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Everything posted by Vjrcr
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The hitch parts use Tech level Coupling however their is no tech level coupling in either stock or CTT therefore if you are playing Science or Carrear they don't show up. Edit: I would add a pull request or issue tracker but I cannot find a Github. Edit 2: The line of code is "TechRequired = Coupling" with as far as I can tell points to nothing
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Vjrcr replied to nightingale's topic in KSP1 Mod Releases
I removed Final Frontier, even started a new game after, it still happens. It has to do with active limit being reached and new contracts being blocked.- 5,201 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Vjrcr replied to nightingale's topic in KSP1 Mod Releases
Can someone tell me if this is a bug or a improper install? It causes bad lag during time warp with all the spam. Those bits in the log happen every second or so during warp.- 5,201 replies
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[1.2.x] Aviator Arsenal - World War 2 aircraft weaponry (v1.3)
Vjrcr replied to tetryds's topic in KSP1 Mod Releases
I just deleted the whole Trumpet and it works fine for me. It only really matters it you want to make a Stuka with sound but.... you're S.O.L till the current release come out of testing (I don't mean to push the Mod auther, I'm just tell everyone to be patient) and if you can't wait then like I said... S.O.L -
I did notice it's lightly smaller but that just means it's easier to put in a fairing
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Is the CEV the same as your other mod?
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No problem, you replied within 24 hour, anything under a week is acceptalbe in my books. Less than a day shows how much you care for your users. Keep up the great work.
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Could it have been an attempt to add an WEP (War Emergency Power) setting to some of the engine and never got around to it? Either way Thanks for the reply and for the nice little chart with litting capacity, now it's easier to make my Cargo Helicopters.
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[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
Vjrcr replied to JPLRepo's topic in KSP1 Mod Releases
How do I target it then? or where is it? Edit: Found out that thing don't show up in the list after you take a contract if you never leave the ship. I use a mod that lets me take contract mid-flight. -
[1.12.x] Tarsier Space Technology with Galaxies (V7.13) 12th Sep 2021
Vjrcr replied to JPLRepo's topic in KSP1 Mod Releases
What/Where is the Twin Clouds? I have no Planet Packs installed and have a contract to take a picture of it. -
The KT6C "Kitty" engine has 3 options under the AG menu, Cargo Throttle, Hover Throttle and Normal Throttle What do they do? I've tried them and I didn't Notice anything, does it change the sensitivity of the throttle? Edit: KT6A "Kitty" Doesn't have those options. The KT6C is the tilt rotar while the KT6C "Kitty" isn't. Edit 2: Both the RR K56 "Titan" and the KP-12 "Bear" have these options but no other Airplane Plus engines do. The KT6C is the tilt rotar while the others are not. Edit 3: On a side note, after playing around with the KT6C It would be nice to have a Half deploy option or negative/Invert deployment state. Would make it easier for a horizonal takeoff
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Is there a document the tells you what each colour does and or what each in-flight marker means? I have figured out what all but the green marker means in flight.
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Is it also compatible with USI-LS or only TAC-LS?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Vjrcr replied to RoverDude's topic in KSP1 Mod Releases
That wiki page says that scout are immune to home sickness and hab effects but when ever I use them they still suffer from the effects of both and stop working -
I been have good luck with using the Alt-F12 menu, turn of hack gravity during loading, up it the start a down velosity intil it settles on the water then turn off Hack Gravity
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Thanks, I like the unity skin look, makes it look more space/Sci-Fi esk. By the why, this will be the 80th mod in my install and at this point it take quite alot to get me to add a new mod and you've done it good Sir/Madam.
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But thats easy to miss, simply putting "UI mod" in the OP would make it easier. But that just a sugestion, I just thought it might make it easier to understand what this mod is, but I could be in the minority here. Sorry if I seem rude, just wanted to help. I had no problem with the mod, it looks great, just it's not that clear on what it is at a glance. Sorry.
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Maybe update the OP to say that it's a UI mod. Most people, me included, will not read the comments to see what the mod is and will just overlook the mod. Luckly the first comment points out what it is but it will still turn off some readers. But it looks good, nice job.
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@ev0 Thanks, I'll start looking into it tomorrow.
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Does water effect heat? I did get a bull breach once but it was when I drop 2 torpedos into the hull just above the water line. But if not then I'll work on something to get it working.
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How does the mod deside if a hull breach happens or not? Is it something to do with the weapons individual damage or is it accumitative? I can slam 4 Mark XII aerial torpedos into a Carrier hull section and get nothing but 4 203mm cannon shells can destroy it. The parts I'm refering to are from LBP and NAS mod.
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How do you add costum Nodes? I see how to add parts to a node but I did not see instructions to make a new node itself. I want to add a weapons branch for BDAc and other weapon mods.
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KerbalStuff has been shutdown for a while, SpaceDock is the new one and this mod has not been touched since before the KerbalStuff debacle it's probably lost. If you really want if you might be able to find an Internet Archive of KerbalStuff and if you're lucky that might have the down with if but that will take quite some time to find. Sorry I couldn't be of any more help.