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KSP2 Release Notes
Everything posted by vardicd
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Unless you've updated those in the last week, week and a half I should but I will double check that as soon as I get home and let you know
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I'm playing KSP version 1.4.4, and with the mod version you just released, version 0.5.2 I can't enable the mod for the various launchsites, as the mod options don't show up in the game at all. The game doesn't recognize the mod is there at all.
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@linuxgurugamer So, seems there [may] be a minor issue with this release. I removed the previous version, and installed the new one, and I do not have the setup options for launch numbering, and it doesn't seem to function at all in game, both in saves in progress, new saves, with KCT, and without KCT. As soon as I roll back to the previous version, functionality is restored. Not sure what's gone wrong here. Sorry.
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[1.12.x] Crew R&R - Crew Rest & Rotation
vardicd replied to linuxgurugamer's topic in KSP1 Mod Releases
Uh... I can try later today after work, I'm not really familiar with github, think I used it, once or twice. I'll look into it ata the very least. -
glad I could be of help
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After checking without KCT installed, I'm still seeing this mod not recognizing launches coming from the desert, woomerang, and the island runway, so they aren't getting the number scheme.
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@linuxgurugamer has anyone else reported having this mod fail to function if launching vessels from Woomerang, island runway, or the desert launch facility? Not sure if it's something I'm doing wrong, or if the mod's not recognizing the launches from the other sites, either because of KSP changes, OR, I just thought of this as I was typing, it could be because I'm launching craft with Kerbal Construction time. It's working with launches through the main Launchpad/runway, but there could be some conflict in the way the KCT hands off the craft to the other launch sites that's preventing this mod from 'seeing' those launches. I'll have to pull KCT and test that a bit later and get back to you on that.
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[1.12.x] Crew R&R - Crew Rest & Rotation
vardicd replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I have a question/suggestion/request? in regards to this mod, how difficult would it be to modify crew r&r to recognize different flight types? To have the mod be able to tell the difference between, say, a flight on Kerbin, a flight into low orbit, and a flight to Duna. My reasoning is, I play with KCT and I need to raise the minimum crew r&r vacation time pretty high or by the time my next rocket is built, my crew is back from vacation, and it feels like the mod isn't even there, however, in my own personal playstyle I keep a separate flight crew for airplanes and space travel, and with the turnaround for airplane being hours or just a couple of days, before it's ready to re-launch, my pilots don't need a whole month or more to recover from a flight from KSC to the desert launch facility, but that's what I'd want for a trip to the Mun, Minmus, or Duna and beyond. I know you're maintaining a lot of mods, and are probably incredibly busy, so if it would be difficult, or time consuming, or even if you don't want to put time into such a request, I completely understand. I just thought I'd make a polite inquiry about it, otherwise I'd never know. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
vardicd replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude A question, if I only want to use the Konstruction/welding docking ports from this mod, do I need anything out of the USI tools folder bundled with this mod, or can I just delete everything else out of the Konstruction folder and add that by itself?- 1,473 replies
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Also if you go into the Kerbalspaceprogram/gamedata/Wilbblueindustries/flyingsaucers/ships/SPH folder there is a list of prebuilt saucers, including one with the gravity drive and components, drag those craft files into your Kerbalspaceprogram/saves/{whateveryoursavegamenameis}/ships/SPH folder and you'll have access to the prebuilt craft in your save to play around with and learn from. I have found I've had to add about 100 to 150 units of lead to the cockpit of each of the pre-built craft to get the center of mass and the center of lift into the right places so the craft aren't unstable in flight, but as long as you do that before launch, you should find these pre-built craft nice for learning about the different configureations you can come up with.
