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KSP2 Release Notes
Everything posted by malkuth
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New version 1.05 Is out. Version 1.05 1. Satellite contracts no longer have a Min Mass Objective. Only a Max Mass at Orbit for Satellite is the objective now. 2. Fixed the issue of Orbital Research and Lander research not able to be played more then two times in a play session. 3. Added 5 new Historic Contracts. These contracts are consecutive and available right at start of campaign game. They show up as follows in this order. a. Vostok 1 b. Vostok 2 c. Vosskhod 2 d. Luna 2 e. Luna 16 Version 1.04 Fixes.
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Its realchutes if you want to know what mod is causing the issue. Only way to fix it right now is to unistall it. And StupidChris (thats his name) just gave up on modding in KSP so its pretty sad. You should of mentioned this in your thread by way, Its not a Vanilla KSP issue you have mods. KSP Modded Tech issues Forum.
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Ill check it out and see whats up. Edit: Hmmm just checked and I got it to work. The way I got it to show up is to cancel out a contract I did not want, and that resets the list and usually ComSat will show right up. If not you might need to clear a few contracts for it to show up. Also keep in mind if you use other mods that have contracts they are all competing for that contract space, your only allowed so many to show up so might take a little longer if you have a lot of contract type mods installed. Make sure Turn on contracts under ComSat is set to True also. Just noticed what you said about what you have researched. ComSats contracts need advFlightControl. (I fixed the front page typo on this info)
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Contracts Wiped/NullReference Contracts
malkuth replied to Booots's topic in KSP1 Technical Support (PC, modded installs)
Contracts disapear in most cases because a mod that has its own contracts makes a major change or deletes one of its Contract.Parameters. If you happen to have a contract that is completed in list that uses the old Contract.Parameters and it is no longer there. Then the system will freak out and clear you Achieved list. Its the same idea that happens when you delete a part that is on one of your active vessels. When you start the game up again the Game will completely delete your vessel to protect your Persistant. Same thing will happen if you play a Mod that adds contracts, and you complete a bunch of contracts from it. Then remove the mod, your list will be wiped. Or if the above happens with a mod update. No way to get the archives back after this wipe. No other mod should effect this. Unless it is actively making its own contracts. And Dmagic does have contracts. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
malkuth replied to stupid_chris's topic in KSP1 Mod Releases
he needs the output log for he can fix this issue. If you still have it. -
Was a change to how funds are added to player accounts in .25. So pretty sure that would break this mod, a few other things have changed also. sure he will work them out.
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Official Mod Compatibility Thread for .25
malkuth replied to NathanKell's topic in KSP1 Mods Discussions
Mission Controller is updated. -
Version 1.03 Released for KSP .25 Update 1.03 For Kerbal Space Program .25 Only! Version History. 1. Updated to Version .25 KSP 2. Removed the difficulty levels now that KSP .25 has its own difficulty levels. 3. Made revert Funds beinig charged for MCE Button Off by default. If you still want to use it just turn it back on in settings. 4. Removed electric charge max charge from contracts. 5. Made it for both Rover Science and Orbital Research can only be done by one vessel per contract. After 1 contract use the parts are disabled. 6. Did a Funds pass to update all contracts to new version .25 standards.
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I have linked the 24.2 fix in my original post for at least people can find the newer 24.2 version. I linked girka2K version is this the correct version?
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Thinking of a way to do this without using Vessel ID and using up to much system resources to check everyvessel. I have come to the conclusion that I will make the Scan Parts one shot uses. meaning once you complete a contract with a scanner it basically can't be used again. I have fixed this in next version when KSP .25 comes out. The battery requirement will only be Minimal Requirement and not the MAX.
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Not sure that would do anything. I have no debug options for the repair mission. But, I can give you a hint, the randomness of the repair mission is based on scenechanges. And another random check will not happen until you do another scenechange. So don't sit in the Mission Control building cycling through contracts expecting repair missions to show up. Because they won't. Instead you can jump to VAB, then back out, and if a repair mission is available it should show up within a few cycles if not. Then rinse and repeat.
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Vanilla KSP its the first tech you get unmanned capability in flightcontrol, and you can't have unmanned vessels without batteries so reason for ScienceTech.. Regular Satellite missions require only FlightControl and scienctech. The advanced com requires Advanced Flight control and scienceTech. Again on the premise that having an advanced Communication network requires better equipment. Pretty sure that Remote Tech follows vanilla Tech Tree so there should be no issues with this flow. - - - Updated - - - Not sure if I ever made one, is there an issue?
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Not that I know of. I can do it for my stuff, in fact you can do it now in settings just change the contract multiplier to .75 and you will get a 25% reduction to mce contracts only mce though. Also might be pointless to put any work into this since .25 is suppose to have its own difficulty that does this.
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You would have the same problem without the multiplier. Only smaller. All the multiplier does is multiply the part cost x mult. I have no way of changing the resource cost seperate from part cost. It's not an option that we have right now. Biggest complaints from moders in .24 was this issue. The devs released .242 and put a bandaid on this issue by allowing mods to use modules to add prices to parts. Which helps procedural parts but not this issue. All you can hope for is that .25 adds it's own difficulty multipliers. Or they seperate the part cost and resource cost. I have not used module manager to change part prices yet but I will do some test if module manager can get to the part price before the part and resource is combined it might be a possible solution to this issue.