attempting to attach the vehicles. Hopefully this helps you identify this behavior. Thanks! https://drive.google.com/drive/folders/1fXiOznpVz_XjUNRRdr3AwAokwFUhZ9ne?usp=sharing
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