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Everything posted by acc
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Tested 3B now, but there is no way to get into the debug menu in flight. I set the config to "disable revert", so there is no MCE-button in flight. Maybe that's the issue? Please don't get me wrong, I like some parts of this mod a lot (if not I would not test it and give you my feedback), but actually some parts of it starts to annoy me. Maybe you could talk to the dev of FinePrint (because it works great) to get better mechanics for the contracts. Some people now think (again) I'm rude, but I'm not. I'm just honest to help. I know postings like "cool mod, thank you" are more motivating, but less helpfull to improve the mod. I respect your work and I'm thankfull you share it with us
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You can do it already, it's your choice. But I would not like to be forced to launch only the original ATV or whatever, instead of own built. Is there really no way to identify the ATV another way? As example, if you have finished all conditions of the first contract the plugin will set this vessel as ATV for the next contract. Guess there must be a better mechanic that does not feel like game mechanic breaking.
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nice documentary, thanks for sharing.
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Thanks, but I would like to use my already launched ATV in space to continue. Is there no way to simply change the target vessel for the second contract? And it would be nice if you say something to the low reward "issue" It's a litle bit odd to do part testing contracts only to earn funds for the MCE contracts. And I'm really not bad in constructing efficent vehicles. As example my ATV has two test-part-payloads just to be not a fund-loss.
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Ok, then forget about #2. Seems like it's a random bug/crash on x64. How I can fix the ATV contract now? And what's about to add a part to identify the ATV as ATV or something else? I kinda don't like the idea of "if you pick this contract you have to do it first"-conception. Or get I something wrong what you have planed with this story line contracts? Anyway, nice mod. Thanks for your work Btw the mods I'm using: 26.07.2014 14:15 <DIR> 000_Toolbar 27.07.2014 18:03 <DIR> accons 27.07.2014 21:59 <DIR> ActiveTextureManagement 04.12.2013 21:46 <DIR> aWolf 30.07.2014 14:45 <DIR> blackheart 27.07.2014 21:45 <DIR> BoulderCo 18.07.2014 18:51 <DIR> Chatterer 27.07.2014 21:32 <DIR> CustomBiomes 15.07.2014 20:27 <DIR> DeadlyReentry 22.07.2014 18:19 <DIR> DebRefund 29.07.2014 16:00 <DIR> DistantObject 27.07.2014 21:34 <DIR> DMagic Orbital Science 19.07.2014 01:49 <DIR> EditorExtensions 20.06.2014 21:53 <DIR> EnhancedNavBall 02.04.2014 02:10 <DIR> EnvironmentalVisualEnhancements 31.07.2014 15:23 <DIR> FASA 06.08.2014 01:55 <DIR> FerramAerospaceResearch 04.08.2014 03:02 <DIR> FinePrint 27.07.2014 21:53 <DIR> Firespitter 15.07.2014 15:14 <DIR> KerbalJointReinforcement 27.07.2014 10:34 <DIR> Klockheed_Martian_SmartParts 27.07.2014 10:34 <DIR> Klockheed_Martian_SSE 30.07.2014 14:35 <DIR> kommit_octotruss 30.07.2014 14:34 <DIR> KOSMOS 22.07.2014 22:49 <DIR> KWRocketry 30.07.2014 14:34 <DIR> Lionhead_Aerospace_Inc 04.08.2014 13:38 <DIR> MagicSmokeIndustries 27.07.2014 21:39 <DIR> MechJeb2 07.08.2014 01:30 <DIR> MissionControllerEC 30.07.2014 14:33 <DIR> ModsByTal 07.08.2014 05:44 44.032 ModuleManager.2.2.2.dll 24.07.2014 14:27 <DIR> NASAmission 30.07.2014 14:34 <DIR> NearFutureSolar 03.06.2014 19:12 <DIR> NehemiahInc 06.04.2014 06:16 <DIR> OpenResourceSystem 08.06.2014 00:30 <DIR> PartCatalog 04.08.2014 05:32 <DIR> ProceduralFairings 06.08.2014 10:53 <DIR> ProceduralParts 27.07.2014 17:56 <DIR> RealChute 27.07.2014 22:02 <DIR> RemoteTech2 27.07.2014 21:44 <DIR> SCANsat 27.07.2014 21:37 <DIR> SelectRoot 17.07.2014 23:15 <DIR> ShipManifest 24.07.2014 14:27 <DIR> Squad 18.07.2014 12:52 <DIR> StationScience 30.07.2014 14:45 <DIR> StretchySNTextures 04.08.2014 03:01 <DIR> ThunderAerospace 07.08.2014 04:39 2.516 toolbar-settings.dat 06.04.2014 06:16 <DIR> TreeLoader 28.07.2014 21:49 <DIR> TriggerTech 30.07.2014 14:46 <DIR> TweakScale 25.07.2014 20:21 <DIR> WarpPlugin 30.07.2014 14:34 <DIR> WorldCup2014
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
acc replied to DMagic's topic in KSP1 Mod Releases
Tested again and now it works fine. So lets tag it as random bug/crash on x64. -
#1 found a bug with the new ATV missions: if you accept mission one the next launched vehicle will count as the ATV. in my case I accepted the contract and two ground testing. So I launched first a ground test vehicle. the messaging system was showing me the vehicle as "ATV launched". After that I launched my ATV in orbit and done the other requirements. mission 1 was finished, but the contracts show me now the second mission as "dock with ground testing vehicle". which is bad anyway, because the ground vehicle is already reverted and had no docking port Screens: Specs: - KSP 0.24.2 (win x64) - MCE Pre3 (default config) #2 I also got some crashes since I installed MCE. But it's quiet random when it happens. Last time I just activated the CoM display in SPH: - output_log #3 I would suggest to increase the rewards for the MCE contracts, because it it's nearly impossible to earn more funds form it than you have spend into the vehicle. And the amounts of science and rep points you can earn from the MCE contracts are not worth any effort, compared to stock. Sure, the stock rewards are overpowered, but guess it would be better to keep the rewards with the stock values until squad tweaked them. It's a question of "do more, eran less" (MCE) between "do less, eran more" (stock).
