ZachPruckowski
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Everything posted by ZachPruckowski
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
ZachPruckowski replied to SpaceTiger's topic in KSP1 Mod Releases
Forgive me the simple question, but I can't find the preferences/options anywhere. Which toolbar button is it or where do I find them? -
Kerbal Construction Time/StageRecovery Dev Thread
ZachPruckowski replied to magico13's topic in KSP1 Mod Development
Great! Looking forward to it! -
Kerbal Construction Time/StageRecovery Dev Thread
ZachPruckowski replied to magico13's topic in KSP1 Mod Development
Forgive me if this is a dumb question, but does "breaking" mean that if I have an ongoing campaign using KCT, I'm not going to be able to add ScrapYard and will have to restart? -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZachPruckowski replied to RoverDude's topic in KSP1 Mod Releases
Update: apparently this was triggered somehow by the way I was doing my disposal radial fuel tanks. Jettisoning them made my velocity start changing again, and a re-designed lander which didn't have them worked fine. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZachPruckowski replied to RoverDude's topic in KSP1 Mod Releases
Yeah, it looks like that might not be my main problem, it might just be a coincidence. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
ZachPruckowski replied to RoverDude's topic in KSP1 Mod Releases
Hey, so I'm seeing the above in my log right before my velocity suddenly stops changing (even though my engine with decent TWR is still firing) and my lander slams into the Mun. Those seem to be mostly MKS parts, but I don't have any on my lander or even have many of those parts unlocked. What could cause that and how can I resolve it? Here's my full log I realize this probably isn't your fault since I'm running about 100 mods, but any guidance you could provide would be appreciated. -
I just started a new save with USI-LS, and when I'm sending my first orbital ship up with Jeb, he's turning into a tourist immediately upon leaving the atmosphere, and suddenly I can't control the ship. I'm using a basic CommandPod with a tacked on thing of Supplies. His habitability is 7 days, but his homesickness instantly flips to "expired" the second I get to space. Any ideas?
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[1.8.x+] Strategia [v1.8.0] [2019-10-22]
ZachPruckowski replied to nightingale's topic in KSP1 Mod Releases
Raised issue #44. I guess I'll have to turn off Contract Slot Machine for now. Which is a shame because it's one of my favorites. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
ZachPruckowski replied to nightingale's topic in KSP1 Mod Releases
Is Contract Slot Machine supposed to be changing the payouts of already accepted contracts every time I re-load, or is that a bug? My understanding was that it would vary the payouts in the Mission Control building, and then once I picked a contract the payout would be locked in, but that doesn't seem like it's the case. EDIT: Actually it looks like it's changing the payouts every time I switch screens. Which is really annoying because I launch a ship thinking I'll get 800K for a contract and then by the time I'm completing the contract it's worth a fraction of that. -
I'm getting a scary crash from KCT where it says it throws up a dialog box saying my save is unplayable and to post on the forums. This occurs when I try to swap over to a ship from the KSC after queueing up specific crafts to be built. I've got a save from immediately before it happens and it's reproducible. Here's the busted save folder and log file. Let me know if you need anything else.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ZachPruckowski replied to nightingale's topic in KSP1 Mod Releases
Hmm. The save editing didn't work the first time and I decided not to mess with it further because it's not worth the effort for a few dozen science when I could be doing something fun to get that science. Vessel tracking is a cool feature, I just wish there was a way to say "track this vessel" or even "you got the wrong vessel, guess again". EDIT: I just double-checked and this is actually the SCANSat addon contracts that I'm using. Sorry for the confusion.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ZachPruckowski replied to nightingale's topic in KSP1 Mod Releases
First of all, definitely loving the variety in the contracts. But is there a way to set which vessel is tracked for a given contract? It seems to be picking by best guess, and it's really screwing me on the optional parts of the SCANSat contracts. Basically my workflow is to put up RemoteTech satellites around a body with a manned mission first, and then send the scanning satellites. But I've got a contract like "Altimetry Scan of Minmus" and it's deciding that for the orbital component, it's going to track RT-Minmus-A (my RemoteTech satellite) instead of my (en-route) scanning satellite. Is there any way to convince the contract to track my scanning satellite when it arrives instead? Edit: It looks like fixing this with save-file editing would require changing ContractVesselTracker, and that has hashes to go along with the vessel guids :-( Any suggestions? And/or how to change the hash?- 5,201 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
ZachPruckowski replied to AlphaAsh's topic in KSP1 Mod Releases
Hey sorry for the noob question, but where do I drop this code? Does it go in a new .cfg file somewhere, or am I modifying existing files? EDIT: NVM, found my answer here: http://remotetechnologiesgroup.github.io/RemoteTech/modders/ground/- 2,488 replies
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Loving the mod. Forgive me if this was posted somewhere and I missed it (checked the manual and a few pages here), but I seem to be getting free upgrade points every once in a while, and I'm not sure the basis on which they're awarded. I'm on the default preset, but when I checked that config file I couldn't tell what formula would be upgrade points or what some of the variables stood for, but I might've missed something.