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LongbowEOD

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Everything posted by LongbowEOD

  1. Wow, thanks for the quick reply! Turns out, I had forgotten to reinstall the SVE configs for Scatterer! Once I got those back in, everything worked like a charm. Thanks for your help, and keep up the great work!
  2. Hi Galileo, long time fan of the mod here. Thanks for your great work! Been having some problems with the mod lately and hoped you might help. Basically it's like the mod has stopped working: no clouds, no city lights, no auroras. Tried a clean 1.2.2 install and I'm still having the same problems, hoped you could see something I'm doing wrong. Relevant files
  3. So the tourists pay per parameter of their tour package, and then a lump sum for completion that's based on the number of parameters. In the below example, the parameter charge is 8,775, and the completion bonus is 26,325 per parameter (3 x 26,325 = 78,975; 4 x 26,325 = 105,300). So far so good. The first part that bugs me is they get to cheat on picking which parameters they want to pay for! Virtrude here, for example, wants to orbit around Kerbin, but doesn't want to pay for a suborbital spaceflight on Kerbin. That's a little like me saying I'll pay for the Tokyo bullet train, but I don't want to pay for the flight to Tokyo. The second problem is that it makes it makes identical flight plans cost different amounts. Compare Lezy and Barsan. Both want a suborbital spaceflight on the Mun, which I'd call the hardest (or maybe "furthest") part of the itinerary. But Lezy omits the orbit around the Mun and so pays less than Barsan. Both of them decline to pay for the orbit around Kerbin that'd be required.
  4. KSP Version 1.0.0.830 Windows 64-bit What Happens: In Sandbox and Science Modes, Astronaut Complex shows "Next Hire" costs. Mods / Add-Ons: All Stock Steps to Replicate: 1. Enter Astronaut Complex in Sandbox or Science Mode. 2. Next Hire cost is displayed above list of potential new hires. 3. Next Hire cost increases as astronauts are hired. Workaround: No affect on gameplay, but could confuse players.
  5. Yep, this is exactly why I can't get too into 1.0 yet.
  6. I came up with this system so I could tell, at a glance, the class and impactor status of my tracked asteroids. Any asteroids that enter Kerbin's SOI get a prefix to their systematic designation (like IMU-344 or whatever). The prefix includes the class, and what I call the Kerbin Trajectory Qualifier (KTQ), which is either X for impact, V for flyby and escape, or O for stable orbit. The KTQ can change if I send an ARM out and change the asteroid's orbit. So, for example, in my current career game I tracked an asteroid, IMU-344. Class E, and on an impact trajectory with Kerbin! So I renamed it in the tracking station to EX-IMU-344. I sent a redirect mission to it, nudged it out of the path of Kerbin, and renamed it (again) to EV-IMU-344. The plan is to capture it in Kerbin orbit and rename it (you guessed it) to EO-IMU-344 (or whatever pet name I come up with for a third mun). Anybody else do anything similar/different?
  7. I use a Fueled Launch Clamp on most of my launches. It's a FL-T800, fuel line, probe core, and lights, all attached to a standard launch clamp and saved as a subassembly. So before launch my craft can sit on the pad all pretty and illuminated until its launch window. Then for the actual launch procedure: 1. Cut throttle. 2. Engage SAS. 3. Ignite stage 1 liquid fuel engines. 4. Gradually over about 5 seconds raise throttle to 100%. 5. Ignite any SRBs, disengage launch clamps. 6. Once clear of pad and stably ascending, engage MJ ascent autopilot, if applicable. So yeah, a little wasteful, but I like the somewhat real-world feel of it. If anything's wrong with the staging or something snaps off, I can abort the launch right up until the SRBs are lit.
  8. I just reloaded the save from before poor Johnney combusted, and I noticed that his temperature was slowly but steadily climbing for no reason, as long as he was in the command seat. He was up to over 300°C by the time I checked him, after a few minutes of roving. What the heck is this about?
  9. First off, if the gratuitous K bothers you, I apologize. Now. This is likely a Deadly Reentry problem. The problem is that I was roving around the grasslands near KSC when something on my craft caught fire. Visual flame trail streaming out the back of the rover, burning sound effect, but I couldn't tell exactly where it was coming from. I couldn't imagine any reason why it would be happening, but it didn't appear to be causing any permanent damage, so I continued on. Well, about a minute later, my driver (in a command seat) exploded in the usual puff of smoke. At that point I checked the F3 log and it said he'd burned up from overheating. Has anybody else experienced this?
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