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ejtttje

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Everything posted by ejtttje

  1. I'm sometimes having problems when I grab an item and put it in the inventory, I get stuck in the "attachment" mode, and I can no longer control the Kerbal. It puts up the menu for srfAttach when I mouse over the ship, but clicking does nothing and I can't break out of it even with esc. Eventually it breaks out of this mode, although I'm not sure if it is due to the kerbal drifting away or if my various attempts to toggle the tool/inventory/esc eventually have some effect. Has anyone else seen this?
  2. Yeah, what I've been doing to get by is quicksave just before I do risky launches (like testing a new design) and then I can revert back to that. Also update: I've realized that "revert to launchpad" does work as intended, resetting funds and resurrecting Kerbals. From there I can recover the ship on the launchpad and go back to the hanger. So that's another workaround, it's just a lot slower than being able to revert directly to the hanger.
  3. Playing career mode, normal difficulty, I've been able to revert many times. Recently, I realized when I revert, either after a crash or while still in flight, it would not reset to the launch state. I would still see the ship and crew wherever I had left them (e.g. launchpad, in flight, in pieces...), and my funds remain depleted. I couldn't find any reports like this from Google searches. Perhaps KSP is having trouble saving the launch state, and thus failing to revert? It's basically as if I just switched back to the space center, except it does actually go back to the launch pad or hanger as requested. I've tried toggling the difficulty setting to allow reverting launches off and on in case that cleared something out, but didn't help. Here are my mods, in case any of them might be causing the trouble. - ContractConfigurator 1.7.7 - ContractConfigurator-AnomalySurveyor 1.4.2 - ContractConfigurator-KerbinSpaceStation 3.0 - InfernalRobotics v0.21.3 - KAS 0.5.4 - KerbalAlarmClock v3.4.0.0 - KerbalEngineerRedux 1.0.18.0 - KIS 1.2.2 - MechJeb2 2.5.3 - ModuleManager 2.6.8 - RCSBuildAid 0.7.2 - ScienceAlert 1.8.9 - TweakScale v2.2.1 - WaypointManager 2.4.2 - xScience 4.10 I haven't started testing with mods turned off, hoping someone might have a more direct suggestion before I go down that path. Thanks!
  4. Thanks, I appreciate the help, see what you can make of it... https://www.dropbox.com/s/tu4jx3ykg5z4lsp/Jool%20Return.sfs?dl=0
  5. Oh I'll add this is in the old "career" mode, which looks like it's now "science" modeâ€â€the mission and administration buildings are closed. Also, if I start a new mission and the recover it, I get the same issue with the pilots being lost.
  6. Hi all, I updated to the beta today and finally returned to Kerbin a Jool mission I sent out about 8 months ago (real time). The ship has four pilots (Jeb, Bob, Bill, and Munly), plus a whole bunch of science modules. The problem is when I go to the space center and "recover" the ship, I don't get any science points and all the pilots are marked as "Lost". If I send a pilot on EVA and recover him individually, he is still "Lost". Is this a bug? Why can't I recover my ship, it's acting as if I'm destroying it.
  7. Assuming some variant of asteroids and comets are coming, I'd like to suggest a particular take on them, where these are treated as special events once a certain tech level is unlocked (an "observatory"). There could be two types of event: Pass-through: an object (e.g. comet) is passing through the system on a long period. The player gets a reward for completing a fly-by/orbit/sample before the object passes back out. Due to unpredictable nature and limited accessibility, successful intercept may require the player to develop and distribute interceptor craft around the solar system in order to have a craft on target and in range of the object. (An interesting trade-offâ€â€the object goes faster as it is pulled into the inner system, so you can either maintain an array of cheaper deep space probes to catch it early when it's slower, or a few decked-out speedsters in closer orbits to try to catch up later.) The object doesn't necessarily need to be tracked on a proper orbit, it is stated to go back out into deep space and not be seen again on any reasonable time scale. New comets are simply randomly generated at a reasonable frequency. Deflection: an asteroid has drifted into collision course with Kerbin (or other planet, perhaps threatening any bases there). The player is tasked to intercept and deflect (or destroy?) the body by any means necessary (crash a probe, land/dock and thrust, etc.). Basically I want to recreate Deep Impact
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