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Fyrem

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Everything posted by Fyrem

  1. 5thhorseman: Waypoints now display tooltips with the agency of the relevant contract, this is to make correlating the waypoint to a contract on the board easier. Could the tooltip also show if you've accepted the contract or not, and what you need to do there? I know the icon says it but I can't see dark red lines on black (which seems common for the waypoints) so can't at a glance tell what the contract wants me to do, or even see if I need to do it. Maybe 2 colors for the outline of the waypoint, white if you've accepted the contract and black if you've not? That was done already, it is listed in the same changlog somewhere. edit : found it: Waypoint tooltips are now colored based on contract status. Orange for offered but not active, green for active.
  2. It does not, or at least I can not find the information. It DOES have what the levels of experience grant the kerbal, but it does not list out, exactly, what GAINS XP . unless I am completely missing it.
  3. Hey Quick Question for when you wake up.... I see that the Toolbar Addin is needed (if I want to be able to edit while inflight)... is there any hope that you will be able to use the .25 -stock- toolbar instead of the addon one at some point in the near future?
  4. hmm, well something is a miss then. I will redownload (just in case) and try again, but even thou all the other Science Exp on that mission recognized that they were "near an asteroid" but for some reason The multi-spectral imaging platform only saw that it was "High above Kerbin".
  5. I may have done something wrong (happens now and then) but.. I have the contract that includes the following : What device, exactly, does this refer to?
  6. and.. stop using the 64bit version of KSP.. just don't use it.
  7. yes, here : http://forum.kerbalspaceprogram.com/content/312-The-Grand-0-26-Plan
  8. wow, I never knew Porkchops look so... informational. Actually I remember the first attempts at pockchop graphs , by various people (via web pages)... I am glad that it is now available IN GAME. .. here is hoping it works in .25, and/or that a .25 version will be out soon.
  9. I have no interest in repairing them. I just want to make ICMB's launched from KPS #1 to blow it up.
  10. KospY, Majiir : thank you very much ... for everything..
  11. Posting so I can find this thread later.... Keep up the GREAT work.!
  12. He was gone for last month. Hopefully he will be jumping back in asap.
  13. Apollo13, while this is not the solution you are seeking, you should be able to [ or ] to make the experiment the active ship, and FOLLOW it down to land. you would get the proper credit just fine then.
  14. Cmagnuson, WELL DONE on the vid.. that will help Just to double check everything: click on THNKR space Lab insure that it currently says State: operational, eurekas : does it say "No experiments" or "paused" click on Zooology Bay, insure that it currently says State: operational, That it HAS some Kibble, is Science: Hibernating or something else? Let us pick the simplest Experiment. click Start Experiment on the "PLANT GROWTH" one. now, Fast forward a few hours. did you get any eurekas? no? hmmm. ok, llets doublecheck file structure. first, insure you have the MOST RECEENT version, infact, just delete what ever you have now, and redownload. delete GameData\StationScience and recopy it from a FRESH download you should have GameData\StationScience\parts (the parts) GameData\StationScience\plugins ( 1 dll) GameData\StationScience\resources (5 files) restart KSP, and take another look at your station. anything new? try to restart PLANT GROWTH. Fast Forward an hour. any eurikas? oh, and what other mods do you have?
  15. Question, (once TestPoints are working again)... If I run these experiments while in Kerbal Orbit... would I get any benefit by building a station in a Minmus orbit.. and running them again? Duna, Jool, etc?
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