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vardicd

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Everything posted by vardicd

  1. Is it just me, or does the monolith at Baikerbanur vanished with this mod installed. I was trying to find it, and can't. Don't know if I'm just blind, or if it's under terrain or something.
  2. @TheDarkBadger Just an FYI, the github download says this mod has been updated to KSP v2.0.2.0 I think that's supposed to be v1.11, with the 2.0.2.0 being the mod version number. I got really confused for a second wondering if a update dropped I didn't know about, or if I'd found an old download link by mistake.
  3. 1} that's a pretty shot 2} can you imagine rolling along in a rover at a decent speed, not paying enough attention and smacking into that bad boy.
  4. @Boris-Barboris If you ever decide to add any features to this, I find myself wishing often I could program the cruise flight controller to an altitude and rate of climb, instead of one or the other. especially in a lot of early careers, I make planes that can fly pretty high, but they have to climb really slow, and it'd be nice to say I want an altitude of 10K, but climb at a rate of 2m/s until you get there, and once the plane reaches the altitude set, it would set the vertical speed to 0, or ignore it unless the altitude drops under the set target. As is, I have to set the vertical velocity, then switch it to the target altitude when I get there. The problem is, sometimes I read or watch vids during those long climbs, and I miss the target altitude and get to a point I can't keep the plane from stalling, and end up dropping pretty far before I can recover, then have to start the long climb all over again. {if there's anyway to do what I'm asking already, I haven't found it.} It's not a major issue, not asking you to make any special effort, maybe I'm the only one whose ever run into these problems, but I though I'd drop the suggestion, just in case.
  5. I've just started using science alert, can someone help me understand how to set the system in game to signal if there is any science at all to do? I tried setting everything to not maxed, assuming this would mean that even if there was only 0.01 points of science to be gained, I'd get notified, however this seems to have broken something, somehow, as now i'm not getting alerts for any experiments, when it was working before. I've got a temperature scan that hasn't been done at all, and it's not showing up as an experiment needing to be run, but it was showing up before I started messing with the settings. I also tried bringing the alert threshold to 0 [disabled] thinking that might help, but no luck.
  6. @cmet24 Just noticed it seems, at least in my game, that the real chutes mod doesn't react with the weather. Had a test balloon in the air with a real chute parachute on it, and when I deflated the balloon and popped the chute, it went straight down, despite having a good drift due to windspeed to the south-southwest. Not, complaining, and not your mod, just something I noticed, and didn't know if you've tested wind interactions with real chutes or not. could just be something wrong on my install, could be the way the real chutes mod is made, no idea. If further testing shows the two don't actually work together, might want to put a mention on the first page, to cut down on others saying something to you, as I looked but didn't see any mention of real chutes anywhere.
  7. Oh, well, that explains it, shame. I'll have to wait a while before I get to use the new version, got a few of my must have mods that still aren't available in the 1.11 format. I won't be upgrading my KSP to 1.11 till those mods finally update.
  8. Retested on clean install, fresh save, only parallax, and listed dependencies, still bugged out, picture and log below: https://www.dropbox.com/s/d2aej7mnz98hzjn/log for parallax again.log?dl=0
  9. At least it 's not just me. That happens a lot and I have to figure out why I'm the dumb one in the room.
  10. @Gameslinx Just tried again today with the new version, plus the dll from the dropbox link, and I'm still getting messed up graphics. here's a link to the output log this time, because I'm not half asleep trying to make a report. I don't know how to understand what's in the log, so I have no idea what might be causing this, the previous version of the mod works with every mod I'm running right now, but this version... well, the pictures kind of speak for themselves. https://www.dropbox.com/s/7d7e22zx2aot363/log for parallax.log?dl=0
  11. Just tried it, and didn't notice any performance impact myself. AMD Ryzen 5 48.0GB RAM 2047MB NVIDIA GeForce GTX 1660 Ti
  12. Sadly my system does not seem to like the most recent update. I did completely remove the old version and put the new one in. I'm using so many mods, it could easily be a conflict, I'm also still on 1.10, so don't know if that matters.
