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Caerfinon

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Everything posted by Caerfinon

  1. I am way way way out there... But, better late than never. @Kerbalsaurus
  2. @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.
  3. The forum.... Giddy as a school kerbal me... @ColdJ ?
  4. 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?
  5. 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.
  6. No interruption at all... Ou est @ColdJ ?
  7. @SergeantBlueforce You're the first person to ever mention it, and it never really came up in game play.
  8. @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.
  9. @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.
  10. I didn't start the fire... It was always burning. @adsii1970
  11. Present and accounted for Note: If you post my name 3 times in a row I materialize in your house and raid your kitchen for "nibblies". Just sayin' Calling @Lisias
  12. It's a bit early but he is. Perhaps @Aviator01 will fly in as well.
  13. @UltraViolet @Nightside The switchover from tourists to other kerbal types was made in version v2.1.2 of the mod. Reverting to use v2.1.1 will correct this issue but will also remove other advancements current in v2.1.7 An alternative is to use a mod that allows you to "manage" your kerbals once hired. You could hire a service kerbal and then change that kerbal to be an pilot, engineer, or scientist. This can also be achieved by directly editing the Roster section of the persistent.sfs file to change the kerbals directly. In my game play I relied on the use of either TRP-Hire or MKS which replaces the hiring functions of the Astronaut Complex and allows you to choose which type of Kerbal you want to hire rather than choosing from available candidates. The former only affects the hiring process. the latter adds additional game complexities you may not want to include in your game play. KSRGAP mod is currently not under development and an updated version by me is not planned. The mod is released under an MIT license and individuals are free to fork my version and make their own versions for their own use or to distribute widely to the community.
  14. A little late, but I just flew in from vacation and boy are my arms tired... @AtomicTech
  15. The singularity approaches more rapidly than I imagined
  16. @ColdJ that's pretty awesome!
  17. KSP2 development is now being done by Schrödinger’s Cat.... Just open the box to determine the status.
  18. I never did get around to converting it to JNSQ. It is possible to do, but would require creating and repositioning some KK sites and then updating their naming and location data in the Groups.cfg file. Once that it done, the contracts should run normally.
  19. The mod CountryDoggo's Random KK Bits is no longer available from CKAN or Spacedock. It is listed as required for my mod Kerbin Side Remastered - The Life Aquatic . Could you remove it from the list of required mods?
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