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CompB

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Everything posted by CompB

  1. Is there any way to cut down on the Ground Science message spam? I'm tied of having to delete 10+ messages, each telling me I have 0.004 more science from Mystery Goo on the Mun.
  2. I'm seeing several contracts that require I do an EVA report while flying low. Do I have to have somebody EVA and hang on, or am I missing something?
  3. Question about the ckan version. When I check ckan setings, it says my local version is v1.16.1-0-g2e91715 (beta), latest version v1.16.1 aka Plasma Window. The Install Update button is disabled. Is this a problem? I installed the latest version from github, with no change. Thanks!
  4. For a Keostationary Orbit, how can you have ApA below 2868 and PeA above 2868?
  5. That confused me a bit too - until I realized that the mod is more than just for space stations that only orbit Kerbin. Perhaps a name change would be in order?
  6. It seemed like it was after about 3 days I start getting more station contracts. Also, I remember that when I first launched, I launched as a ship, and when I changed to Station in orbit, the contract didn't complete. I figured that meant I had to launch as a Station from the ground, so I reset to launch, switched to Station, and relaunched to orbit. that completed the contract.
  7. Keep getting the following exception for my spaceplane:
  8. updated through ckan to 0.21.4, and in ksp-avc it says it's built for version 1.02 (out of date).
  9. As an update, I had a station mission for Mun, one for Minmus, then the additional for Kerbin. I did other missions, the missions expired after ~2 days, then I got a mission for the power module. My persistant is here: https://drive.google.com/file/d/0B71Yu89OrCWJRnloUHFJa1FjNnc/view?usp=sharing
  10. Contract Configurator: 1.8.3 Contract Pact: KSS: 3.0.2 I'm getting a duplicate mission to launch a station into Kerbin orbit. I checked completed missions, and I have the previous mission completed for sure.
  11. I don't know if it's this mod or something else, but I can't board a rescued Kerbal. I've got a Mk1 Inline Cockpit with a Mk1 Crew Cabin. I put my pilot in the cabin, then EVA my rescue Kerbal. The problem is, as soon as the rescue grabs on, the cockpit thinks he's inside. I IVA on that Kerbal, and I'm looking at him through the canopy. I set CLS to Allow Crew Unrestricted Transfers in the VAB before launch, and set both the cockpit and the cabin to CLS Passble, CLS Surface Attachable, and CLS Attachable Surface all to yes. Any suggestions? Edit: I transferred the pilot to the crew module, then transferred the rescue from the cockpit (he was still outside) to the cabin, then the pilot back to the cockpit. This managed to duplicate the rescue Kerbal so that I now have 2 of him. [IMG]http://postimg.org/image/s57w052wz/[/IMG] [IMG]http://postimg.org/image/442afb7un/[/IMG]
  12. I just launched a rescue mission, 1 pilot, and I can't board my rescued Kerbal. Tried EVA with the pilot, and now she's stuck outside also. Edit: Updated Module Manager, and now I can board. Also found that, with the heavier than water capsule, I can now set depth achievements!
  13. I had a parachute blow up when I deployed it due to overspeed/heat, even though I was subsonic and fairly well cooled off. Digging into the K2Pod.cfg, I noticed that the maxTemp is defined as: maxTemp = 2400 // 3400 On the stock parts, the variable is defined as: maxTemp = 2400 // = 3400 Any ideas if this would cause a chute to overtemp? I may have just been going a bit too fast, but I'm curious about the variable formatting. Edit After further testing, I think I deployed it at too high a speed. Still curious about the maxTemp.
  14. 23.5.464 KSP, FF 0.3.9, Toolbar 1.7.1, MM 2.0.8 I'm sorry if these have been noticed elsewhere, but these are the bugs I've noticed this evening: SPH: FF toolbar button doesn't show in toolbar. Alt+F works. AC: FF toolbar shows, turns green when hit, but no window. Alt+F doesn't work. R&D: FF toolbar shows, turns green when hit, but no window. Alt+F works. Everywhere else: Toolbar button works, Alt+F works. Adding custom buttons is inconsistent. I was going through and adding mission commander ribbons, but could only add one ribbon. I then had to exit wherever I was and visit 1 or 2 other locations before I could add another ribbon; i.e., I'm in the main window, award ribbon, then have to go to tracker or VAB and sometimes back again before I can award another ribbon. I love this mod! Any suggestions that I missed to fix the above issues, or are they bugged? Thanks!
  15. Just updated to version 0.6.2.4, and also updated to the Module Manager 2.1.0. After I did this I noticed that the config file: // Add BuildEngineer and FlightEngineer to all pods @PART[*]:HAS[@MODULE[ModuleCommand]] { MODULE { name = BuildEngineer } MODULE { name = FlightEngineer } } didn't automatically add Engineer to the pods, even with a fresh save game. Reverting to MM 2.0.8, and the built-in function was back. Note that the externally added chips still worked. Any ideas?
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