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KSP2 Release Notes
Everything posted by KerbMav
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
KerbMav replied to DMagic's topic in KSP1 Mod Releases
I posted it where I had a suspicion it could be coming from. If I had posted this randomly in every mod I use ... -
OK, will do, thank you. I only thought it might because SM locks its windows for me from time to time. Cannot open or close anything, corrects itself after a few minutes. In this particular session it was also: Tried to move a kerbal from a crew canister into an occupied mk1, they did not automatically switch seats, so I moved the one in the mk1 into the canister first - after that it pasted several lines of something along "cannot do this, SM crew transfer in progress" (from aging memory). After a few everything looked fine and worked as it should.
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I lost all of my active and archived contracts, I think it happened after either a quickload in space, switching a vessel from a long distance, a kerbal from a rescue contract being killed by USI-LifeSupport or maybe ShipManifest trouble. Can you see anything in the log that might narrow it down? https://www.dropbox.com/sh/3sth7matznes7tv/AACb9Hngcennw12ZuBGNexG2a?dl=0
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I lost all of my active and archived contracts, I think it happened after either a quickload in space, switching a vessel from a long distance, a kerbal from a rescue contract being killed by USI-LifeSupport or maybe ShipManifest trouble. Can you see anything in the log that might narrow it down? https://www.dropbox.com/sh/3sth7matznes7tv/AACb9Hngcennw12ZuBGNexG2a?dl=0
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
KerbMav replied to DMagic's topic in KSP1 Mod Releases
I lost all of my active and archived contracts, I think it happened after either a quickload in space, switching a vessel from a long distance, a kerbal from a rescue contract being killed by USI-LifeSupport or maybe ShipManifest trouble. Can you see anything in the log that might narrow it down? https://www.dropbox.com/sh/3sth7matznes7tv/AACb9Hngcennw12ZuBGNexG2a?dl=0 -
I kind of remembered Hotrockets changing the sound too, but seems I was wrong. (What was it then??) ShipEffects adds docking sounds and some others, yes.
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I got a bit of trouble finding the right head-pack for me. For one there seem to be female heads in supposedly all male packs and for another the quality of the hair differs from these three for the Trio quite a bit, these here look like hair, but most packs have simple one color/tone mustaches giving the kerbals a wooden doll look. Not speaking of DDS or not DDS, because I could always convert them myself, but here I am unsure if I should, at least when it comes to suit textures and their normal maps ... ?
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KAS and IR practically scream for own categories, dont they?
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New Mobile Processing Lab mechanics
KerbMav replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
After processing an experiment into lab data it becomes available for transmitting/returning again. Changing the maximum of stored science to 2500 at least only leaves the problem of slowed down processing as the amount of data goes down. But are you absolutely sure that the amount of science influences the conversion speed? Does the conversion speed change with changing level of crew? Maybe the scientist level bonus is not accounted for in the display? -
Hotrockets ShipEffects
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I recently made the decision to sort out my apartment - you never thought 20m² could hold that much stuff you actually never used - or would use/read again for that matter, because there is so much new stuff to read/watch/listen! Anyone interested in a whole bunch of Star Trek pocketbooks?
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Sister Act Soundtrack, but only because the movie was funny. Ask youtube for: Billy Connolly christian rock
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Got a link? Honestly, I do not think this would work out reasonably for kerbonauts, but introducing colonists alongside tourists might work - but without a complimenting life support and stuff ...
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App. 6km between bases - not to bad even for rovers.
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The current state of optimization = Are you crazy Squad?
KerbMav replied to anarkhon's topic in KSP1 Discussion
Where it is possible. Some mods cannot handle DDS it seems because they do stuff with them after loading - just something I heard. And: Some optimization has already been done, load times at KSC are shorter than in the past for example. -
More tourists - survey missions above Mun and first Mun landing in this new save, Jeb got stranded in Munar orbit afterwards - tourists and rescue operations with one ship at Kerbin - Munar tourist and rescue and Jeb pickup mission coming up, got 2.5m engines at last - and always carrying science whenever possible as well as landed part tests. Where is my "Explore Minmus" contract, I already got the one for Duna ...
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Can it move single specific experiments out of several others from a pod?
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Not that J know of. Better to try bringing copies of every experiment. Here modding might help by making more parts able to hold them.
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Or a mission to the sun.
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I am unsure what the parameter research time does. I set it to 1 for testing but nothing seemed to change.
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Today I prepared MM files to change the science gain in the game. Only to realize that I cannot do it the way I thought I would because data scalar is not used to calculate science lab data, only transmission data size. Back to square one.
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Does this mod negate TemperatureGaugeKiller? I still have a memory lead and just trying to find the problem, not saying this mod is it.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
KerbMav replied to Nereid's topic in KSP1 Mod Releases
There is something else that needs cleaning out. -
When a part is saved in a vessel used in a contract to test this part, the vessel can be loaded and launched without paying the entry fee as soon as the corresponding tech node has been unlocked, long after the contract has been fulfilled. At least it was this way the one time I noticed it. Will try to recreate it as soon as possible.