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Dielos

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Everything posted by Dielos

  1. And by the way, this will hardly be a surprise. I'm sure the first thing they'll do when they arrive at the office will be to check this forum to see if it's in orbit already. You're discussing this in the most active thread in the whole forum.
  2. I'm quite sure there are more people in that office and all of them will attack those pizzas...
  3. I'm sure that mods like RemoteTech and others will add contracts specific to their mods, so launching satellites might be a viable form of getting funds with those mods installed.
  4. I'll probably disable all the save and revert options too. But it might be worthwhile to leave the quick save option enabled, but quick load off. Saving would still be possible to recover from game crashes or similar. I wouldn't like to crash to desktop when returning from a long mission without a backup save.
  5. I haven't seen this mentioned in any of the videos. Does anybody know if hiring Kerbals will cost funds? I know that rescuing them will add them to your rooster though.
  6. So new and already making a name of yourself. Way to go!
  7. Congratulations for appearing on Modding Mondays!
  8. Thank you for the fast answer, Gaiiden. Your hint solved the problem. I had two Module Manager dll's installed, and deleting the older one caused everything to work correctly.
  9. Hi, I just reinstalled RemoteTech2 1.3.3, plus the community hotfix. Wasn't the DP-10 antenna supposed to be under the Flight Control research node, along the Stayputnik Mk. 1? It doesn't appear in my research tree there, and I'm not sure if I did something wrong with my installation, or if it's somewhere else... I'm using the stock TechTree...
  10. Hi, Haven't played KSP for a while waiting for the 0.24 update, but this mod made me change my mind, and I'm reinstalling as we speak. Great idea! It will sure make KSP interesting again! I have a couple of questions though... 1. You state in the OP that parts that fail start to glow. Is it possible to disable this somehow? I don't like things glowing magically. I haven't tested the mod yet, so it might be almost unnoticeable, in that case forget this. 2. Spare parts can leak too? I imagine spare parts tugged away in a container, so unless the door pops open, which would make them fly off all at once, I'm not sure if I find that realistic. 3. No idea how to mod, so not sure if this is possible, but it would be really cool to somehow bind this with Chatterer, so that when a failure occurs, the comms would start to go crazy... 4. I guess failures only affect active vessels, right? Those RemoteTech sat's I got everywhere, once in orbit they will never be affected unless I focus on them? As soon as I have it installed and tested, I'll give some feedback. And looking forward to maintenance, as I imagine keeping space stations running might be quite hard right now.
  11. Thank you Senshi, Finally I installed everything following the instructions, but left "Realism Overhaul Tweak/Resize Pack" completely out. I also changed the userealmass line in Real Fuels. For the moment, everything is working great. The only thing to what I have to get accustomed, is the different altitude values for the experiments. That's probably defined in the plugin file, so I will just live with it. Scales have not been an issue yet, but might become as I progress through the tree. We'll see... MAKC, this is not a critique, nor a request to change anything. I think this tree looks very promising, and I want to test it. I've tried RSS, and didn't like it. I don't see anything wrong in trying to use the tree adapted to stock Kerbol System. MedievalNerd has even included instructions for playing this without RSS. MedievalNerd, from what I have seen at the moment, this is awesome! I love your approach to science! Also, the tree is very nice balanced. You asked for ideas for the plane side of the tree. It might be interesting to look into adding the FireSpitter mod, as it adds propeller machines and would adapt nicely to the 50's era in the beginning of the tree.
  12. Hello MedievalNerd, I hope all is alright in your side, more time for KSP doesn't mean it's good for you! I have been putting off installing your tree because it's completely aimed towards RSS. I don't like RSS and would like to keep the Kerbol system as is. I'm following the install instructions as indicated in the OP, aiming to use the option 2 for non RSS users. But while installing the essential mods, I noticed that there are 2 mods that are only specific for RSS (Real Fuels & Realism Overhaul Tweak/Resize Pack). My question is if I could just leave these two out of my installation. I guess probably not, as your plugin dll will probably access them both. But if it doesn't, wouldn't leaving them out not keep the game more stock alike? I'm a bit put off about this: "This means you'll have to use (roughly) stock-KSP-with-FAR-sized rockets" I'm really looking forward on testing your approach to science gathering!!!
