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Everything posted by vardicd
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It did not seem to be related to the docking port, and I did not use the revert flight option. What happened was, I have that Mk I space shuttle I was using to rescue a few Kerbals stuck in orbit, but it didn't have enough fuel to make all of them. I had launched an autonomous refueling craft, into an orbit to meet and refuel the shuttle. when I shifted to the drone to adjust its orbit and meet up with the shuttle, and then switched back to the shuttle, the problem showed up. I have updated the design to include a correctly oriented probe core I can use to control the shuttle if the cockpit orientation messes up again, but I wanted to let you know it was going on, just in case.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 Still enjoying this mod, Just rolled out the newest version of extra large airships for my Kerbin based Explorers to use: Was sadly disappointed to discover these 2 'hatches' can't be used: so I couldn't actually walk Kerbals out onto the cool little catwalk I made for screenshot purposes. Thanks for what you do, and thanks for all the help with bug reports, and problems we make ourselves! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
Completely deleting the entire constellation of your mods and reinstalling them clean fixed the mineshaft part, unfortunately now I have 4 of the Mk1 radial showing up in the research facility. and it won't stay purchased. Lol. now I have to figure out what's going on here:- 3,523 replies
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I did indeed check that, multiple times. Thank you for the suggestion. sometimes I am that dumb.
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@blackheart612 Ran into a major problem today, on at least one of your cockpits, if you leave the ship and return to it, the point of control rotates away from the cockpit's true direction. have a spaceplane in orbit, going to have trouble landing, because when I tell the ship to point prograde or retrograde, it points straight down or straight up: EDIT: I'm making a big assumption here, as I've never seen this behavior with any other cockpits, and this is the only one of the cockpits from your mod that's done this. EDIT 2: After entering and leaving the cockpit a few times, the control orientation returned to normal, but it took several panic'd attempts to get that to reset.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
yeah I'm not sure what's up with that. my PC has been known to move and re-arrange things before without any reason, so I'm guessing that's what happened here?- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah just going to say I found a duplicate file in buffalo, so I've got 2 part files, also just noticed the date on that pathfinder one is from back in November, while all the others are from January of this year, something funny happened here.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
The config file for the mineshaft is in pathfinder, there is not one in buffalo that I can find, and a quick check of all your mods shows I have them up to date. so im not sure why the file is in a wrong place, I've not moved them around.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 Has anyone reported problems with the Mineshaft Portable Crew Tube? For some reason in my games it won't stay purchased. Once I've researched this part, and spent the funds to unlock it, if I go to the VAB or SPH, in the part list it says entry purchase required. if I just spend funds again through the VAB/SPH I can use it, but as soon as I leave either building and return, it's grayed out and must be purchased again. It's the only part that's doing it, and 'm 99% sure it came from this particular mod pack? I seem to feel I had a problem like this once before, years ago with another mod having one part that wouldn't stay unlocked but I can't for the life of me remember which one, or how it got fixed. I'm more than willing to supply you with anything you need, but since this doesn't cause a game crash, im not sure what to send you, as I don't know if there'll be an error log?- 3,523 replies
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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
True, I didn't mean work together as in, combine parts, I meant how useful it would be to use both rovers in a career game, as in can I find a specific use for each one, or will they both behave and or have the same usage, and thus only serve as a cosmetic difference between the 2 rovers. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
vardicd replied to Nils277's topic in KSP1 Mod Releases
Wow. This looks amazingly similar to RoverDude's Malemute Rover. I'm insanely curious as to how well these 2 rovers would work together. Either way, I'm downloading and trying it out. -
Do we know if this continues to function in 1.2.2?
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
vardicd replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude Just stopped by to say, I'm loving the additions that this mod makes to the game. I haven't unlocked all the parts in my latest career, but I'm loving the construction ports. building non-wobbly space stations is a joy! Progress Station:- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
vardicd replied to RoverDude's topic in KSP1 Mod Releases
ah that explains things.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
vardicd replied to RoverDude's topic in KSP1 Mod Releases
I've fiddled with these controls in flight, when docked to my space station, but they don't seem to do anything in my game, do you have to use them in conjuction with the compress parts [rotate] to get them to function? I've been afraid to push that button.- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
vardicd replied to RoverDude's topic in KSP1 Mod Releases
I came to find the answer to this as well. Also there seems to be some controls for angle and rotation, that seem to do nothing as far as I can tell, anyone know what those are for? The Buffalo mod contains a 'grappling arm' I'm not sure if it would work for what you want, but you can take a look:- 1,473 replies
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
vardicd replied to severedsolo's topic in KSP1 Mod Releases
Okay, then no worries. I just misunderstood how the taxpayer setting worked. didn't realize it would eat rep. Thanks for your time, and the help -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
vardicd replied to severedsolo's topic in KSP1 Mod Releases
Ah, I'm guessing that its taxpayers cover costs. I've got that mode on, but didn't realize it would eat my rep each month. https://www.dropbox.com/sh/9i6cggz3ffgxvaj/AACydOqybGlpEE46M-hXD4kfa?dl=0 Link to output log and save file, just in case. -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
vardicd replied to severedsolo's topic in KSP1 Mod Releases
@severedsolo Quick question, with rep decay turned off, is your reputation still supposed to decay at a set rate? I've noticed for several pay periods when I haven't been running missions, and waiting for some massive projects to bear fruit, my monthly income has been going down. I have rep decay turned off, but its still happening, but it thought it wasn't supposed to? -
Because if the game picks a command chair as a rescue pod, A) the kerbal spawns invisible most times, and can't be removed from the chair. B) A above usually doesn't matter, as in most cases I've seen of this, when Kerbals spawn in rescue missions strapped into chairs, it's a Kraken summoning, physics destroying, and save file corrupting kind of good time.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
No problem. Don't know how many times I've watch youtubers play or read some comment on the forums, and had that, Why did I never think of using this mod/part/item this way before moment. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
Mech Jeb to hold my heading, and Kerbal alarm clock to pause the game at certain times. that way I can set the ships heading, and speed and go take a nap, or watch a show, or what ever, and when I get back, KAC will have paused the game after a set time, and I can do what ever I need. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
My blimp program has progressed. Long range airship full of droppable science probes! Off to science the hell out of Kerbin! -
@blackheart612 I wanted to let you know, I've sat on the fence about this mod since I saw the first version of it pop up, I was using KAX at that time, and didn't really want to switch to a different 'prop and plane' parts pack. I finally decided to try this mod, after the update to 1.2.1, since I never saw KAX update. I'm glad I did. I'm loving this mod pack, and you've got some great stuff. Thanks for what you're doing here. Amusing side note, and I'm not posting this as a bug report: I love that you can see the cockpit structural supports in the cockpit shadow.
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[KSP 1.3.1] KEI - Kerbin Environmental Institute(1.2.3) 2017-10-11
vardicd replied to RealGecko's topic in KSP1 Mod Releases
@RealGecko Not sure if you're aware of it or not, or if you'll care, but Kerbin Environmental Institute allows you to gather science for science parts that have been researched, but not yet purchased. It's a pretty minor thing, and I'd have never noticed if I wasn't playing on a very limited funds career play through.