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Seawolf

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Everything posted by Seawolf

  1. You actually did it! It works great. I looked for a "donate" button but couldn't find one :/
  2. I was actually using your Wider Contracts App Yeah, I did what you said and it works. Weird. I'm sorry for thinking that it's your mod's fault, I honestly didn't expect to be able to complete the RemoteTech contract I was working on, but it works as long as I don't check the stock contracts app.
  3. The game freezes when I hover over the contracts window in flight or from the tracking station. The same thing used to happen with the previous version as well, but it only took ~10 seconds until the game finished calculating the contract progress. This time I waited like 3 minutes and gave up. I'm using the RemoteTech contract pack, and I updated both RemoteTech and this mod.
  4. Like all your other mods, this looks simple, useful and great. Thanks!
  5. Glorious. Thanks. If you can also add the ability to "Activate Navigation" without switching to map view, that would be fantastic.
  6. Here's a discussion about the satellite contract abuse on reddit. I think it's relevant. http://www.reddit.com/r/KerbalSpaceProgram/comments/2pwz28/idea_after_placing_a_satellite_in_orbit_for_a/
  7. Is there a similar way to change the value of surface samples or eva reports? since they aren't done using a part but with a kerbal instead, i can't find a xmitDataScalar to modify.
  8. Is there a similar way to change the value of surface samples or eva reports? since they aren't done using a part but with a kerbal instead, i can't find a xmitDataScalar to modify.
  9. Try right clicking on the launchpad (or any other command pod) and checking productivity. If it's negative, your kerbals are too stupid. If it's zero or doesn't exist, we have another problem.
  10. Great, that means now I can modify the .cfg without feeling like I'm cheating
  11. This is something I've noticed too. The capacity should be around 10k imho. That workshop looks glorious. Awesome job as always.
  12. Interesting, when I last tested, crafts built on the orbital dock didn't explode. After seeing your post I tried it again with orbital dock, and the craft did explode. Maybe I was just lucky last time.
  13. I did check launchpad2 again to be sure (not on minmus though, just tried building something on the KSC launchpad), but the exact same thing happens with it. Here's another video of stuff blowing up: https://www.youtube.com/watch?v=hCYQ2G9zsLg
  14. Here you go, I thought this would be more useful than screenshots. It's my minmus base. https://www.youtube.com/watch?v=oeTLjXzPEiM
  15. Yep, I checked the license.txt I will take it down as soon as the OP link is fixed anyway.
  16. Here's the newest version: EDIT: removed link because OP link is fixed.
  17. I tried with launchpad2, runway, BahamutoD's launchpad and orbital dock. You were right, it doesn't blow up when I'm using orbital dock. Not so lucky with other pads though.
  18. Thank you for the fast fix. The new update did fix the original problem. But there's another problem now. I've noticed that if I don't release the vessel fast enough, it collides with the launchpad and blows up. If I hack gravity, it gives me more time to release the vessel before it explodes. https://www.dropbox.com/s/0kqzmue7ir26my2/ELtest.png This is what I got when I tried to create a ship that consists of stayputnik, a fuel tank, and an engine. First, the engine and fuel tank blew up, then the stayputnik dropped on the launchpad, sat there for a second, and went *poof*.
  19. There is indeed a NullReferenceException thrown just after the vessel is created. I do have a lot of mods, so I'm not sure if another mod causes that. I don't have realChutes though. After the spawn, I can't control the vessel (using wasd), can't increase or decrease timewarp, right clicking on parts don't let me select options (like "extend solar panels", "log temperature", etc.), but I can still see the resources. I can't change vessels using []. I think the effect is the same as a timewarp. The 4.0.1 update disables timewarp after the vessel is built, but I think the game doesn't change to physics mode from timewarp mode. I'm not sure if I explained this well. I can also post a video if you need.
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