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Everything posted by Apollo13
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To follow-on to @SpannerMonkey(smce), you are guaranteed to fail with your setup. Your GameData folders needs to look like this: -KAS -KIS -Squad Do you see your first error message in the screenshot? It says "KAS/Sounds/MagnetAttach As Not Been Found. Please check your KAS Installation!" Your setup has that file at: /GameData/GameData/KAS/Sounds/MagnetAttach.
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Problem when using KIS/KAS. My custom contract was a crew transfer for a base on Minmus. Upon landing and linking my vessel to the base, the contract timer started, as it should. However, each time I attached an object to the base (I was resupplying with Supplies (see USI/LS mod)), the timer would restart. The timer also restarted when I linked to another vessel near the base. The timer should not restart. Granted, this was a minor inconvenience; but the timer restarted about a dozen times as I attached various Supplies or Fertilizer to the base.
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[1.8.x] Contracts Window + [v9.4] [11/1/2019]
Apollo13 replied to DMagic's topic in KSP1 Mod Releases
Love the mod. But, I've had a problem with it since Day One. I create several missions (Kerbin, Eve, Minmus, Mun, etc) and put each contract into their respective mission folder. After a few saves and loads, the mission folders are empty. I've not nailed down the circumstances where this happens. It just happens. I have no other contract mods other than MCE. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apollo13 replied to Angelo Kerman's topic in KSP1 Mod Releases
@Jasseji I experience this as well to a degree. My game is slow to respond to keystrokes. After placing an object on the vessel or hitting a key, the game pauses for about 5 seconds. Frame-rate drops to about 2 fps. My desktop gaming rig handles other games, such as FPS games without a blip. It has a decent graphics card nVidia 730 GT with 4 gig DRAM. Before installing Pathfinder, I didn't have frame-rate problems. The fps drops even in scenes without Pathfinder items.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apollo13 replied to Angelo Kerman's topic in KSP1 Mod Releases
The Concrete Slab may have problems: 1) Cannot plant a flag on it. I want to use the slab as a landing zone. I will identify it with a flag, that I can then set as a target for landing. 2) Kerbals cannot move on it. When my Kerbal steps on it, he falls down and will not respond to the WASD keys. To rescue him, I have to use the jetpack to lift him off the slab and move him to the ground off trhe slab. On one occasion, I was able to walk the kerbal on the slab. 3) Cannot salvage part to equipment unless I'm standing on it. If off the slab, and highlighting the slab, the context menu wll not display.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apollo13 replied to Angelo Kerman's topic in KSP1 Mod Releases
OK. I'll check out the Scientist requirement. thanks EDIT: confirmed the Scientist requirement.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apollo13 replied to Angelo Kerman's topic in KSP1 Mod Releases
deleted by poster- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apollo13 replied to Angelo Kerman's topic in KSP1 Mod Releases
Suggestion: It's great that you added your own wheels to Pathfinder. However, I use the wheels from PlanetBaseInc because they both retract and decouple when I've reached the location I wish to place the vessel.. PF's Mountain Goat wheels do decouple, which is great. Can you add that function to the Grizzly and Bear Cub wheels as well? I further assume that retracting is out of the question, although that would be a very nice feature.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Apollo13 replied to Angelo Kerman's topic in KSP1 Mod Releases
None of the Casa buttons work, including Inflate. Also, the context menu will not go away unless I switch to another vessel/kerbal when interacting with a kerbal. Even right-clicking the mouse does not remove the menu. In the image, the Kerbal is Bill the Engineer. As an experiment, I inflated the Casa in the VAB. I then launched. On the launchpad, I was able to select the Casa and the Deflate button worked. The Context menu DID respond to mouse clicks, including disappearing with the right-click outside of the menu. EDIT: To get this to work: a) Inflate in VAB b) Go to Launchpad c) Deflate d) Launch You must make sure you have 1200 Equipment available; 600 to deflate. 600 to inflate Not a good workaround, but it works. Note that this entrance to the Chuckwagon does not give me the option to Board. The one on the opposite side of the tube does. I'm really looking forward to this mod, having heard about it from KottabosGames on YT.- 3,523 replies
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They don't pay less. For instance, I just now modified an experiment that paid a 984,374 advance and 3,484,684 completion. This was NOT the first time for this or any other experiment. I manually decreased each of those numbers by 90% before accepting the contract.
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[1.7.x] ReCoupler - Monocouple your bicouplers!
Apollo13 replied to Booots's topic in KSP1 Mod Development
I am using Decouple/Undock on the docking port. Vessels were docked when I installed Recoupler. As an experiment, I created a "vessel" in the VAB whereby I coupled two docking ports facing each other. The decouple worked fine. Perhaps the problem is that when I installed Recoupler, it has this problem only on vessels that were already docked. -
[1.7.x] ReCoupler - Monocouple your bicouplers!
Apollo13 replied to Booots's topic in KSP1 Mod Development
Broken for me. When installed, I cannot decouple from my space stations. Upon removing, I was able to do so. What info do you want from me to help you debug? -
The "Perform Experiment" contracts pay WAY TOO MUCH. Previously, experiments around Kerbin, Mun, and Minmus, paid a few hundred thousand. Now, they pay in the millions. Even the Advance is outrageous. Before accepting a contract, I save the game, edit the .SFS file to decrease those values by 90%, then load the SFS file. All other SSC contracts do not suffer this anomaly. This was not a problem a few iterations ago. Note: I just returned to KSP after about six months absence.
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This is what I've needed. After completing the Tech Tree, there's no motivation to collect Science. This mod will cure that. I reduced the Funds per Science ratio to 1 Science yields 200 Funds and 1 Rep. I'm keeping contracts as well.
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
Apollo13 replied to IgorZ's topic in KSP1 Mod Releases
The KIS link on Curse brings us to the old thread. Can you create a new Curse page that links to this thread? I realize you cannot change the link on the current Curse page. -
[1.8.x] Impact! - impact science and contracts -v1.8.0
Apollo13 replied to tomf's topic in KSP1 Mod Releases
And, the answer is...ProbesPlus! was screwing things up for this and all other science, both stock and mods. Upon correcting that situation, Impact works as advertised. That said, I still believe you should add a context menu/dialog if the Flashometer is right-clicked and there is no science to be had. -
The coatl directory has two sciencedef files: one under GameData/Coatl Aerospace/Resources and one under GameData/Coatl Aerospace/ProbesPlus/Resources. I deleted the second to make the mod work.
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I'm using Windows 10 as well. 64-bit. I had BETA 0.14.1 downloaded 22 Oct 2016. I'll try 0.14.2
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Upon removing that file, I can now access experiments (stock, non-stock) on vessels that would not display context menus. The ONLY change was removing that file. And, not just science experiments were effected. I couldn't get crew reports from manned vessels either.