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Everything posted by vardicd
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
vardicd replied to severedsolo's topic in KSP1 Mod Releases
Other than the usual, double check you've properly installed the mod, make sure you've got all the correct, and up to date versions of the mods. I'm not sure what might be going on in your install, as you haven't provided screenshots of your install, so I can't see it. I'm using all of those mods you listed, with maybe the exception of EVS, I'm not sure what that mod is from that abbreviation, and I'm using way more mods, and I'm not seeing any problems. If it's not one of those issues being a problem for you, I'm sure Severedsolo would appreciate your KSP output logs, if he's going to give you any help with your issue. -
[1.12.x] PEBKAC Industries: Launch Escape System
vardicd replied to linuxgurugamer's topic in KSP1 Mod Releases
I am seeing an issue with the small orange escape tower not connecting to the pod/mk16parachute like it's bigger counterparts. I'm playing with Restock and Restock+, so I don't know if it's caused by changes to the parachutes from those mods that's causing the issue, but I am fairly certain I was seeing it before I started using the restock mods. The bigger launch escape systems will still connect to the small mk16 parachute, so it's just affecting the small orange escape tower. Video of tests below: -
This seems like the place to ask, but is it just me, or did they remove the option to auto-strut parts in the VAB and SPH in 1.7? I'm not seeing those options anymore, and I didn't see a reference to it in the patch notes, but maybe I missed it? Or has I gone completely off the deep end, and this was never a feature in the stock game, and I've just been playing with a mod that added them for so long that I think it's stock behavior?
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[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
one of the mods you have uses the b9 part switcher mod, I'm not very familiar with it, but I have one or 2 mods that uses it, and I don't get these errors. either the version of it you have is out of date, or there's a serious problem with the installation of that mod. I'd find the b9 folder in your install, and delete it, figure out what mod you've got that needed it, make sure you've got the most up to date version of that mod and reinstall b9 -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
1} We need to see the place you installed your mods. you said you're doing it manually, so we need to see the place you're sticking the mods. On my PC it's F:\Steam\steamapps\common\Kerbal Space Program. to share photos I upload them to imgur, then copy paste the link from the imgur site, specifically the link under the heading : BBCode (message boards & forums) -
[Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29
vardicd replied to IgorZ's topic in KSP1 Mod Releases
We're going to need more information to help you, I'm playing on KSP 1.7 with the current version of KIS and KAS, and my kerbals can hold and use the eva tools. I just built a test craft to check. I've got a level 0 engineer right here holding the wrench, and he just pulled a rovemate rover body off a command pod on the runway. so the mod does work, either you've got 1} A bad install, {pictures of your install directory can help here} 2} An out of date install {Did you manually install, did you install through CKAN? Are you sure you've grabbed the right version?} 2} A mod conflict of some kind which maybe is preventing KIS/KAS from working. {output logs can help here. output log can be found {usually} here: AppData\LocalLow\Squad\Kerbal Space Program\outputlog. Above all, if we're going to be able to help, we need more information. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
vardicd replied to SpinkAkron's topic in KSP1 Mod Releases
@SpinkAkron This tech tree makes the game way more challenging at the beginning, I've backed myself into a corner 3 times now, where I didn't have enough science to unlock another node for science parts, and didn't have enough parts to get to new science locations. Loving the challenge. I'm not really helping myself any by trying to make all my craft as reusable as possible, but I did it with my first orbit capable payload deploying rocket. The final version of the Moho Project. Moho III small satellite and science payload carrier: Fully recoverable, SRB's Side boosters, main core stack, and even the upper stage booster. only the payload in the fairing doesn't come back down and get recovered. -
Mod seems to still be functional in 1.7. Just in case anyone wants to know.
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[1.3.0] Launch Numbering 0.4.0
vardicd replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Ooops -
[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
vardicd replied to severedsolo's topic in KSP1 Mod Releases
<THIS IS NOT A BUG REPORT, ONLY A PUBLIC SERVICE ANNOUNCEMENT> Public Service announcement for anyone using scrapyard, Earlier today I spent close to 4 hours tracking down what I thought was a Kerbal Construction Time bug, only to find I wasn't hunting what I thought I was hunting. After a conversation I had with Gap back on the 7th~ish when I updated my KSP to 1.7 today and started a new save, I turned on this feature of scrapyard: (WIP) Funds can be overridden so that using parts from the inventory do not contribute to the cost of the vessel. You do still need to have the full amount of funds (for now). I've never used it before and began playing. I shortly noticed I was getting a massive frame-rate drop and performance hit. I was also getting a endlessly scrolling error message from KCT. {hence why I spent 4 hours tearing apart my install to try and find what mod was causing my KCT error. I still haven't found it.} Turns out the performance hit and frame-rate chug was all from enabling that WIP feature of scrapyard. I was able to repro this on a clean install with only scrapyard installed. Video of my test below: Perhaps, if @severedsolo would be so kind, a warning could be added to the first page that enabling the WIP feature of scrapyard, may provide a performance hit, and stuttering in the build editors. {Other user's performance may not be as negatively impacted. performance may vary by user system specs.} @gap I'm tagging you in this because of our conversation about the WIP feature of scrapyard, and I seem to remember some running conversations over on the KCT thread about stuttering in the VAB/SPH. Thought I'd give you a heads up here so you can investigate on your own and see if this helps you alleviate some of your symptoms. Thank you for your time. -
I have located the stuttering effect I was noticing, it was coming solely from the scrapyard mod, and had to do with the WIP feature, funds override. once I disabled that, the stutter went away, so far have not been able to reproduce the endlessly scrolling text pictured above. Still working on it, adding mods back in one at a time.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
vardicd replied to Paul Kingtiger's topic in KSP1 Mod Releases
Ah that would explain things, I don't use that mod pack. Thanks for the answer.- 1,553 replies
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@linuxgurugamer So, I just upgraded KSP to 1.7. Just downloaded the latest version of KCT and installed it and I'm getting an endless scrolling of this: It's firing every second or so, causing a very noticeable stuttering in the VAB. https://www.dropbox.com/s/t7jk0gifiqldch9/output_log KCT Handling Error.txt?dl=0 EDIT: KCT is not causing the stuttering. removing KCT has not reduced the stutter, but now looking elsewhere for the stuttering. EDIT2: Previous version of KCT still seems to run in KSP 1.7 and doesn't seem to cause issue, should anyone have the issue I'm having above, and wish to roll back. EDIT3: Further testing has shown that I'm not getting the above error from KCT version 1.4.6.4 {latest version for 1.7KSP}. I thought I had tracked the stuttering issue to the scrapyard mod, as once I removed it, all stutter ended, but when I tried a clean install with just that, I got no stutter, so I started adding mods back in, and when I added the latest version of KCT back in I still had no stutter, and no scrolling handleEditorButton/attempting to take control of launch button error. There is apparently some other 3rd mod that is setting up a weird reaction between KCT, scrapyard, and itself, when all 3 are installed together. I am attempting to isolate the 3rd mod now, but it's slow going. FINAL EDIT TONIGHT: I have pulled apart my install, taken everything out and put it all back in, one mod at a time until I am back where I started. I can not get this endlessly scrolling error message to reappear. I don't know why it happened the first time, I don't know if it will pop up in the future. I found the unrelated stuttering issue that was in fact coming from scrapyard. Feel free to look over the output log from the incident above, if you want, maybe you'll see something that I can't, since I can't read the log anyway. Maybe it was just KSP being KSP, and it wasn't even the mod's fault. I don't know. Until I can get this to happen again, I'm going to have to assume it was a one off thing and I wasted my time hunting a bug that wasn't there, and yours for reading this. Sorry.
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Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
vardicd replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Paul Kingtiger Cosmetic question, what are the 1.5m shroud and central core units meant to mate too? I'm not finding an adapter, or a 1.5m part that matches them. I don't know if I'm just overlooking something, or if they were built to match parts from a mod I don't use? Just curious, as anytime I try and use them, I either end up with a under hang or over hang between the 1.25 or 1.875.- 1,553 replies
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
vardicd replied to SpinkAkron's topic in KSP1 Mod Releases
I ended up trial and error-ing it. A lot of error. A LOT. I broke things, so many things, but eventually I got it done right. -
[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
vardicd replied to SpinkAkron's topic in KSP1 Mod Releases
@SpinkAkron Just downloaded this mod and am starting to play around with it, Seems cool so far. Was going to make a bug report, but in the process of typing it out, and getting screenshots together, I realized that my sleep-deprived self had made a mistake, and there was no bug. Go me. One actual question, I've removed the stock fixed landing gear from my game. I despise them. I usually move the LY-10 small landing gear to the place where the fixed landing gear starts and use the LY-10 as a starter landing gear. With this mod that gear starts much farther down the tech tree, and as such I have no landing gear to use for the beginner planes. What would be the easiest way to move it up the tree into the starting aeronautics spot, without breaking your mod? I have very limited experience with making or altering MM configs. -
Universal Storage II [1.3.1 and 1.4.5 - 1.7.0]
vardicd replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Paul Kingtiger Minor issue for consideration, I don't know if anyone else has brought it up, or if I've got some thing strange in my install but there appears to be a slight imbalance between the liquid fuel to oxidizer ratio in the US 2 liquid fuel parts. Ended up with .85 units of oxidizer left in each tank when I ran out of liquid fuel.- 1,553 replies
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[1.9.x] PAWS - Part Action Window Sorter-Outer 2.0 (19/02/2020)
vardicd replied to severedsolo's topic in KSP1 Mod Releases
For anyone curious, seems to be working in 1.7- 62 replies
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- less clutter
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