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Kethevin

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Everything posted by Kethevin

  1. WaveFunctionP mentioned every part is changing with the next version. All current KSPI vessels will no longer work, just a heads-up. :-)
  2. I'm getting ready to start a space station and satellite network, both of which might require your radiators. Would it be better to hold off or just not put radiators on right now and add them later with EVA missions using KAS (assuming that's possible)
  3. Granted. But you carry them through term and deliver them yourself. Your self-esteem never recovers. I wish night was shorter.
  4. Granted. But they are never your own. I wish I could build a proper space plane in KSP!
  5. Granted. But the points not covered with enamel are fused together. I wish I had power over time.
  6. This is an interesting mod and I'm wondering if I should try it. I'm pretty good with rockets, but my space plane skills have a long way to go. Would you recommend me trying the mod now or waiting until I have improved my flying without it first?
  7. Sorry about that, I usually keep my mods pretty well updated. Thank you for identifying the issue. I'd like to echo other posters here and say this mod adds a great dimension to the game. The passage of time in the game makes it feel more real, I never liked having played half-way through the tech tree to see only a matter of days had gone by. It also adds a level of tension when you combine things like life support and Dang It!, knowing you can't just build and launch a rescue or repair vessel on the spot means you have to plan ahead. I like that. :-)
  8. lol @ Starwaster. I think you owe the forums an apology for that. :-P So it happened to me again, and I think you might be right about it being a display issue. I've been diligent about saving the game, with a different save name every few mission. As soon as it happened (everything blank including archives), I reloaded to a save from minutes before. The contracts I had taken are now showing an all my past completed missions are visible again in the archive tab.
  9. I put 7.1.0. back in and ran the game. I entered VAB and the correct menu (with the build option) was visible. I thought maybe it was because 7.0.5 was previously running. So I decided to exit out and start a new game to see what happened. When I returned to the space center view, the KCT menu was still the one from the VAB, with the option to build or simulate. I returned to the VAB and it back how it was yesterday, the space center menu was there. Also, I noticed when I clicked KCT on the tool bar, rather than having the menu disappear, it just reduced it to a line. Rather than fill the thread with screenshots, I'll just PM them to you along with the output log.
  10. Indeed. I completely exited and re-entered twice before loading up 7.0.5. Will the output log help if I've switched to 7.0.5? Should I return to 7.1.0, run the game, see if the error remains and then send it? I was under the impression it get written over with each new game session.
  11. I noticed an issue on my new game. I'm getting the regular menu inside the VAB. By regular, I mean the one you normally see outside, that lists VAB builds, SPH builds, Tech, settings, etc. There is no option to build or run a simulation. I've tried clicking the toolbar, it just opens and closes this menu. Also, the stock launch button is not disabled. I'm guessing it's a mod conflict but wanted to see if anyone else is experiencing this. EDIT: Just a quick note, I went back to 7.0.5 and everything works fine.
  12. Skeeve!! I loved the Myth series! :-) I should have mentioned earlier, I'm running the 64-bit option.
  13. This might be a dumb question because I think I know the answer. With KCT, items you recover can be placed into inventory to be used for future builds, making the build time faster. With regards to this mod, do the parts age while in inventory?
  14. I wondered about it being a display issue too, so I completed the mission to see if I would get the reward. I didn't. :-( The weird thing is, since it happened, the experimental part continues to display in the VAB, blue like usual, but I'm able to use it on any mission even though I haven't researched it. Those usually return to being locked after you complete the mission. Until seeing the list of mods above I was leaning toward it being something with the Mission Controller mod. After choosing a mission and having it disappear in the VAB, I logged out, removed Mission Controller, logged back in and the mission displayed correctly. That would seem to suggest it is a display issue. I put Mission Controller back and the mission remained visible, so it may have just been a coincidence.
  15. I have KAC, PreciseNode, Texture Replacer, and Alternate Resource Panel from that list.
  16. Good to hear. :-) Thank you for answering my questions.
  17. Quick question, I just noticed it doesn't work with Asteroid cities (because the asteroid will leak), since it's water, if I temporarily add water (until a more perm. fix is found) will that prevent that from happening? Not so quick question! Sorry, just excited about this mod. Do you have to dock with unmanned probes that have a part broken, or can you just EVA over with parts in hand to effect repairs?
  18. AWESOME mod!!! I'm starting a new game right now just to have it from the beginning!! And YOU! Can't decide if I should sabotage one of your rockets or give you a hug! lmao I'm a mod-a-holic it seems and was just commenting 20 minutes ago that I think I am finally content with my list of mods. Then I read a post of yours in another thread where you mentioned "Dang It!" I somehow missed this one in my mod-shopping and have yet another mod to add to my list. Seriously though, thanks. I am certain this will become one of my favorites.
  19. That's what I thought at first, even though I went straight from Mission Control to the VAB to launch. But when I returned to Mission Control it didn't show it as failed, actually, it didn't show anything. My archived missions is blank. To be fair, I hadn't checked archives before, maybe it's always blank. Another thing I noticed on my next mission, I pressed F9 to return to a quick-save made minutes earlier, when I did, the mission I was doing was now gone, my reputation and money were back to what they were when I started a new game. I was able to revert to the VAB and my money and reputation returned to normal. Based on only one other person witnessing this (that I can find) in their game, I'm going to guess it's mod related. I'll keep an eye on it and see if I can figure out which one(s). Thanks. :-)
  20. I haven't seen this reported as a bug, so it may be a conflict with one of my mods but I wanted to see if anyone else has experienced this. I accepted two contracts, one to bring science back from space, and one to test an engine while in orbit. I built my rocket, went to the launch pad, and the contracts were gone. I went back to mission control, thinking I must have done something wrong. Those two contracts were no longer being accepted. I checked the Archives, and it's completely blank. No longer showing any of my completed contracts from previous game sessions. Also, the experimental part that I was suppose to test still shows blue and I can put it on my rockets, as if the contract is still valid; it just doesn't show on my list of current contracts. Thanks.
  21. I seem to remember this mod also affecting the stock parachutes, but it no longer is in my game. I recently did a reinstall of everything, so it might be a separate mod that allows this to take over the function of stock chutes. Could someone please set me straight. :-)
  22. I know it says this mod doesn't conflict with Kethane, but I noticed it says it uses a different Open Resource System. Since I don't fully understand what that means, I'm curious if it's a bad idea to run both mods. If it is okay to run both mods, is there anything I should know about the compatibility of the recourses with different mods? I love resource based missions, so the more the merrier to me. :-)
  23. Does anyone know of a mod like this that is still being maintained? Preferably (if possible) one where the time of sunrise is consistent throughout the year. With Kerbin time being tied to sidereal time, it's almost useless to plan ahead exact sunrise launch times. :-)
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