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Everything posted by vardicd
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Uh... Think I found something. Tested this on a new save and, yep still 2 buttons. EDIT: so now there's 3 buttons, seems like every time you load the save, another new button appears. EDIT2: restarting KSP eliminates the extra buttons, but they come back if you exit to the menu and reenter the save. EDIT3: Just tried removing and clean installing again, to verify that i didn't have a goofed install, behavior remains. duplicate buttons with exit to menu and return to save.
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yeah it's only in the R+D screen that there's 2 of the 3 seat variety. I don't know why it shows up twice in the R+D screen, but in the VAB/SPH there's only 1 3 seat and 1 single seat.
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Yeah I'm not certain, for safety sake, I've adjusted my playstyle to always make sure there is a crew pod of some kind nearby to be able to stick my kerbals in if I'm going to switch away, no leaving kerbals in chairs or on eva, because apparently it can happen at any point, no matter how many eva's they've done since they've had their helmets off on kerbin. just better safe than sorry, until squad gets it fixed, hopefully in the 1.9.1 patch that will eventually be released.
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I assumed the same thing, but I discovered that for some reason, deleting one of the configs causes the part to not show up in game, or if deleting the other, causes the part to show up with missing modules.
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Do you mean that it can happen if they've ever removed their helmet on kerbin at some point, like the game can call back some really old state? because in at least one case, my most recent, he'd already completed 2 spacewalks around the Mun to gather science from 2 orbiting probes, before I'd sent him down to the surface of the Mun to collect science from a probe lander. I switched to a rover that was just outside of physics loading range, and when i drove it into range he died, so it's not like he was fresh from a kerbin eva with his helmet off, and I guess I've just gotten lucky that it's never happened to any of my kerbals with the classic suits, because I've had every kerbal take their helmets off on kerbin. The first time it happened to me, was an instance where i had 3 kerbals land on Mun in eva chairs, and when I switched away and they got unloaded and i came back, only the kerbal in the fancy suit went poof, so I guess lucky.
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@severedsolo and anyone else who might use this mod, be aware, there is currently a bug in 1.9 with the 'high tech' making history suit, haven't seen it on the vintage suit yet, but anytime a kerbal becomes unfocused on eva, the game defaults that kerbal's helmet to off, and if you're on an airless body, when you refocus on them, they die.
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No it's definately a bug with the new style suits introduced in the making history expansion, or at least I've only seem it happen with those suits, anytime a kerbal with the special suits becomes unfocused, their helmets disappear, and if htey are in a no oxygen enviroment. poof.
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CTT and unkerballed start
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I ended up with 2 slightly different copies of the part, that can't be normal, right? EDIT: it only seem to be duplicated in research, only shows up once in the editors.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
vardicd replied to Shadowmage's topic in KSP1 Mod Releases
Oh yeah, supporting weight on wings is always a dangerous idea. sometimes it works, sometimes you end up with unplanned disassembly. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
vardicd replied to Shadowmage's topic in KSP1 Mod Releases
I wasn't able to reproduce the fragility you're encountering, though perhaps i misunderstand your situation. I made a fast and dirty copy of your craft with a full tank of ore to make it heavier than yours and loaded a 40 ton plane with only 3 medium KF wheels and it was able to support the weight, launch and land, no problems. feel free to share your craft file, if you'd like, so i can see what exactly you've got going on, or perhaps more detailed steps to reproduce your falling apart behavior, and i'll gladly help test. -
I don't know why It didn't work for me the first time i tried it, but it's working now. I've tested it everyway I could think of, mechjeb control, and not, I though maybe it was because most of my designs use engine clusters of different types that it didn't work, but no matter what i throw at it, it works just fine now. that first failure must have just been a random KSP glitch.
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@MacLuky A question for clarity, if I may, does this replace the stock lander can, or create a duplicate? Just want to be clear on if it will affect craft I have in flight with the landercan on it, or not.
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[1.2.2-1.9.x] Contract Pack: Exploration Plus 2.0.1 (24/05/2020)
vardicd replied to severedsolo's topic in KSP1 Mod Releases
It's always difficult when a favorite mod, or mod maker hits burn out and goes away. I have lost a lot of my must have mods over the years, but I've kept them all, in their previous versions. I have a library of every mod I've ever used since KSP version .23, and sometimes when I'm feeling nostalgic I'll fire up an old version of KSP break out those old mods long since gone.- 134 replies
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- contract configurator
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[1.2.2-1.9.x] Contract Pack: Exploration Plus 2.0.1 (24/05/2020)
vardicd replied to severedsolo's topic in KSP1 Mod Releases
To be fair I've started to notice several contract packs that require CC showing holes in them. I know Nightingale has tried to update CC to the newest versions of KSP as they release, and has seemed to correct major breaking bugs in those past updates. However it seems, to me, Nightingale isn't as active, nor as able to maintain and deal with the little things that have cropped up along the way, and CC is not as robust as it used to be. Just my opinion, from what I've noticed, and no criticism meant by it. I'm not really a mod maker myself, but I'm aware burnout is a thing. To be fair, however, I freely admit I may be misreading the situation.- 134 replies
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I think that was a standalone mod. I still use it in my installs Mechjeb for all. I can't find a forum link to it anymore. I do see that mechjeb version 2.8.2 had Incorporate "MechJebAndEngineerForAll" style functionality, though I guess I never noticed, as I was still using the mechjeb for all mod. I one I have, I've had for several versions of KSP now, and it's always worked.
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I activated it in flight, but I set everything in flight before launch, I didn't realize anything needed to be set up in the VAB?