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Apollo13

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Everything posted by Apollo13

  1. I don't use ATM and I have the exact same problem as dankushner. This mod previously worked until the last update. I've removed and re-installed this mod. Twice.
  2. vers. 0.72: Every time I popup the MCE Contracts window, the MCE Info Window also pops-up. It also popped-up upon initially entering the Space Center screen.
  3. Cool. Unfortunately, you're still using an imprecise and clunky UI to do precision work. Kinda like using an ax to carve a diamond.If you want to adjust your nodes precisely, use either PreciseNode or MJ's Maneuver Node Editor. I can adjust nodes to 0.0001 when needed
  4. Why do all this when the Science Library mod does it for you in-game and shows actual progress?
  5. Finally resolved the issue by putting node on purple line and using MJ's Maneuver Node Editor to backup the node time at 1,000,000 seconds per click (do you know how long that takes on a Kerbol orbit?) <rant on> Yes, I am annoyed at Squad and their continued failure to address game-killing bugs, such as this and the Undocking Bug. The KSP fanboys will say, "It's alpha." Although a pathetic excuse, it lacks action. Introversion (Prison Architect) and Keen Software House (Space Engineers) also have games in alpha. Yet, KSH puts out a new playable version of SE each week; each contains a new feature or two and several bug fixes. Introversion puts out a new playable version of PA each month; again, adding a new feature or two and fixing the joy-killing bugs. In May's PA video, Introversion stated that June's update would fix only bugs and add no new features. We players were pleased and on-board with that decision. The five devs squashed 75 major bugs. If you're a developer, you understand that number is huge for so short a period. Both dev houses appear to use the IID (Incremental and Iterative Development) model Yet, Squad continues to stumble about adding shiny new toys while ignoring its community simple request: Fix that damned game. Each Tuesday, the Daily Kerbal spews its noxious Dev Notes...meaningless drivel containing little to no information. For instance, developer lalo mentioned "vers. 0.24 would be soon". OMG. The community jumped on the word "soon" like it was announcing the second coming of the Christ. "Soon"? What does that mean? To quote Shakespeare, "Tis a tale. Full of sound and fury, signifying nothing." I would be satisfied if Squad followed Introversion's lead; take a month after the Second Coming...uh, I mean,...version 0.24, and fix the damned joy-killing bugs. Call it version "0.24-we-got-it-right" or some such. </rant>
  6. Cannot place the node anywhere on the blue line. Tried adding to purple line and subtracting one orbit. The "back one orbit" was grayed-out and unclickable. Also tried moving mouse away from blue line (same distance as purle from blue); no joy there either. Quite frankly, it pisses me off that Squad and Fellipe like to add shiny new crap top KSP when serious bugs like this go unfixed. There are other serious bugs as well. Yeah, I know, "It's alpha". Well, it's more than that; it's crap. Vers 0.24 is just around the corner, and Squad is all excited about it. Yet, well-known bugs like this pervade. Squad, get your act together!!!
  7. I've run into this situation constantly. In this image, my probe is on the blue line going to the right (yellow arrow). I want to place a maneuver node on the blue line in front of it. The game won't let me. That is, when i place the cursor on the blue line, a blue ball/node does not appear. This PoS will, however, let me place a node on the purple line, which is a year plus 104 days in the future. Have you encountered this frustrating bug and how did you get around it?
  8. OK. I've actually altered the mission such that the altitudes are random. I've added additional repair missions whereby the orbiting satellite is actually manned and the guy on station must return to Kerbin and is replaced by the incoming repair guy. Added an EVAGoal in as well. I'l just manually update the payment. Is there a way to make payments random, rather than a fixed amount? I tried the RANDOM(x,y) function and that didn't do it. I'm referring to the non-repair missions in random-missions, of course.
  9. another example of the Repair Mission bug. I executed this mission from the Random Missions MPKG package (Mission 34), not the Contracts (MCContracts.cfg). The manual fix to MCContracts.cfg was previously described in entry #1729 of this thread. Although the part was transferred from the Repair Canister to the Repair Panel, the Panel indicates that I cannot repair. The Kerbal did an EVA and I clicked the "Start repair" button. When I checked the Panel again, it showed 0.00/1.00. That is, the part was used. @malkuth: what files do you need from me to help you debug this?
  10. @BioHaZarD.PT: holy mother of god!!! that's crazy. Especially, given that I've followed boosters et al to their landing under two or three chutes and the boosters were not destroyed . Yet, I received no recycling credit.
  11. You must open the MCE Research window and purchase the Vessel Recycling for 300 Science. I recently discovered this myself after running a few hundred MCE missions and receiving no recovery/recycle funds.Concerning the 2500 meter issue, SUPPOSEDLY if you have parachutes, the parts will recycle if you're further than 2500 meters away. To date, I've not received funds for recycled boosters. I've reported that in this thread to malkuth; no solution yet. That said, await KSP 0.24, and that should fix this issue. Should... MCE will change dramatically as well.
  12. I've experienced the repair bug again for Random Missions #34. This appeared to have been fixed previously. Scenario: Rendezvoused with satellite to be fixed. Transferred repair parts from canister to repair panel and clicked start repair. The repair part was consumed, but I was not credited with the repair. Sidebar: what was the manual fix? I don't want to try to search nearly 1850 entries in this thread. thanks Sidebar #2: Why would anybody perform Stock mission ComSat I when ComSat IV has the exact same basic requirements (apoapsis, periapsis, inclination, eccentricity=0.0001)? ComSat I pays 65000; ComSat IV pays 100000.. ComSat III adds a LAN requirement, but it still pays less than ComSat IV which doesn't. I guess it's time for me to start tweaking these gameplay issues (for me, at least) prior to KSP 0.24, when I will delete all my MCE and Science/Techtree progress to begin both anew.
  13. Starvision's flags no longer show up in the Utility tab. I'm using KSP 0.23.5.
  14. @billmitchell: the flag will flip to false, which is OK. It has already recorded that you completed the EVA. Does it show this above a bar marked "Hide Finished Goals"?
  15. As an experiment, I created another rocket with a couple LF/Oxy tanks on it. At 3000 meters ascending, I decoupled those tanks and followed them to the ground; they landed safely under parachutes.. Therefore, the main rocket was farther than 2500 meters after the tanks would land. Upon landing of the first fuel tank, I clicked the "Recover" button at the top of the screen and checked the CB. I did not receive any recycle funds (SV=1716). I then went to the Tracking Station to recover the other tank (same SV). Having increased Max Persistent Debris to 100, debris was now available. I selected the second tank and clicked the Recover option. I received no recycling refunds.
  16. I'll increase the Persistent Debris. The Debris icon was the first thing I checked several days ago. It shows 0 items.
  17. Oddly, in the Tracking Station, I am not presented with the option to recover debris. In the KSP settings, I set Max Persistent Debris to 25. Yet, there is no debris in the TS either in orbit nor on the ground. I have 40 flights going. Do I need to set Persistent Debris to greater than 40?
  18. I do not separate from the booster until I am descending. At approximately 15000, that's when I separate. This is why I was able to land 250 meters from the booster. I did not separate on the way up. At no time after separation was there a distance of more than 1300 meters between the command module and the booster; even in free fall and under parachute. Upon landing, I was 250 meters between the command module and the booster.
  19. As I mentioned, upon landing ,the booster was only 250 meters from me, far short of 2500 meters; so, it was not loaded for longer distances. Also, the booster landed intact without damage. Should I not have received the recycle value for it? The booster is a stock Rockomax BACC SRB, not a mod. Attached to it were three stock radial-mounted parachutes and a NovaPunch TD-M9 decoupler.
  20. RECYCLE calculation problems: I don't know if you plan to fix these things before vers. 0.24, but I'll report it anyway. First, I just had a "wait! what?" moment with MCE. I thought with parachutes attached, I would automatically recover parts. I just discovered I have to research vessel recycle via the MCE Research (which I didn't know about until I stumbled on it in blizzy's Toolbar). So, I researched Vessel Recycling. Just launched and recovered a rocket that cost 20,081 at launch. The command pod and booster had parachutes. Just prior to landing, the SV of the capsule was shown as 14030 and the booster at 5306. At mission completion, the MCE recycle window showed only 11723 for the capsule. I received no indication of recovery for the booster. When I checked the MCE budget window, I verified that booster recycle was not added. The capsule and booster landed within 250 meters of each other, so I verified that the booster landed intact.
  21. Malkuth, thanks for the explanation. Yeah, I was planning launch costs based on KSP prices. And, as I just learned from your post and BioHaZarD.PT's, all this goes away with 0.24.
  22. I have this folding rover that I REALLY like. It broke with the vers. 0.16.0 (as previously mentioned by sirkut). What parts do I need to manually edit in it and with which new part name? I'll do the work, I just need guidance. I use TweakScale as well. thanks Folding Rover .CRAFT File
  23. Thanks. Found a workaround. I can still click the NavBall icon in the icon, even though it's covered by NavBall Config window. That causes the config window to disappear, so I can move the Toolbar.
  24. C:\Program Files\Steam\SteamApps\common\Kerbal Space Program\GameData\MissionController\Plugins\MCSettings.cfg around line 84
  25. Unfortunately, the NavBall v1.3 config window popped-up on top of my Toolbar. It would not allow me to grab and move the damned window; it also prevented me from clicking the Toolbar config arrow button so I could move the Toolbar. Please allow me to grab and move the Navball config window.
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