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vardicd

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Everything posted by vardicd

  1. I'm also not enthused about the water tower that has spawned in the runway that's actually there. Baikerbanur is going to be limited to smaller planes. trying to land or take off medium to large planes there risks clipping a wing on that out of place object.
  2. Well, I can confirm now it's true, finally got a screenshot of the monolith, radio tower and a runway beneath the terrain, all clipped into the VAB building at Baikerbanur.
  3. Oh, well, yeah if you can turn down the science rewards, then it would feel right to keep it in the node it's in. I don't have the know how to adjust those values, so my only option was to push it up the tree.
  4. @hemeac I just had my first outing with the Cosmocat experiment from the KNES mod, and I'm curious if you've paid attention to that particular experiment? Cosmocat returns 2.40 science per biome on the ground, 5.60 science flying, which on paper is the same as the material bay, 2.40 per biome on the ground, 5.60 science flying. [per my science return settings] but the material bay is 1 and done. It doesn't matter what biome you're over. Cosmocat, returns that science value for every single biome you fly over. I feel like the fact that it returns so much more science over a stock experiment like that means it should be another tier up the research tree, but maybe that's just me. I thought I'd throw it out there and see what you and everyone else thinks. I will probably end up tweaking it on my end to be one node higher, but if you and everyone else is happy with it, then there's no problem with that either.
  5. @Caerfinon Downloading the newest version now for upgrade, but I got one more text based bug for you, don't know if you've caught this one yet or not. one random Jeb's junkyard mention in a mission brief to Cape Kerman.
  6. Okay, I'll update after this session, so hopefully I won't drop any more out of date bug reports.
  7. Looks like the version I have downloaded and am using is v 1.1.3, I hadn't realized the mod had been updated so far since I downloaded. sorry then for the report on an out of date version. If I upgrade to the latest version, will I lose progress on my missions?
  8. @Caerfinon I don't know if it's been reported yet or not, but you seem to have some typos, and a Lt. that likes to strap himself in upside down in your navy certification test 2 ... Unless Aplpha maker is something you intended to put in there... I'm also assuming this mission is from this mod, I don't think I have any other flight contracts that add missions like this.
  9. oh, found it, didn't realize there were options there for that.
  10. @linuxgurugamer So, funny story, I have discovered a splashed at Kerbin's mountains biome, and xscience will show it as splashed down at mountains, but does not give the option to run any experiments. I'm not sure how that works, maybe it wasn't coded to recognize a splashed mountains as a science trigger, because to be fair, this is the first time I've ever stumbled onto this spot, and didn't know splashed mountain science was even possible. I just thought I'd report it, in case you know why, or want to change it, but It's probably a low priority, because I doubt I would have found this spot if I wasn't so OCD about getting 100% kerbin science. It's literally like 100 m square. I was flying over the lake at 260m/s and saw mechjeb's surface biome flicker for half a second, and couldn't believe my eyes, thought I'd imagined it, and had to turn around to verify. I've been playing since KSP's early access first became available, and didn't think Kerbin could surprise me anymore.
  11. Possibly, I'm still learning the tree, also just for clarity sake, I wasn't complaining about this, just commenting about the cost because I was surprised it was so high.
  12. Yeah I know of a few other mods that add science gathering boosts, my issue is trying to balance what I've already got. I want to set my science gain multiplier so that I can unlock the whole tree, but I don't want to be able to do it just from Kerbin, Mun, Minmus, and Duna. I want to make it challenge me to go to lots of places. It's not necessarily about adding more, or removing science from my install, just finding the right balance for me, with what I've already got.
  13. My science multiplier is set at 30% of normal, I think. so not much at all. all the tech trees I've tried before cost so little I've always cranked it down to about that, and still got more science than what I knew to do with. I still haven't made orbit yet in my current career, but my OCD 100% completionist science collection tendencies on Kerbin, and a whole lot of airplane autopilot means I'm already queuing up some of the 80 cost science nodes to unlock, once my KCT gets to them, but I don't know how much more I'll be pulling out of Kerbin before heading to Mun/Minmus. I'm not sure if I've set it too low, or if I've still got it set too high, what with the science experiments added to the game by Dmagic, Scansat, and Angel's wild blue constellation of mods.
  14. Great, as a side note, I discovered if you set xscience to blizzy's or both through toolbar controller, and exit the game, when you restart the game, xscience becomes unresponsive and can not be opened. you have to set it back to stock toolbar, then uninstall and reinstall to get it working again. I assume this is caused by the same issue preventing it working with blizzy's toolbar, which you have fixed in the next release, but incase it's a separate issue, I thought I'd mention it just to be safe.
  15. I just realized that I need over 130,000 science points to unlock every node in this science tree with all the mods I have installed. I have no idea how that compares to stock or other trees, but it seems like a lot, and makes me fear that I've turned down my science gain a bit too much.
  16. Yeah, I poked around in a couple of forums and found out there's apparently a bit of a soft conflict between Kerbal Konstructs and Kopernicus/bleeding edge that sometimes causes game objects to spawn inside of other objects or clip beneath the ground. guy over there said he was using GEP [whatever that is] and that his launchpad was clipped into VAB with the spawn point was on the roof of it. He implied that it's a known issue, and claimed it's suspected to be on kerbal konstructs end, as it hasn't been officially updated since 1.8. No idea how accurate the information is.
  17. @linuxgurugamer Minor thing to note with x-science, toolbar controller gives the option to stick the buttons for it on the old blizzy toolbar, and seem to remove them from the stock toolbar, but I can't seem to actually add them to blizzy's they just literally don't show up as options to add. thought I'd mention it in case it was an oversight, but it might just be a bug on my end too. If it does work and it's just broken for me, sorry for bothering you. It's a minor issue and I can live with it either way. I just like having a few key mods, including this type of mod on the non-stock one so it's always visible and I don't have to scroll for it.
  18. @Caerfinon Just got a reply in the Kopernicus Unified "Bleeding Edge" Branch that there is a soft conflict between KK and Kopernicus that sometimes causes game objects to spawn inside of other objects or clip beneath the ground. guy over there said he was using GEP [whatever that is] and that his launchpad was clipped into VAB with the spawn point was on the roof of it. He implied that it's a known issue, and claimed it's suspected to be on kerbal konstructs end, as it hasn't been officially updated since 1.8. No idea how accurate the information is, but kind of satisfies my curiosity.
  19. That explains it, like I said not a big issue, was just curious, hasn't affected my gameplay any. I thought I was going nuts at first, and was just remembering there being a monolith that wasn't actually there, and then I got show screenshots of it, and a radio dish that had vanished, so started asking around.
  20. @R-T-B I needed to install this for the Parallax mod, and I've noticed a curious thing, the monolith and a radio tower at the old Baikerbanur site has vanished. I'm using Kerbinside remastered and kerbal konstructs, and had assumed they were responsible for the missing objects, but another user in that forum was sharing screenshots with me, and they are there for him, but he's not using Parallax/bleeding edge, so I thought I'd ask in these 2 forums. Kerbinside and parallax and dependencies are the only mods I use that affect terrain and visuals [as far as I'm aware] everything else is parts and gameplay effectors, KAS,KIS, autopilot, mechjeb, etc. It's not a huge deal, just something I'm curious about and asking around.
  21. @Gameslinx Would parallax or its dependency, possibly have anything to do with a missing monolith and radio tower at the Baikerbanur site? I'm using Kerbinside and Kerbal Konstructs, and I thought that they were responsible, but I've been coordinating with another player in that forum and that person and I are both using the same version of Kerbinside/KK and the monolith and radio tower are there for him, and Parallax is the only other mod I'm running that affects visuals and terrain, everything else is parts packs and gameplay effectors, KAS,KIS, autopilot, mechjeb, etc. It's not a game breaking thing, just an oddity that I'm kind of casually trying to nail down.
  22. I think Kola is the one place I've not bothered to visit, as it's so close to KSC, which is probably why I haven't found it this time. I feel like the missing monolith and radio tower are coming from some other mod, not part of this one. If it isn't parallax, which I'm going to test later tonight, then I don't know, and probably won't test farther than that. It's not enough of a "bug" to disrupt my game at this point, just a curiosity I was puzzled over enough to ask about. If I start noticing other problems, or missing things, like the time a mod made the Mun's ground collision disappear if the sun wasn't shining on it, then I might start poking around more, but thanks for all the help with this.
  23. I just did actually, tried all the different settings, and it had no effect. I'm using the Parallax that alters the terrain, and I'm starting to wonder if maybe there isn't some sort of soft conflict between the two? I'm going to pull Parallax and it's dependency, Kopernikus later tonight when I have more time and see if that has an effect. Side question, didn't this mod add a giant airship hangar somewhere or was that removed at some point? Or am I thinking of some other mod that added that? I haven't found it yet if it's still in the game, and to be honest, I was assuming it had been removed at some point. Now with the missing radio tower and monolith, I'm not sure if it was removed, or if it's not showing up because of what ever has eaten the monolith and radio tower at Baikerbanur.
  24. I can't read the log, I've looked through them before and they're all gibberish, so I wouldn't know if there was something wrong in there. I do think I have my details at half, If I remember right I had to turn them down for another mod, though I can't remember which one now off the top of my head.
  25. Okay, I saw that little green triangle, but it's empty. I also just realized there's no radio dish there either.
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