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acc

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Everything posted by acc

  1. No, not yet. Just waitin for the right mood and more time to continue. Summer is ending now where I life, so guess the time comes soon and hopefully the mood too.
  2. I can remember RT included some mm config files for AIES. Where can I find them and why they are removed from the mod at all? Edit: Would it work if I simply use the mm config file for AIES from an older RT2 version?
  3. I've also problems with a contract (study magnetosphere). To archive multiple contracts my vessel has a orbiter and a lander. After doin the science experiments in orbit I've seperated the lander and landed on the body. Then I switched to KSC and went back to the orbiter via the tracking station to perform maneuvers to put it into the required orbit. But inc. and exc. is not counting (no green check). I'm using v0.8.4.1 (because I want to finish a long time contract first this time until I update. I've lost two of them by updating the last time) Is there a way to fix this manually until I'm ready to update? -- Edit: Nevermind, a bug erased all of my active contracts, so I can update now
  4. Great episodes. I loved to watch them. Just a tiny question: where did you get your radiators from and do they work with the interstellar waste heat functions? I'm looking so long for more realistic deploayable radiators than the original from interstellar. Would be great if you can help me out.
  5. Until I update now to the latest version, I've found two "bugs" in the latest beta: Auto-rename after completing a repair sat contract does not work. I had to remove "(repair)" manually This offered contract made my day Screen: Just in case this two "bugs" are not fixed in the latest version. Good suggestion, but I've already a station in kerbin orbit and do not want one more. Next station will be build in mun orbit. Contract to do it is already accepted
  6. acc

    Which one?

    [x] Final Frontier
  7. To keep it simple I would suggest too to display in tons. Anyways it's not possible to build a sat with this low mass. The smallest probe core has a weight of 0.04t (40kg) and it would be also not possible to get the required electric charge with this low weight Edit: oh, now I see. KSP uses metric tons for mass. So then it is possible. Was just confused by the "kg" in contract description. I would also suggest to have only max mass limitation for sats. It makes more sense for realism reasons. In RL you will not have more mass than necessary. Edit 2: There is also a gap in mass calculation between MCE and MJ: - MJ 5.703 - MCE 5.9 Btw actually I've a contract with min mass required 5.7. To get this very high weight I've to put a large water tank into my sat
  8. yep, nice people here. But the forums software could be much better.
  9. check if you have cookies in your browser enabled. this can be also blocked by browser add-ons.
  10. I'm the only one who uses this "external device" to get the right inclination for the orbits? I really miss some numbers sometimes
  11. Great, thanks. I'll test it on my next unmanned duna lander. If the bags are not deploying my agency will send you the bill
  12. I would suggest to support blizzys toolbar and/or stock toolbar. Extra buttons are so outdated yet
  13. Great work. I'll try it. If you're accepting a lot of contracts - like me - the stock UI is overloaded.
  14. Nice, thanks Guess too this would be not the best solution. That's why I think the best solution (for all contracts, not just MCE) would be to have a difference between accepted contracts and active contracts. Maybe a dirty hack would be to add a part where you can simply assign (in VAB and in flight) contracts to, using a UI.
  15. Alright, but was just wondering, because only active station science contracts was deleted. Active fine print and dmagic contracts was still there. Yeah, I understand. And it's really not my intention for my own gameplay to exploit. It's just the fact while doin other contracts and switching vessels some contracts are completed where not should be. Guess the entire contracts system should have a third category: "offered", "accepted" and "active". So only active contracts where counted and shown in flight. Is it possible to do this as mod or is it something that only squad can change? It definetly does not disappear, even if you load the vessel again. At least I've a suggestion for the suply contracts: Resource "Kibbal" for station science.
  16. I've found: Updating to 3D deleted all my active contracts from station science The "ready to launch" parameter is easily exploitable by launch and revert a probe core on the launch pad If you land on a mun, there is a message that no more disapears (which is very bad for screenshots, because can't hide with F2)
  17. sounds really great. I'm a litle bit sceptic about the weight/resource, because in RL that depends on the capacity of the lifter, where I can change in game. but maybe it will be a nice challenge. I'll test it Important question about the repair missions: how does the plugin detect which sat can be repaired? is it restricted to sats launched for contract or any sat with a repair box?
  18. Argh, I'm sorry. But thanks anyway for the help guess would be more clear if all contract mods would be use just it's own company for the contracts. Sometimes it's hard to tell which is from which
  19. "position sat in a specific orbit around kerbin" gives no orbit data. only conditions are: - new probe with energy and antenna - reach designated orbit around kerbin with a deviation of less than 3% - have an accelerometer - have a thermometer - neutralize controls for 10sec (btw what does this mean exactly? sas off and not touching anything?) even in the description is no orbit data mentioned. I'm stuck there
  20. Requests: Tweakable (enable/disable) decoupler for the interstage fairing base (top-node, not on the base itself) Tweakable base-heights for all the fairing bases (sometimes it looks not so nice with default heights)
  21. I would like to keep it simple. maybe as optional settings.
  22. Ah, nice, thank you But for the stock contracts it works to set the conditions back to not-done. Maybe let the plugin check all conditions again before complete. As example the stock contract "test part in flight" if you get over the target altitude or height the condition switches from done to not done. So it should be the simplest solution to check all conditions again on a contract if the state of just one condition changes. This works not for the ATV contracts, but for the sat contracts it should work like stock. Or another solution would be to check all the conditions on every vessel load. Could be not the best way for performance (if you have some contracts active).
  23. Ahm, yeah, it's me again I've found something interesting: For the contracts the vessel does'nt matter. As example the sat contracts: If you have already a sat launched (with repair panel) all open contracts which require unmanned vessel and repair panel will be set this two points as done. Then any vessel in the right orbital height (and inc, if required) will count as sat, even if it is not unmanned nor has a repair panel attached. Or even more easy: If you have a vessel already at the right orbital altitude (and inc...) the contract is finished, without launching something new. Here a screenshot where a manned launch (was doin a sat repair mission and had another "launch a sat"-contract accepted) was counted as sat launch: I'm pretty sure I will get a repair contract for my already landed and recovered manned vessel It was my first repair mission, so I want to show a small impression with Jeb at work:
  24. Would be great if you could add support for the station science contracts (returning experiment container) if possible.
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