-
Posts
1,411 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Apollo13
-
The sciencedefs file contained only the text "Spoilers". That said, I deleted it, and...drum roll...the context menus are correct.
-
KSP 1.2.1. Note in the image, I'm showing all experiments are impacted, not just the Materials Bay.
-
Left image: no Coatl. Right image: with Coatl I'm showing only stock experiments so there's no confusion that a non-stock experiment is causing the problem.
-
It has nothing to do with stock parts. This happens on non-stock as well. And note my edit above: I swapped multiple mods in and out before coming to this conclusion. I have about 60 mods; none of which cause this behavior.
-
Probes Plus breaks my science context menus. In the following, the left image is WITH Probes Plus. The right image is WITHOUT. Note: this is with multiple mods. When GameData contains only Squad and Coatl, then it's fine. However, as noted, only when Coatl is not in GameData, the science context menus are correct. And yes, before anybody asks, I swapped different mods in and out various combinations before drawing this conclusion.
-
[1.8.x] Impact! - impact science and contracts -v1.8.0
Apollo13 replied to tomf's topic in KSP1 Mod Releases
Link to log files. Also contains a .CRAFT file for the vessel I used. The vessel contains a top stage which is released and crashed. The Flashometer was directly over head. The mission was to crash the vessel above 0 degrees on the Mun. I crashed it just below the north pole. I right-clicked the Flashometer. No joy. The Flashometer was at 10 Km height. https://www.dropbox.com/s/n18b1hl93665vii/Flashometer_Test.zip?dl=0 In this image, the circled part is released and crashes. Other than MechJeb, the vessel is all stock. For the image, I removed the fairing. -
[1.8.x] Impact! - impact science and contracts -v1.8.0
Apollo13 replied to tomf's topic in KSP1 Mod Releases
I crashed a vessel directly below the Flashometer; switched to Flashometer. No experiment recorded. Also, crashed a vessel within 50 meters of Bangometer; no experiment recorded. -
I'm not referring to Luna 2. I thought this was one of the MC2 missions. I I use another mod, Impact, which creates these contracts. Thanks for answering On another note, I just completed the Apollo 10 mission, and did not get a mission accomplished indication. I had the right parts, crew, and Munar orbit.
-
How do I complete the "Record the impact with a Spectrometer"? I have several spectrometers (from a mod). While one vessel with the spectrometer flies over head, I crash another vessel. Nothing is recorded. The mission does not indicate completed. Is there a specific spectrometer I need to use? Am I suppose to use the MC2 Mass Spectrometer, which needs to be on the surface?
-
Had a Repair Contract problem. Contract to repair TIROS. When I got Bill (Engineer 2) to the Repair Panel and clicked the Check Systems, a dialog stated that I need an Engineer. I then clicked the Start Repairs button; it replied the repairs were complete, Good Job. However, my contracts list still shows the Repair Contract was not completed. ALT-F12 to the rescue, I guess.
-
@Noromier It maybe beneficial to supply malkuth with the log file. @malkuth FYI. In the Custom Contracts window (Crew Transfer), The "Set Amount of Time..." showed 0. Just for fun, I clicked the -1 Day multiple times; still showed 0. However, I had to click the +1 Day button the same number of times before it started incrementing and showing.
-
I installed the mod a couple weeks ago. Since then, I received only one satellite contract (communications) after a week. I reset the contract weighting to see if that would kick in more. No joy. With previous versions of the mod, I received a constant mixture of satellite mods. I'm also not getting any re-supply missions ( or are those available only via contracts window?). I've played for dozens of hours since installing the mod. Loved the mod, having fun putting up satellites then doing repairs. I want that fun back. What do I need to do?
-
Did not work for me in 1.2. I just tested the 1.2 version with a simple rocket. I attached a parachute to the probe and to its booster(Rt-5 Flea). Launched. Separated the booster stage after burnout, and watched probe and spent booster float back to the ground under parachutes. SR did not report that the booster was recovered. The booster speed under the parachute was 4.8 m/s, so it survived. I actually launched it again and switched to it to verify it was not destroyed upon landing. SR did not report the probe landed safely EDIT: on a later launch with bigger, more complex vessel, the spent boosters did not have parachutes. SR reported their destruction.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Apollo13 replied to Nils277's topic in KSP1 Mod Releases
Had I been thinking, I should have provided the log file at the least. Mea culpa. Regardless, here is a link to zipped Save file. It includes the last log file as well. https://www.dropbox.com/s/aophebl4kilu0g5/Rick_12.zip?dl=0 EDIT: I just now deleted the mod and re-installed it. The Landing Gear 2 is now showing only once in the TT. It shows it as owned in the VAB. So, maybe that's the solution: delete and install. Thanks for this great mod. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Apollo13 replied to Nils277's topic in KSP1 Mod Releases
Something is broken with the Landing Gear2. It keeps replicating in the Tech Tree (Advanced Motors). In that node, it shows it twice; one as owned, one as unowned. In the VAB, it shows it as unowned. However, right-clicking it does not give me the option to research it. If i research it in the R&D building, it still shows it as unowned in the VAB. Upon returning to the R&D, it shows it owned two times and a third unowned icon. Return to the VAB, and it is unowned as before. My GameData folder contains only: Squad PlanetaryBaseInc Module Manager 2.7.1.dll (and its other files) -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Apollo13 replied to cybutek's topic in KSP1 Mod Releases
That is perfect. Just what I needed. THANK YOU. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Apollo13 replied to cybutek's topic in KSP1 Mod Releases
Unfortunately, that does not tell me WHEN that will occur; it could take a couple hundred days. MJ2 provides that info. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Apollo13 replied to cybutek's topic in KSP1 Mod Releases
KAC is not available for pre-release 1.2 AFAIK. It does not provide the functionality I'm requesting. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Apollo13 replied to cybutek's topic in KSP1 Mod Releases
I've been using KER for 1.2 pre-release. Always used MJ2 before (with over 1600 hours of play); I'll not go back, because KER and PreciseNode do all I need. Question: MJ2 has a window to plan rendezvous with planets; it gives number of days until I launch from Kerbin to make the intercept. How would I use KER to plot a planet rendezvous? Is that possible? Or, will I need to still use MJ's function for that? -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Apollo13 replied to blizzy78's topic in KSP1 Mod Releases
@bwheatley: THANK YOU -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Apollo13 replied to blizzy78's topic in KSP1 Mod Releases
Does not display window after creating a maneuver node in pre-release # 1564. Worked in previous pre-releases. Love this mod. Better than MJ.