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Roandask

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Everything posted by Roandask

  1. In your Persistent.txt file, ctrl+f "TimedBuilds" and you should find "TimedBuilds = True", just set that to False.
  2. For the release issue, I think in the capture craft method you set status to transfer regardless of timedbuild but instant build doesn't have anything in the GUI for transfer status. I haven't edited the code to test it though.
  3. I did, there were no active vessels in range. Also, the same problem is happening with the orbital construction port.
  4. Ah, thanks for the replies! I guess I'll see if I can make something so it's not on the ground directly (would a platform with landing legs work?), or just make a space station to launch from. I just noticed since so far I've only launched KAS pylons, which are moved in eva anyway, since 4.1 came out... The launch pad only has the close option with a prelaunch status, and the ship I spawned is still attached. There's no release option at all. EDIT: Also, after attempting to launch, the Space Center button, as well as the 2 revert options (Revert to Launch, Revert to Vehicle Assembly) seem to do nothing. Not sure if related to this mod. Edit2: I did a complete reinstall, I can't release again (I have progressive builds turned off). It also doesn't transfer fuel or electricity to the ship.
  5. I've set up a launch pad 2 on the Mun, but it seems to frequently disappear. Looking at the log, it says that it crashed into the terrain of the Mun (specifically: "Vessel Selene crashed through terrain on the Mun"). It happens in both open and closed states (more frequently, I think, when opened), and happens when it is put on rails (ex going to the space center). I've tried 2-3 locations on the Mun, though I haven't tried, for example, landing on Minmus' perfectly flat lakes.
  6. Oh, shoot, I missed those 2 lines in the information. Yeah, that's my problem, thanks. (Also explains why it sometimes worked - the omnidirectional antenna boost sometimes put it in range). I'm probably going to need to need to relaunch my relay network.
  7. EDIT: Solved. My bad. I missed a couple bits of information in the original post. So, I decided to set up an unmanned relay network without using manned ships, whether temporarily or not. It actually went well at first; I set up a geostationary network that covers the system (except behind the Mun and Minmus, of course), so I decided to send up a Munar satellite. I found that, despite having a clear view of Geosats 1 & 3 (directly above Mission Control), it did not find a path until much later. Other than that (which is only really a minor annoyance - I could use manned ships temporarily), I think it's a great plugin. I plan on having most of my manned missions use ZOxygen (to be more realistic), so unmanned missions can sometimes be preferable. EDIT: I actually realized that the orbit of the vessel was clockwise, rather than the normal counterclockwise. I now have a vessel with a counterclockwise orbit, and it seems to be better (Though even when approaching the mun, it decided to route through the previous munar satellite instead of going directly from one of the geostationary satellites - which I would think would take a longer time).
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