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Everything posted by Caerfinon
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Look under your account settings/signature
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Thanks. It was a lot of fun putting it together.
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can you change the ones you want off to manual and the set thrust on them to zero? or do you get better results by turning smart engines off? I don't use this setting in my example.
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Version v1.1.3 on Spacedock now Fixes Issue #15 - Tourists will no longer over crowd the Astronaut complex on contract failure. The vessel they are in will be destroyed instead. Make sure you have revert settings enabled if you want to prevent the loss of crew. Implements Issue #14 - The first 9 multi site missions based around the Kerman Atoll base. Subsequent releases will include additional multi-site missions based around other major airports with two runways.
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I can't help you with the re-scale work but I have a map with the locations for a reference
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When I use a multi-mode engine TCA uses only the mode that I have active. When I switch modes it operates only the mode I've selected. As seen below; The two modes are never active at the same time. How does your engine display from OPT display in the TCA edit engine groups?
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Well that is hardly cricket.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
Any time.- 5,225 replies
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I'm using Unkerballed Start and Airplane Plus and I am not seeing the same issues. My first plane using the Baron engine in the P0-Baron I get 55 m/s level flight and it handles very nicely. You can download it from KerbalX and test it if you like. https://kerbalx.com/Caerfinon/P0-Baron
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I believe you need to hire staff at a barracks and then assign them to various jobs.
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@davide96 Welcome to the forums! Fly safe!
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Assign the engines to a different tca group and then change that groups behaviour. Perhaps manual and set the thrust to off?
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You can put badges in your signature which is located under "Account Settings", however you need to pass the probation period as a new user by making at least five posts before you are allowed to edit these settings. The graphic files of the badges you want to use have to be hosted on some external site (like imgur). If you are interested in using "ribbons" you can download any of the "Final Frontier Ribbon Packs" mods and use the graphics files of those ribbons to make yours. Alternately this mod link below provides a lot of graphics in SVG format that you can use to make your on flags/badges. You will need a program like Inkscape to use them. https://spacedock.info/mod/576/Kerbal Mission Patch Template https://inkscape.org/
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
The Scansat contracts are located in *.cfg files in the GameData\SCANsat\Resources\Contracts directory. You can alter their behaviour by making your changes there. Your changes will be overwritten each time the mod is updated.- 5,225 replies
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Current Status: Added 9 flights in the 105x series (Kerman Atoll) to Github. These are the first of the multi-site flight plans based around airports with multiple runways. Issue 14 These flights have the code to prevent the tourist issue from failed contracts Issue 15. On contract fail conditions the vessel and all aboard get destroyed so ensure that you have revert to launch or SPH enabled. Will be include in next release.
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Is there no simple solution to ballast tanks yet?
Caerfinon replied to eberkain's topic in KSP1 Mods Discussions
Have you looked at USI Exploration Pack? It does add parts for the Otter Sub but not many and the ballast tanks work pretty good. -
resizing the planet likely changes the position of the bases for Kerbin Side Remastered and Kerbal Konstructs may not be able to place them correctly. You would have to edit them and place them correctly on your larger world This is a problem with many scaled up worlds and has been discussed in the Kerbal Konstructs forum. You might dig in to that forum and see if there is a solution that helps you.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
This is the way....- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
Thanks for confirming the behaviour. I have found a work around for the issue but it is very heavy handed. I can use the Destroy Vessel behaviour on failure of the contract which simply causes even a minor crash to be catastrophic resulting in the loss of all kerbals on board... It makes me a monster, however I have tested it extensively on some of my flight contracts and I can confirm that the orphaned tourist do not return to the Astronaut Complex and the poor pilot is added to the "missing".- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
I believe the behaviour occurs when you spawnpassenger tourists and the contract fails on some parameter before you can recover them. I'm left with orphaned tourists when I recover the vessel who are no longer attached to a contract and are taking up room in the staff cafeteria. If you revert to launch or space hanger they are back waiting on the contract to be run again, but if your settings disable the ability to revert then you have unwanted guests. I've been running tests on on my Kerbin Side Remastered GAP contract pack, but the behaviour would apply to the regular GAP contract pack flights as well. Or any other tourism pack that had parameters that would cause the contract to fail before recovery. you could test those if your have them installed. You can see the code for my contracts on github: KerbinSideRemasteredGAP/Flights Side note: If all the kerbals die as a result of the activity that caused the contract to fail. They go away because they are... dead.- 5,225 replies
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Testing flight contract failure conditions.... I've been flying countless Kerbal Tourists into the side of mountains on purpose.... "Zorg... you're a monter" I know.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
Is anyone experiencing issues with spawnpassenger issues? I have no problem spawning a bunch of tourists and loading them onto a vessel and completing a contract successfully. However, if the contract fails, then when the vessel, or what remains of it, is recovered, any remaining tourists are not removed from the Astronaut Complex but are returned there to hang-about forever eating snacks. The only work around I've found is to set the DestroyVessel Behaviour on contract failure which ensures that all tourists and everyone else on board dies a sudden death... It's extreme, but it works. Just wondering if there is a more "Kermane" way to handle this.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
I tested numerous ways to have a variable the the title of your data node, however each attempt failed and the output of the log showed that the variable your try to insert is not valid for the context of the title. So no idea really.- 5,225 replies