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vardicd

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Everything posted by vardicd

  1. Is anyone seeing a lack of electric consumption from SCANsat parts? Put a satellite in orbit with 2 low res scanners and it's not showing any electric use, and I'm pretty sure the limited solar panels I have on the probe shouldn't be providing enough electric to keep it powered. This is the first time in this game I've run into any type of power usage 'bugs' anyone know what might be causing it? I don't know where to find output logs now, I can provide if someone can tell me where they've been moved too? Output log Link: https://www.dropbox.com/s/ygydr1jt0xquh5z/output_log.txt?dl=0
  2. While we've been waiting patiently for an up to date build for 1.5.1 I've been happily plowing on with the latest release for 1.4.5 and it's working just fine for me, haven't run into any bugs or problems, nor any conflicts with the 75~ish up to date mods I am using in my 1.5.1 career. I obviously can't promise anyone they'll have as painless an experience as me, but just as a potential FYI, should you really want to use the mod, it seems the previous version still works.
  3. @jrbudda I redirect my question to you, since @RealKerbal3x says you are the current maintainer: Would it be possible, and would you be willing, should it not be too difficult an issue, to add a throttle setting to the Kerbal Engineer readouts? I'm looking for something that shows the exact percent that the throttle is set too, such as a KE readout showing my throttle is setting at 67%, versus looking at the throttle slider on the navball, and trying to guess what the throttle setting is. Completely understand if you don't want to do something like this, or if it'd be too much of a pain to do it for one person asking. Just thought I would ask, because I wouldn't know if I didn't.
  4. @cybutek A quick question, would it be possible, and would you be willing, should it not be too difficult an issue, to add a throttle setting to the Kerbal Engineer readouts? I'm looking for something that shows the exact percent that the throttle is set too, such as a KE readout showing my throttle is setting at 67%, versus looking at the throttle slider on the navball, and trying to guess what the throttle setting is. Completely understand if you don't want to do something like this, or if it'd be too much of a pain to do it for one person asking. Just thought I would ask, because I wouldn't know if I didn't.
  5. YES! This was very much so the mod I remembered and wanted, and it still works. Thank you so much for your help!
  6. I'm already using allyall , but thank you for the suggestion. I believe this may be the mod I was remembering, or one very similar. Thank you very much, now to cross my fingers and hope it will work in the latest version of KSP.
  7. I'm trying to find a mod, that I'm sure used to exist, maybe still does, but I can't remember the name of it. It allowed you to collect all the science from various science parts with one experiment, such as the goo pods, instead of having to run the experiments multiple times to collect all the science. If anyone can name that mod, and point me in the correct direction if it still exists, I'd be grateful.
  8. Okay. That's what I thought from what I saw and what was happening, but I've been known to miss completely obvious things before, so thought I'd ask.
  9. @Nertea and anyone else who may be able to answer this for me. I've only just adopted the Near Future Electrical, and as a first time user I had a question about the behavior of the capacitors added by the mod, once I toggle one on to discharge, Is there a way to stop it after partially discharging, which I'm not seeing, or is it just intended that it fully discharges even if you don't need it to fully discharge?
  10. @OhioBob Question for you, there are 4 SRB's included in the RLA Reborn mod being maintained by Linuxgurugamer 3 .625m SRB's {boostertron I, II, and III and the SMAC Payload assist motor} would these be candidates Better SRB's?
  11. I didn't get any popup about it, and I just started a new career to make sure I didn't just miss it the first time, and there are no options for the mod in the career start options menu that I see. It's not a big issue, I was just curious, and thought I remembered this mod having options for it before, which again, I may not be remembering correctly, or even be thinking of a different mod entirely.
  12. @severedsolo Correct me if I'm wrong but I could have sworn there was a way to prevent Jeb, Bill, Bob, and Valentina from spawning, and only get custom named kerbals, when using this mod. Am I crazy and remembering wrong? Or is it maybe a function that's not working correctly since it looks like this mod never got updated to 1.5.x? The mod itself does appear to be functioning, other than this one thing, which I freely admit may just be me misremembering.
  13. Nertea's stockalike station expansion. I reported the issue, and Nertea was able to push a patch out that removed the extra files causing the glitch.
  14. Understood, it's not a huge issue, I got the number to one I'm happy with, but it's nice to know I can go into the save file and edit it there.
  15. @severedsolo Have you noticed an issue with the sliders on monthly budgets being less accurate [almost twitchy] the lower you lower them? I was playing with the kerbal wages slider and slid it to 0 accidentally, and when I went to put it back to 1000, I noticed the slider will jump between values from 0 all the way up to over 5000 when trying to adjust numbers that low. I'm not sure what's causing it, or if it's an issue that can be fixed or not. {or even if it's coming from some sort of mod conflict?} I'm more than happy to provide you with any extra information you want, including log files, should you want them. I won't be able to dig those up till after I get off work tonight and have more time, however.
  16. Sometimes you have to, in order to narrow down a problem. I spent 9 hours yesterday removing/adding, nearly all of my 85 mods starting and restarting KSP each time, to figure out which mod was generating duplicate menu options and flag pictures when I was starting a new game.
  17. @Nertea I've found a crazy bug. With only this mod, and it's dependencies installed in a fresh KSP install: When you go to start a new game and open the options it creates a duplicate advanced options tab: It also for some reason creates a duplicate [or in some cases triplicate] selection of flags to choose from: This is, again, clean KSP install, only mod and dependencies, and the making history expansion. and it's the latest version of the mod as of the time of this posting. {I double checked to be sure} EDIT: If you see something I've missed or overlooked, please feel free to let me know, I can also provide game logs if you need, I just have to remember where they are stored in the install.
  18. I am about to try this for 1.5.1, anyone know how to make it work if it doesn't?
  19. This. I know it's not really needed anymore with the stock changes, but it's always a little sad to see an old mod go to pasture. Thanks
  20. God don't know how many times I've built a vessel with a good TWR, gone to launch and.... BOOOOM. Oh, yeah, forgot that was set to Minmus gravity.
  21. Oh.... I hadn't actually had time to sit and sort through the configs for it yet... Well, at least I have some idea of what I need to do in the future, should I need to change SRB's.
  22. @OhioBob I think I've got it. Thanks for the help.
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