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
acc replied to DMagic's topic in KSP1 Mod Releases
The transmitting was finished before. It instant crashed as I clicked "start scan". I've to go now, but I'll test it later against the regular scanSat parts and my actually sat again. Be back later with a report -
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
acc replied to swamp_ig's topic in KSP1 Mod Releases
Tested, all fine. Even my pre-update built vessels are working again -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
acc replied to DMagic's topic in KSP1 Mod Releases
As I activated the scanSat multispec scan on the Multispectral Imaging Platform my game crashed: output_log. I've scanSat v6.1 installed, running on KSP 0.24.2 x64 (win) -
[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
acc replied to swamp_ig's topic in KSP1 Mod Releases
I updated all my mods except pParts, but it breaks anyway (like described from others here). Guess it even breakes if another mod has the new KSPAPIE included. If needed: - output_log - gamedata dump -
"Shrouds" sind die Verschalungen an den Triebwerken, die automatisch generiert werden, wenn du einen Decoupler (De-Kuppler) an den unteren Anbaupunkt setzt. Einige Leute möchten Verschalungen lieber manuell anbringen. Deshalb enthält KWR optionale Konfigurationsdateien, die diese Funktion nicht verwenden.
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Also für Life Support gibt es TAC Life Support. Teile-Pakete für Stationen gibt es massenhaft. Wenn du den Karriere-Modus spielst, würde ich so pauschal mal Station Science empfehlen. Damit kannst du im Orbit diverse, zeitbasierte Experimente durchführen, um Science-Punkte zu bekommen.
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Just want to say I had no issues with pre3 either. It's working very well.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
acc replied to Starwaster's topic in KSP1 Mod Releases
The thread title still shows v5.1 instead of 5.2. Just want to mention- 5,917 replies
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got a null reference exception, related to RT2: '>output_log.txt (win64) And if I remember right, the log flooding with "Look rotation viewing vector is zero" should be also related to RT2. It did not crash at first, but was really lagy.
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got a null reference exception, related to debrefund: '>output_log.txt (win64)
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[0.90WIP] Procedural Parts - Parts the way you want 'em 0.9.21, Dec 19
acc replied to swamp_ig's topic in KSP1 Mod Releases
got some null reference exceptions related to pParts: '>output_log.txt (win64) -
Then I got something wrong. So, my fault, sorry. And at least I'm happy about beeing wrong there, because I would like to have more than one solar system. And yeah, I know what a solar system is and my intention was not to be mean. If I where ignorant I would write nothing and just ignore this thread. My opinon about the name means not I do not respect your work and effort, because I do ever on all mods. I wish you good luck with this project and I hope you will find a way toget around the restrictions
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The name of this mod is a litle bit confusing, because it adds no other solar systems and entire galaxies. It feels like calling a grain of sand beach It's not my intention to be mean, I just think the right "label" could prevent confusing
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
acc replied to BahamutoD's topic in KSP1 Mod Development
suggestion: a part that can drop flaires in atmosphere. I know, it's not a weapon at all, but a nice looking toy. If it would work against infrared-missles (think about upcoming multiplayer) would be even more awesome -
Alright. It was the whole mix between the friendship plot and perfect matching music. The scene where bill and jeb talks after the crash. then the forgotten kerbal and his rage against the space program, because they leave him alone. It's a incredible mix of point of view. I'm with the space program guys, but also can understand the feelings of the forgotten kerbal. And at all jeb has done right where the space program just give up: rescue his friend or die with him, but not leave him alone. I hope it helps you and sorry for my bad english. I'm better in describing technical stuff in english than feelings.