  13. yeah looks like they both independently decided to adopt and update the mod, I saw Linuxgurugamer announce his intent to do so, back in early Dec, but cmet24's came out of no where. I'm honestly surprised something like this hasn't happened before. I don't really see it as an issue, both adopters can maintain, or improve it in their own way, and we users can choose which version we like all on our own. Unless there's some forum rule that says otherwise?
  14. Ignore me, I'm dumb. If a mod happens to see this post and wants to delete for me, go right ahead, don't see any way for me to do it myself.
  15. I see this mod is listed as 1.8 to 1.11 compatible, but would the version of kerballoons linked above work in 1.10? I'd like to try this mod, and kerballoons but i'm still playing in the previous version, as there are several core mods I use that haven't been upgraded to 1.11 yet.
  16. I don't think I even knew at the time what mod did the changing. I remember it changed all the icons to Nyan cats, and I think changed the names too. I did ask about it in the Module Manager thread, if anyone knew how it was done, but no one ever responded to me. I have not as of yet contacted the Kerbinside creator, as I'm not 100% sure that the error is coming only from that mod and waypoint manager. At some point when I have more time to test, I'll run a set of tests with a clean install and only the 2 mods to see if I can replicate the behavior. I want to be sure there isn't anything else contributing that I haven't found yet. The waypoints added by Kerbinside/KerbalKonstructs are listed in the waypoint manager, same as any generated by the player, or those generated as contract markers.
  17. @hemeac Sorry if this has been answered somewhere already and I've just missed it, I'm not very far into the tech tree yet, only unlocking the 30 point cost nodes, are there nodes that unlock Mechjeb functionality in here? I've already got 1 or 2, can't remember exactly. SAS upgrades, and haven't gotten any new functions yet, and I don't see mechjeb in the list of compatible mods on the first page, so I was curious and thought I'd ask.
  18. @linuxgurugamer I've narrowed things down with the disappearing waypoint markers. I'm using Kerbinside to add more bases and discoverables around Kerbin. One of the features with the mod, is that you can click on the icon of the bases on the world map, and create a waypoint marker. It took me a while to notice, but all of the waypoints that kept disappearing on me, were created by this method. but only after I hit a total of 14. I don't know why that's significant. I made a number of waypoints this way in the early game, before I hit the magic number of 14 total, and all of them are still stable and available. I have been able to create manual waypoints at those locations using the "current vessel location" function, and none of those have deleted themselves. I'm not sure what interaction is happening between waypoint manager, Kerbinside, and kerbinside's dependency, Kerbal Konstructs, but I am reasonably certain it's not a pure Waypoint manager issue.
  19. I'll see about getting those listed on github. I know it is possible to change the names somehow, one of the mods I had back on April 1 changed them all as an April fools prank. I was just never able to figure out how.
  20. @linuxgurugamer Is there a limit to how many waypoints can be saved, or even a limit by planet? I currently have 14 saved on Kerbin, but every time I try and add more, as soon as I end the flight they are deleted. Trying to find out if this is normal, or if I need to dig and see if I have a bug/interaction with another mod that's giving me grief.
  21. For anyone wondering if this works with 1.10. I took the plunge and loaded the mod after backing up my game folders and saves, and everything seems to have loaded in with no errors, can't tell if everything is working as intended in 1.10.
  22. This looks beautiful. 2 questions, I'd love to add this to your other mods I'm using, but I'm still playing on 1.10, is the current version backwards compatible to 1.10? and second, I've never used any of the cryogenic engine/tank mods, If I add this mod, I see it has a dependency on Cryo tanks, will that do anything to my other engines, or only parts from this mod?
  23. I have a question for anyone able to answer, would it be possible to add the range safety self-destruct feature to stock probe parts / vessels? If so, what would be needed? I found a MM patch in RP-1 that adds 'module range safety' to parts, but it doesn't define what range safety is or what it needs to do in game, so I'm assuming that definition is coming from somewhere else I haven't found. Just thought I'd ask.
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