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Caerfinon

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Everything posted by Caerfinon

  1. I'm not the Mr. you are looking for. Salute! I am creaking along very well and I shall refrain from saying the word "Bingo" -- oops I did it again How fares @Royale37 ?
  2. The transparent cock pit view is controlled by the Interior Overlay button beside the Kerbal Portraits
  3. @linuxgurugamer That's a nice way to do it! Huzzah!
  4. @4x4cheesecake For the GAP contracts I cheated a little by creating arrays of waypoint information for each of the Airports and connecting flights. I then used the persistent data store to record the current index of value of explored (opened) airports. Each success of an "open airport mission" it added 1 to the value of the persistent data store index until all supported airports were opened. After that It was just a random number from 1 to the index to determine where a mission went to. For Multi-flights The array contained waypoint information for 2 possible destinations which were selected at random again. In all instances, the actual waypoints were set well in advance and they were never changing. Not really a solution for the random interesting place for a rover to go. @linuxgurugamer I did have issues when trying to get the Waypoint Generator behaviour to correctly set co-ordinates that were the output of a generated function. My solution was to scatter a bunch of fixed waypoints in an index and then create a interesting place waypoint near the fixed waypoint. Again useful for an interesting fixed area, but not useful for planet side scale exploration.
  5. @ColdJ I may just dust off KSP1 to fly these
  6. Sounds like "Footfall" by Larry Niven and Jerry Pournelle (1985)
  7. @Ooglak Kerman The original Parallax had an option where you could create a map of areas you did not want the scatter to be applied to for Kerbin. I tried it and it worked very successfully, however finding the precise pixel to edit in a large map of Kerbin to block scatter on all the Kerbinside Remasterd sites and all the additional sites I created was not an endeavour I wanted to pursue.
  8. I'm mostly just answering questions about my mods and some Kerbal Konstruct lore. I've been busy making some comics relating to Sims4 which I post on Bluesky and Mastodon, if you're already on those platforms. @caerfinon.bsky.social @caerfinon.mastodon.social Otherwise summoning @Lisias and once again saying "Bingo!"
  9. @ItsUrsus You can find a copy of it at my GitHub site https://github.com/caerfinon/KerbinSideRemasteredTLA/releases In version 2.0.0 of my KerbinSideRemasteredTLA mod I included a file called Extras.zip which contains CountryDoggo's Random KK Bits under the MIT license. It was a required mod for some of the underwater static KK sites I created for my mod. @ColdJ @Ooglak Kerman My guide only reflects the Parallax version at the time of its writing. I suspect there have been a few changes since then and my trick of elevating the KK site by a few meters may not be as valuable as it once was.
  10. Possibly , but I have appeared instead and in reasonably good health to repeat the word "Bingo" for no particular reason. @Royale37
  11. The happiest of New Years this year so far I'll have a bowl of justice and a side of fries please @Nazalassa
  12. @TanoPrime Glad you corrected the issue. The Wiki for the mod mentions the addition of new kerbal traits - > https://github.com/caerfinon/KerbinSideRemasteredGAP/wiki If you did want to use the mod without the changed Kerbals you could use version 2.1.1 from https://github.com/caerfinon/KerbinSideRemasteredGAP/releases/tag/v2.1.1 This is the version before the additional kerbal traits were added, and it uses Pilots, Engineers and Tourists for the missions.
  13. @TanoPrime You will need to edit the persisten.sfs file of you save and go to the roster section an delete all to the kerbals that are not engineers, pilots, or scientists (or applicatnts of these three types) . Removing the mod removes the definition of some kerbals and the astronaut complex cannot process any longer. If you have mods that allow you to manage the kerbals in the astronaut complex, you may be use those to remove the undefined Kerbals.
  14. I am way way way out there... But, better late than never. @Kerbalsaurus
  15. @TAIXIFENG When you get your aircraft close enough to the kerbal to be rescued you need to use the keyboard to change focus from your aircraft to the kerbal you are rescuing. The keys "[" or "]" will cycle between your vessel and the rescue kerbal. Once the kerbal has focus swim to the vessel and board it through one of the hatches/doors and then return to the designated recovery site. Fly safe.
  16. The forum.... Giddy as a school kerbal me... @ColdJ ?
  17. A change is always a good thing... I'm doing well. Playing some Sims 4. Very light on spacecraft and aircraft but fun in it's way @AtomicTech are you there?
  18. The Let's Start an Airline contract has the following requirements; a pilot seating capacity for 5 kerbals The KAA inspector Once this is achieved the craft must be within 1600 meters of Waypoint 0 which is the KSC runway and must remain at this location for 5 seconds. Once completed you should receive a conversation dialog box clearing you for take off. Thing that can go wrong from most likely to least likely The KAA inspector is the incorrect Kerbal The contract configurator waypoint was been corrupted during initialization. Test with displaying waypoints for active contracts Something is interfering with Contract Configurator's Duration function. Some other mod, or a change in the current contract configurator. CKAN says the latest version is v2.11.0.0. The Contracts in this mod were written for version 1.30.5 of the mod. Try canceling the contract from the debug menu and restarting it and see how that goes.
  19. No interruption at all... Ou est @ColdJ ?
  20. @SergeantBlueforce You're the first person to ever mention it, and it never really came up in game play.
  21. @SergeantBlueforce Kerbal Traits - A specialized mod would be the best option to hide them. (Which is what TRP-Hire or MKS does [along with changing how recruits are hired] ) Another way to deal with the issues is to hire various kerbals and use the debug console to change them into the type you want, or use one of the roster management mods to change them. You could also directly edit the persistent.sfs file roster section and change the applicants, but here be dragons. In contract configurator, you could take a look at the RosterCheck.cfg contract that removes dead Citizens from the roster as a model for a similar contract to removing unwanted live citizen applicants from the astronaut complex. I don't really recommend this because the game will create new applicants and this might create a lag issue as the auto accept contract would run each time a new undesirable applicant was created. You could edit out the use of the new custom traits altogether and return to using tourists for passengers and pilots for missions requiring parachute drops. This would be a significant number of changes to the contract code for all of the different types of flights currently offered in the latest version of the mod. Or, revert to version v2.1.1 of the mod prior to the introduction of the new traits. For the Let's Start An Airline contract - the progression counter is only set when the initial flight contract is completed. If the contract expires and is not completed it should reappear in the contracts offered. It can only be completed once however.
  22. @SergeantBlueforce mistake on my part. If you use stock kerbal astronaut complex they will appear there. If you use either TRP-Hire or MKS mods they will not.
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