  13. Now I know what KJR is... These two mods have issues working together then? Have them both installed too.
  14. What is KJR? I would like to look into it. So it might not be related to KAS then. Nothing else detached, though.
  15. Hi. I just had a strange issue. I'm building a space station, and as I dock new modules to it, I strengthen them with strut end points through EVA. So, I link all my struts together (about 15), and then go back to the launch pad to send a small craft to the station. As I approach the station, I see there is a lot of debris detected around it. From far away, it seemed like the strut end points, but I thought that they were still attached, and were just seen as debris by the engine. Although then, when closing in on approach, I get received by these 15 struts floating free really close to the space station. The approach was a chore, dodging this debris so close to the station, but managed to dock. Upon going on EVA, I could check that all strut end points that I had linked on my last flight, were now loose. What might be causing this? I haven't seen this bug reported on Github. As fun as it is to have such dangerous approaches to the station, and also the risk that it implies, I still would prefer that my station stays stable... I've pushed a couple a bit through EVA, but I fear they might come back around at some time as they are in the same orbit... Here some pics:
  16. Hi, just installed the mod and having an issue. When I enter the VAB, there is a short delay before your mod's icons appear. As soon as they appear, some module icons disappear (still selectable and still can see info on hover). If selected, no module can be seen either, like if they were invisible or gone... This happens with quite a few modules in career mod. I tried the auto update bottom in the config window... Any idea why this happens? I'm running Windows 7 with a huge amount of mods. [EDIT]: Never mind. The culprit is Orderly Parts, which I tested just before yours. I might have to reinstall... ):
  17. Ok. Thank you very much for looking into it. This mod is awesome even without the science! Is it possible to see a kerbal floating in space through the telescope? I have one floating around and would love to see from afar if he's still screaming. I suppose objects get unloaded at a certain distance?
  18. Yes, the line is there and exactly as you write it. I'm on Windows 7. I'm not sure if it could be a conflict with another mod. I have so many that I had to use texture reductions and reduce the texture quality to 1/4th. It might actually have nothing to do with your mod, as everything seems correctly in place... I'm going to launch the game with only your mod installed, and see what happens. [EDIT]: Nope. Removed all mods and started a sandbox mode. Still the same problem. Tried with a crewed pod and without. I didn't find the error from before in the log now, but I found this: [LOG 15:48:50.521] [Orbit Targeter]: Target is Mun [LOG 15:48:51.248] Camera Mode: AUTO [LOG 15:49:06.580] [Orbit Targeter]: Target is null I tried targeting the moon, as I get a message "No target" if I spam the "Take Picture" button. But this last tests I have done them on the launch pad.
  19. Yes, the file is there. It also seems as if all it's content is there too (exactly the same as the file you just posted). Don't want to post the contents as not to spoil the science results... The ID is also exactly the same as the one in the log. Strange...
  20. Thanks tobyb, I'm not getting the science window nor the review data button on the telescope at all. I did find this in the log: [LOG 13:12:45.838] [CHATR] GUI styles set [LOG 13:12:46.251] Unpacking DL Scope I [ERR 13:13:20.730] [R&D]: No Experiment definition found with id TarsierSpaceTech.SpaceTelescope [EXC 13:13:20.731] NullReferenceException: Object reference not set to an instance of an object [ERR 13:13:38.825] [R&D]: No Experiment definition found with id TarsierSpaceTech.SpaceTelescope [EXC 13:13:38.826] NullReferenceException: Object reference not set to an instance of an object [ERR 13:13:56.110] [R&D]: No Experiment definition found with id TarsierSpaceTech.SpaceTelescope [EXC 13:13:56.112] NullReferenceException: Object reference not set to an instance of an object In this case I didn't have anything targeted, but in other tries I did, and didn't work either. Maybe you can get something out of this.
  21. Ok thank you. I'll try reinstalling then, as I'm not getting anything. The telescope view shows, and I can zoom in and out without problems, but the take picture button plainly does nothing.
  22. How do you get the science? When taking a picture, nothing happens. I'm not sure if there is any prerequisite I might be missing. I have launched the telescope to orbit and have been testing with the moon. I didn't add a hard drive though... By the way. Loving where this is going!
  23. Notepad? I\'m confused... Do you mean editing the config files?
  24. You might just have signed Halley\'s death certificate...
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