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Everything posted by Ringkeeper
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ringkeeper replied to nightingale's topic in KSP1 Mod Releases
Easy... KSP with contracts^^ Civ needs first couple patches to be playable^^- 5,225 replies
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didn't read it anywhere in the thread: Is there a reason, why Konstructions is not named "USI Konstructions" ? I always miss it, as i search for USI in Ckan and on forums Also a +1 for the idea to replace the 2 docking ports with a part of same size after welding. Makes station planing easier.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Ringkeeper replied to nightingale's topic in KSP1 Mod Releases
didn't tested the 1.2 version yet, so don't know if already inside: could you add an option to hide categories with finished contracts ? I use your mod and alot of contract packs and some like "Historical Progression" have alot of subcategories with 2-4 contracts that don't repeat ever. So an option to hide them after all are completed would be good.- 5,225 replies
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Stock is fast. But start using mods and it gets easy to 5+ minutes Can only tell for 1.1.3 at the moment, there i have 45 mods installed (according to Ckan), 852 MM patches on a i5 750@2.67GHZ with GTX550TI and a "Crucial BX200 480GB" SSD . It takes 3 min 01.83 sec from double-click on icon to main menu visible and clickable. Yes measured. Just tested on 1.2 with same mods, half not updated for 1.2 yet: from icon click to main menu : 2min 34.18 seconds So 1.2 is half a minute faster ^^
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it takes some time for updated mods to show up on Ckan. Sounding Rockets f.e. is already up-to-date and in Ckan. Just wait a bit, Kerbin will keep spinning even if you update the mods tomorrow or day after^^
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Rosetta, Philae and Comet 67P/Churyumov-Gerasimenko.
Ringkeeper replied to Vicomt's topic in Science & Spaceflight
good bye Image from 1.2km above comet: http://blogs.esa.int/rosetta/2016/09/30/comet-landing-descent-image-1-2-km/ -
Some nice record for them. The indian space program launched a rocket with 20 satellites. Gets them one step closer to the record of NASA (29) and Russia (33) . Full story: http://www.sciencealert.com/india-just-broke-a-record-by-launching-20-satellites-in-one-mission
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1.1 is seriously bugged, but comes it as a surprise...
Ringkeeper replied to Temeter's topic in KSP1 Discussion
Well, 200$ in Mexico is double the minimum wage. Yes, there are better paid jobs in the US/EU , but first you need to get them. If you are "fresh" and "unexperienced" or didn't had many jobs to show off yet, you take what you get. And even if the work conditions are as bad as described, the name on your CV will help alot. You stick through this 1-2 years and then move on to a nice paid job. -
well, the major change will be Unity 5 and Windows 64bit client. That alone is not just cosmetic ^^
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most of my "revert to VAB" cases are when Jeb is on a mission and i try to lunch another one just to find out, that a stupid engineer/scientist gets placed in the cockpit instead of Val. That annoying as hell. Does someone by chance know a mod for that? ^^
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
Ringkeeper replied to RoverDude's topic in KSP1 Mod Releases
well, i have KAX, KWrocketry , Kerbalkonstrukt+Kerbinside, Remotetech (i think that kills alot), Scansat (that too) plus some other.... so, yeah... already deinstalle ATM and installed DTL but still get crashes from time to time. but as soon as 1.1 hits, all USI mods get back into gameplay Can't be that long anymore. -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
Ringkeeper replied to RoverDude's topic in KSP1 Mod Releases
hrmpf.... serious....when will be 1.1 out? My install can't take more USI mods -.- and i want them... aaaaallllll !!!! -
if you dive deeper then -1000 Meter (if i recall correct) you sub just disappears , even if the ground floor is deeper. So at the moment i doubt it there is an easter egg under water somewhere. Would be found also quite fast with scansat
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thanks for 1.1 Your awsome . Keep up the work , flying on Kerbin was never that much fun.
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@nightingale if it helps, the link to the RT fix with some explanations what was the problem. Don't know if it helps http://forum.kerbalspaceprogram.com/index.php?/topic/75245-105-remotetech-v169-2015-11-10/&do=findComment&comment=2285093
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The buoy was connected via a Sat to the Center, so that was not the problem. It uploaded also the science 100% (at least according to the status text in the top left corner) . But the contract did not recognise it. Thats exactly the same problem the survey scanner/science lab had until the community fix for them. So i guess its not a problem of the GAP contract but a bug in RT.
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That happens afaik if CoT doesn't go through CoM
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nice But i guess the science transmit at the end won't work with Remote tech. I guess its the same/similar problem as with the science lab and the survey scanners. For this 2 there was a remote tech community fix but it seems that doesn't help for GAP.
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i'm in a similar position. I need contracts to do stuff. Therefor i installed pretty much every contract mod i could find So far Mun+Minmus have stations, bases , scan-sats and ressource sats... now Duna and Moho are waiting for the remote sats to arrive and Eve is already screaming for some. The tourists are flying their sightseeing tours, stupid pilots get rescued from the sea and buoys are dropped so the Kerbin trade ships find their way around the islands. I play since v0.9 or so but still didn't visit every planet or moon. Don't see a point in sending a ship there without a purpose
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i have a problem with the "Drop 2 Buoy" Contract. The contract does not detect the transmitters. I used the buoy from this buoy thread . I use also Remote Tech. Could it be, that this is the reason your contracts don't detect the transmitter? Also when i switch to the buoy after recovering the plane and transmit the requested data this does not get recognised.
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Hmmm, that might be... didn't thaught that Kebin Side-Jobs has also Rescue Missions, got so far only transport from a -> b -> c Have to check when i'm home. I thought GAP has also Jobs if Kerbinside is detected
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I have a problem with one rescue mission. I have to rescue 2 kerbals north-east of KSC 2 and bring them to KSC 2 (i have Kerbinside installed). Both Kerbals got spawned in the water. Below the terrain. Switching to and back and then again to the kerbals can cause them to "crash" and die.
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meh... more reaction wheels would have fixed that Or someone forgot to press T ... Still, awsome landing and great achievement. Looking on the destroyed picture it looks like the engines didn't got that damaged and may be still usable.
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*G* yes, the contracts are fun As i didn't find yet other planets interesting (too much time spend waiting for transfer windows etc) i like to fly and explore Kerbin.
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