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@Angel-125 I've identified the part responsible for the experiment. it's PART{ name = WBI_CrewCab EXPERIMENT_DEFINITION { id = WBIBiomeMultiExperiment title = Biome Research I have so far not been able to get KEI to successfully ignore this experiment, however it is a surface runnable experiment that I think? should be runnable at the KSC, so I'm not sure if it is an experiment that needs to be blocked from KEI? That's sort of up to you, but It seems the sort of experiment that KEI is built for?> EDIT: @Angel-125 I've tried mimicking the style of the excluded experiments in the KEI config file, using the experiment id and title, with varying capitals and spacing to no avail. before I reach out to anyone in the KEI thread for assistance with excluding the experiment from KEI, I'd like to verify with you that you DO actually want it blocked from KEI, as it seems to be a biome specific ground runnable experiment.
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I'm only seeing basicExperiments [which have a long list of experiments in there, but all of them seem to be listed in KEI already] Deepfreezeexperiments [same story here, all seem listed.] and then something labeled emptyexperiments. I'll keep poking at it through the day, i'll go through each folder line by line if I need to, maybe i'll uninstall each of your mods one at a time and see when it disappears and maybe that will narrow my search down. I think I know how to add it to KEI's exclusion lists once I find the experiment, I just need to know what's it's experiment id is and then it seems a simple fix. If you happen to think of any other places to look, or clues that might help my search, feel free to message me. See if I can't get this fixed.
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I can only find Docscilab and terraingeo in pathfinder, is the experiment coming from one of those, or is there one I missed? Trying to figure out how to add an experiment to the KEI exclusion list now, if I can get this figured out, maybe I can pass it along to linuxgurugamer to include in a future patch?
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@Angel-125 Question, I've reinstalled your entire constellation of mods again, and I noticed that suddenly the KEI mod, is showing me a Biome research experiment that it's offering to run around KSC, for a total of 172 science. Trouble is, I can't actually find what part this experiment is coming from, and as far as I'm aware, your mods and Dmagic's are the only 2 mods that add science experiments to the game, that I'm running. I've gone through the config files for all the experiments in both mods. {that I can find, some of the ones in your mod constellations are in places That seem strange to me, so I may have missed some.} Can you think of one of your experiments this might be, and if it's supposed to be runnable at KSC? Trying to avoid cheat science like we had before with the K2 computer, and don't know if we need another KEI exclusion patch for this.
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I've been using the mod without issue since 1.4 first released, it's worked in 1.4.1, 1.4.2, 1.4.3, and now 1.4.4 for me. The HL logo on the control button doesn't render, but other than that it's fully functional for me.
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Just spent 2 hours installing and re-installing Kerbal Konstructs and a few other related mods, and getting frustrated that I couldn't make them work. finally noticed in the last post on the thread, KK and related mods broke in 1.4.4, and the author's on vacation for another week and a half. oops. Oh well. Just have to wait.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
vardicd replied to Nils277's topic in KSP1 Mod Releases
I'm using it with no problems {that I've detected} in 1.4.4. -
@Angel-125 A question for you sir, I've just re-installed your buffalo mod, and it seems to have a new part from the last time I messed around with it, and I have to ask: Does this Bulldozer actually alter the surface of planets/moons in someway, or does it do something else like put down flat concrete/muncrete slabs, or is this just flavor text/part and has no function? I've flipped back through the thread, and can't find where it was added, nor find a changelog referencing it, and the in game KSP says nothing about it. If you've actually found a way to smooth/terraform the surface of KSP planetary/moon bodies, this is amazing.
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@shdwlrd @Angel-125 I've been able to confirm, now that I've got my install back up and running, My testing has shown that I can reproduce some of the symmetry issues I see in the VAB, in the SPH I can use both mirrored and radial symmetry in the SPH with no problems, unless I rotate the vessel vertically. then I start getting trouble with one type of symmetry, but I can still use the other one. However this is not the case in the VAB, I'm able to toggle between the 2 types of symmetries, but the build editor, seems to not respect, nor care with type of symmetry I'm trying to use, and if you'll notice in the second video below, it almost seems to not respect the position of the part, even when it's not connected, when symmetry shouldn't even matter. I noticed at least once or twice while I was holding the cabin, before I even attached it to a part, it would randomly flip it's orientation, front to back: