Vladthemad
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Everything posted by Vladthemad
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Are there any mods out there that add endcaps for the various sizes of tanks? Not nose cones, but something more along the lines the FL-A5 adapter but without the mounting surface.
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What mod is that command pod from in your first picture?
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So a few days ago, I was playing KSP with a friend watching. He was mocking my SSTO abilities, or lack thereof. On one of my attempts at a powered landing after a suborbital flight, he laughed because I really only had a sliver of fuel and airbrakes left. As the ship came hurtling back to Kerbin, I decided to EVA the entire crew of three Kerbals around 10km from the ground. Imagine my surprise when only one died upon impact. If I recall correctly, they were doing in the neighborhood of 40-50 m/s. Anyone else experience anything like this? Is WAD in vanilla? While hilarious it seems a bit ridiculous. While I am using mods, none that should do anything to allow this. So what exactly *is* Jeb's crash tolerance?
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Vladthemad replied to Nils277's topic in KSP1 Mod Development
When you attach wheels and feet to the LV25 Meerkat Landing Assist or Planetary Adapter parts, while deployed the feet and wheels deploy at different heights. This causes problems when trying to add sections to already existing bases where you've already ejected the wheels. Assuming it hasn't already been suggested somewhere in the many posts, any chance you could change it so they are the same height when deployed? -
Yes. It was originally an unmanned station/ship. Sent up two interface vehicles with three kerbels each, who moved around a lot in the station. Flew around the Kerbin sphere of influence for a long long time with it. Ran out of supplies on the return voyage. Separated the interface vehicles and returned them to Kerbin. That's the gist of it, but it was a lot more involved. As I couldn't reproduce it in simple tests, I'm assuming at this point it was somehow user error.
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Vladthemad replied to Nils277's topic in KSP1 Mod Development
I wondered if it was a difference in efficiency, thanks for the info...and I'll be looking forward to the update! -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Vladthemad replied to Nils277's topic in KSP1 Mod Development
Not sure if anyone else brought this up yet, but in the USI life support support parts, it looks like there's a mixup in the resources.The greenhouse turns Mulch, Fertilizer, and Electric Charge into Supplies, which makes sense. Kerbals eat supplies, make mulch, you use the Algae Farm to turn mulch and ore into fertilizer, and then the Greenhouse takes all three and turns it into supplies. Now, the smaller Greenhouse Container takes just Mulch and Electric Charge, and turns that into Supplies, eliminates the need for fertilizer by the looks of it, making it much easier to make supplies. Is this working as designed, or was the fertilizer requirement accidentally left out? -
Well tell THEM that....hah. Let me stick someone into space and give it a test. Edit: Welp, during the test Jeb was returned for duty on reentry. Don't know what I did to accomplish that *not* happening last time. I'll pay more attention if it should happen again to exact details. Come to think of it, I brought back two sets of three kerbals after running out of supplies from that station. Only one set of three didn't return to duty. So chances are it was probably some nonsense I did that caused it.
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I don't have a save as I've already edited it to fix it, but it's probably easy to reproduce. It happened due to the fact that after they went "grouchy", I just used the probe core I had attached to the return vehicle to bring them back home. So they never returned to being normal prior to ship recovery, and became permatourists.
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Yeah, after some more digging I found someone pointing out Roster, and went down and changed them to their proper jobs. Didn't go into the Life support scenario file though, I'll have to double check that. So there's no way to fix in that in game?
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I have a problem. I brought back some unfed kerbals, and they've remained tourists ever since. Any way to undo this?
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Vladthemad replied to FreeThinker's topic in KSP1 Mod Releases
I used to have a module manager cfg file a few versions ago that added fuel switching to all tanks. I can't seem to find it anymore on the forums or via google. The few links that looked promising are dead (KerbalStuff has been shutdown). Can anyone point me in the right direction?- 1,187 replies
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Hey Roverdude, I've been experiencing an odd bug that I finally figured out is related to your LS mod. Here's what happened... Conducted a flyby of the moon, thought I had plenty of supplies, brought a 1.25 diam LS container for two kerbals. Don't recall seeing any warnings about low supplies. During the return Bill exited the craft to gather up the science before ejecting that part of the ship to land the crew capsule. Upon reentering the capsule, Bill can no longer EVA to get the other half of the SCIENCE! It was giving me a statement along the lines of "Tourists can't exit the vehicle". I thought that was odd, but sent Jeb out to get the other half. After reentering the capsule now he can no longer EVA either with the same tourist warning, and the controls are dead. Once I was done panicking, I quicksaved and downloading hyperedit to bring the capsule down safely. Don't judge me! Anyway, after running a few tests, I had this occur on the launchpad too. Bob and Val both exited the vehicle on the launch pad, reentered, and suddenly unable to EVA. Now all my orange suits were listed as tourists in the crew roster. If I hired someone new though, I didn't have that issue. Didn't have it in a new career game on the launch pad, nor in a sandbox game. After reverting to the quick save doing the above again a few times, when I splashed down in water instead of land, I noticed it state "Jeb and Bill have returned to duty" or something along those lines. Now they were no longer tourists. Well, after chasing my tail for about an hour, I finally equated this issue to the USI LS mod. To test I put a capsule on the launch pad, and fast forwarded until they refuse to work, upon recovery they are listed as tourists in the crew roster. Is this working as designed? Shouldn't they reset when recovered? Any reason why EVA was insta-touristing kerbals on the launchpad after EVA? I also found it odd that they did reset at splashdown but not when they land in an open field. Edit: Just saw the above posts about a similar issue...I do believe I was out of EC at the time I EVA'd. Heck, I was out of EC since my moon flyby probably. No solar panels and left SAS on afterall. I could just use thrust a bit as needed to get some. Of course that begs the question, why didn't they refuse to work BEFORE they eva'd? I had full control of the ship until the eva.
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Alright, I've found an odd bug...that almost cost me an entire mission and Jeb's life! *GASP!* After returning from my first Mun orbit on a new game, I noticed I forgot to gather the science out of the experiments at about 250km up on a suborbital flight doing about 2500kps. Let's just say I didn't have a lot of time to get them out! Went EVA, gathered half of them, entered into the capsule. Attempted to go EVA again to get the other half, but the EVA button was greyed out and states "Tourists may not disembark from the vessel." What's worse, now that he was classified as a tourist by the game he couldn't control the ship! Has anyone run into this issue before? I couldn't find any related posts, but that's more likely due to the fact that there a tons of "tourists can't eva" posts, making it difficult to search for an answer to my particular problem. I thought maybe it was the 2 man capsule mod, but I tried it on the standard Mk1 and had the same issue on the launchpad. As it wasn't a crash would this even show up in the logs? To avoid his death I downloaded Hyperedit (Don't judge me!) and used the land feature to keep him from burning up on reentry. When it comes to Mun landings this is going to be a real problem.... Edit: Did some checking, and in sandbox or a brand new career game this doesn't occur. Went back to my bugged game, and I see now that anyone I EVA'd has lost their job title and is now listed as a tourist. Weirder still, after upgrading the astronaut complex from stage 2 to stage 3 a freshly hired pilot does not turn into a tourist upon going EVA on the launch pad and re-entering the capsule as happened to Valentina and Bill. Weird weird weird. Reloaded a quick save, tried this again with orange suits and it appears that it's only Bill, Bob, Jeb, and Val that are affected by this issue.
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ASET Avionics Pack v 2.1 (for the modders who create IVA)
Vladthemad replied to alexustas's topic in KSP1 Mod Development
Alright, am I blind or is there no link for the avionics assets? I see one for RPM and one for the old Props, but nothing for the actual avionics pack. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Vladthemad replied to RoverDude's topic in KSP1 Mod Releases
Ah ok, so it's coming back when it's sorted? Got it -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Vladthemad replied to RoverDude's topic in KSP1 Mod Releases
As noted, I saw the new wings and managed a water landing with them...but that doesn't explain why the chute was removed nor that I'd like to do that risky water landing every time. I did see a few posts asking about it, but didn't see an answer from RoverDude. It's not like this thing has landing gear or much in the way of thrust. The model still has a chute on the bottom of the engine module, and what kind of escape module wouldn't have a chute?! Just one of a number of instances where I think why did you change this? It needed no improvement! :/ -
Anyone having issues with 1.0.4? I'm able to switch the fuel in the VAB but when I get to the launch pad it's changed back to liquid fuel and oxidizer every time.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Vladthemad replied to RoverDude's topic in KSP1 Mod Releases
Um...so how do you activate the chute? I didn't see it in the right click menu. Thankfully with the new wings you added I was actually able to glide it in for a safe landing after skipping across the water a bit! -
[0.90] Kerbin Shuttle Orbiter System v4.13
Vladthemad replied to helldiver's topic in KSP1 Mod Releases
Greetings, anyone know if pack two (the station parts pack) will work properly with 1.0.4 without modification? I saw the download for the entire pack someone fixed and posted, but I'm really only looking for the station bits. I love the idea of the shuttle, cars, and whatnot, and everything is beautifully done, but have found in the past that I never actually end up using them...so it's just extra bloat clogging up my parts list -
[0.90] Kerbin Shuttle Orbiter System v4.13
Vladthemad replied to helldiver's topic in KSP1 Mod Releases
Has anyone tried packs 2 & 4 with 1.* yet? -
I used one of the end cap chutes (whatever it's called, the Mk 16xl or something) on a booster, as typical. Launched, ejected the boosters at a bit over 10km and it didn't work, was ten times the normal terminal velocity. I thought that's odd...so I strapped four radial chutes on each booster in addition to the standard end cap one I used to use. If anything it hit the ground a little faster according to the update it gave :/ It's behaving like it's not taking the chutes into account. Before I'd have 10m/s t.v. if that, now it's 105m/s t.v. - - - Updated - - - Ugh...I don't mind real chutes mechanics not that I ever really needed it (never had an issue with chutes tearing off), but for some reason I just hate the look of those pointy end cap chutes! I try to run with the least amount of plugins that I can. If I'm not using it I don't keep it. I'll I guess I'll have to wait for the fix - - - Updated - - - Well they just dropped another update too, and it includes a tweak to the mk16's drag.