Fihnakis
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Everything posted by Fihnakis
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[1.9.x] Contract Pack: Bases and Stations Reborn
Fihnakis replied to linuxgurugamer's topic in KSP1 Mod Releases
This is fantastic, thank you for helping me out with this. This pretty much completes my slow progression playthrough I was trying to achieve. -
[1.9.x] Contract Pack: Bases and Stations Reborn
Fihnakis replied to linuxgurugamer's topic in KSP1 Mod Releases
@Aelfhe1mWell it may be a while until I can try it. I tried cheating my way to quickly hit 3 orbits (have only orbited Kerbin) but of course it couldn't be that easy. Can I set orbitedbodies somewhere to try and trigger it? I searched for the value in my save file but it's not there. -
[1.9.x] Contract Pack: Bases and Stations Reborn
Fihnakis replied to linuxgurugamer's topic in KSP1 Mod Releases
I really appreciate it, will try this out right now!! -
[1.9.x] Contract Pack: Bases and Stations Reborn
Fihnakis replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer If I wanted to change it so station contracts will only generate after I've orbited 3 bodies would I change the following part of the .cfg, targetBody1 = OrbitedBodies().Where(body => @/stations.Where(v => v.CelestialBody() == body).Count() == 0).SelectUnique() and change body).Count() == 0 to say == 3 would this make it so I would have had to orbit 3 bodies before the contracts start? Thank you and thank you for fixing AllY'all!!!! -
@OneSaltyPringle I'm getting a MM error when using your POODSOPMVO-Patch.cfg but if I change it to what Poodmund wrote for the config the error goes away. Error reads: more than one pass specifier detected, ignoring all but the first: OPMVolumetricClouds/Patches/PoodsOPMVO-Patch/@EVE_CLOUDS:BEFORE[OPMVolumetricClouds]:AFTER[PoodsOPMVO]
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[WIP] G.R.A.P.E.F.R.U.I.T (formerlyTankHabs) [HELP WANTED]
Fihnakis replied to Don0303's topic in KSP1 Mod Development
Sweet baby Jesus please stay motivated. This is one of the sweetest mods I've seen in a while and can't wait to see where its future takes it!!!! -
@EStreetRockets So the b9 errors I posted previously are because of FARc. Once I remove it the b9 errors go away. But if I want to keep FARc and not get the errors I made changes to oranges.shuttle-c.jettisondoor.3125.cfg and removed MODULE from both Long and Medium subtypes and in oranges_jupiter_fairingbase_saf.cfg I added a } after transform = 625-cone. So my question, were these truly errors in the files or is it something else?
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Can BDB be pruned so only the required parts for this remain? if so which folders / files must stay in BDB folder? Don't need all of BDB.
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Having some odd issues with MJ. When I'm merging two craft or even sometimes when I build just a plain orbiter something is screwing with Mechjeb. To the point it causes severe studdering or even freezes the game. For one design, If I place a rover in the launch vehicle something happens with MJ and causes a bunch of exceptions about fuelflowsimulation. Which makes sense because when viewing the delta-v stats in MJ if I change fuel type none of the calculated values adjust. Now if I remove the rover MJ will see I changed the fuel type and display the updated values. Its as if the rover is blocking something and causing MJ to freak out. This also happens with other vehicles created. Any ideas would be appreciated. If I find an offending part, in this case the rover, and remove it I can launch just fine and game runs perfectly. Attached log. Link to log file showing all the MJ fuelflowsimulation exceptions
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[KSP 1.8+] Kerbal Konstructs (Continued)
Fihnakis replied to NathanKell's topic in KSP1 Mod Releases
Maybe I don't quite understand this setting, enable commnet groundstations for Kerbal Konstructs. I was under the assumption if 'enable extra groundstations' is turned off in career advanced settings and you had this option on when you landed and opened up new bases across kerbin, it would give you commnet at every base you open. Here's what I'm trying to do. I'd like to only have KSC provide DSN / commnet at the start. As I fly around completing kerbinside remastered GAP and Planes with Purpose contracts I'd like to buy and open bases along my way expanding my comm network. Is that possible? KK setting -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Fihnakis replied to Ger_space's topic in KSP1 Mod Releases
Using Kerbin Side Remastered and have Kerbal Konstructs set to open bases only when landed. I've landed at one of the bases but I'm not getting an option to open it / unlock it. I'm in tracking station and it doesn't show it there either. What do I have to do to buy / open the base to allow me to launch from it in the future? I have recovered my plane from the base and verified launching from it is not an option. I have tried this with launch from other launchsites enabled and disabled. EDIT: Nevermind, I forgot about the KK button on toolbar. -
Yep, I just loaded the game and saw they were under Tudor Aerospace contracts which I believe is planes with purpose. Apologies but thank you for pointing me on how to fix it.
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On my new game a majority of bases are already discovered. I've tried with allow other launchsites on and off. Is it possible to make it so no other launch sites are discovered until I actually land there? I have the option in KK set to open launchsites only when landed not in tracking station.
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Is it by design the barnstorm contract keeps repeating? I've completed it twice and it still returns.
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Request for a modders help. Plane parts at career start.
Fihnakis replied to Fihnakis's topic in KSP1 Mods Discussions
Thank you, that's what I ended up doing. -
[1.12.x] Textures Unlimited Recolour Depot
Fihnakis replied to Manwith Noname's topic in KSP1 Mod Development
@Manwith Noname any plans or know of anyone that has posted the means to make TURD work with restock? Can't do without this and lazy painter but having restock/+ is also nice. -
Was wondering if someone would be willing to write up a patch for me to move all parts in category aero up to and including supersonic flight tech to the start node? I tried reading how to in module manager guide but I'm no coder and at a total loss. Basically all parts for planes built in SPH move to the starting tech node for a career start.
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[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
Fihnakis replied to JPLRepo's topic in KSP1 Mod Releases
Did you ever dig this up? If you still have it can you please post it? Thank you -
[1.12] Other Worlds - A Story and Planet Mod
Fihnakis replied to Pkmniako's topic in KSP1 Mod Releases
Has a fix for this been found? Also having his problem. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
Fihnakis replied to nightingale's topic in KSP1 Mod Releases
So you have an updated version of Strategia? Where can I find it? -
Hear me out, I know KSP2 is still a ways off. What I'm asking for is what set of mods would 1) keep ksp1 as minimalistic as possible 2) have the best visuals / audio a very high end system will laugh at. 3) have new parts, resources, life support to allow kerbals to create colonies, gather resources and food to live, travel beyond our star system to another.