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Everything posted by vardicd
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I did however find one minor context bug, you might want to know about: Is it glider, or ground vehicle?
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I'm not having any issues playing this and KCT. Simulations and everything is working just fine, and I'm using the latest versions of both It should, I've never had major issues adding it to, or removing it from existing careers, but I usually like to just start new ones to be safe. I'd copy your save game data out of your KSP folder, to be safe, then add the mod, if anything goes sideways, you can remove the mod, and delete your save data, and load the copy back in, and presto: nothing lost.
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Ok I was curious, as I thought it was a bit strange to have that not already set as a pre-req for a contract where it was required. Btw I did just get the contract to grant me the command seat. So I was able to complete the glider contract.
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I did see that in your post, but I haven't gotten any of those yet, and I feel its a bit... awkward to have contracts show up that require a part, that hasn't been unlocked yet?
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Just got the updated version, playing on a new save, the GAP contracts no longer grant experimental parts, like it previously did? got the make a glider contract, requires external command seat to complete, but it's not granted like it used to be, and that part is still a ways down the tech tree. Is this intended behavior, an oversight, or glitch on my end?
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Wow, I barely remember those old days. how far this game has come.
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I figured out how to fix this issue, for anyone that wishes to fix it, open your kerbal game data folder, find SurfaceExperimentPackage/Parts/SEP_Screwdriver.cfg. open this file, and find line :toolPartAttach = false. should be about the 5th line from the bottom, change this to toolPartAttach = true. save changes, restart KSP. screw driver will function again. EDIT: this will at least function as a hotfix until the mod author has a chance to correct the issue him/herself.
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I use Kerbal Construction Time mod, and use its simulation mode to test next rockets, but when I do so, and have a bad launch with this mod, and try and use the improve best guess button, nothing changes. it uses the exact same presets as before, and the launch fails in exactly the same way. I'm wondering if this has something to do with the way KCT runs it's sims? by reverting the flight to a pre-sim save. could this be preventing this mod from saving the information from the previous failed launch, since the launch never really happens as far as the game is concerned?
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
vardicd replied to DMagic's topic in KSP1 Mod Releases
"I need to return Mystery Goo data" I think that means it needs to be physically returned to kerbin and recovered, not transmitted. -
So I'm noticing that my command pods are getting duplicate Reserve Power stocks, but they aren't even amounts: The command pod above has 100RP, and 80RP units. Any idea why? Have removed the mod and done a complete re-install and the problem persists. EDIT: ignore this, the Abreviations for Reserve Power and Replacement Parts {added by a different mod} are the same and I missed this. could have saved myself 2 hours of testing and reloading had I noticed this sooner.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
I can live with it, so long as I know its not symptomatic of a bigger problem. thanks- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
Negative, this occurred on a brand new game, new save. Wanted to be sure there was no issue with the old save being broken.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
@nightingale sadly the just released patch did not fix the G.A.P. Issue. mission still fails to complete, even though all reqs are met. EDIT: Mission failed to complete when craft was recovered. after visiting the mission control building and leaving, mission completed. not sure why I had to go into Mission control before it registered as complete.- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
damn that was fast. thanks- 5,206 replies
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So just returned to KSP after a while away, and after updating all my mods, and starting a new game, I ran into a snag right off with this mod: Unless I'm missing something, I've met all the mission requirements, but the mission has not completed. I used the debug menu to complete it, but I did this twice to be sure.
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I play with the real chutes mod, and for these type of drop missions, I configure the parachute to only deploy when it gets to about 10-20 meters above the surface, then fully deploy in 1 second. that means you can drop them fairly low, and they'll snap open and land in very little time, it takes some fiddling, especially if you're dropping a science probe into the mountains, but for a water or flat land drop, it's no real problem at all. just assign arm parachute to action group 1 and decouple probe to 2 press 1+2 in fast sequence, and fly on. repeat for additional probes. if you need more numbers than stock game allows, the action groups extended mod is great, and allows re-grouping on the fly.
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No, this is the latest version of KSP, I was saying I didn't update for a long time to 1.0, because I didn't want to deal with the aero changes. I would not be so silly as to ask for help with an older version of the game. Edit: My comment was meant as an explanation of why my skills at building rockets with the aero system sucked so bad. I haven't been using the new version of KSP for very long. Sorry about the confusion @Overengineer1
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@Overengineer1 @5thHorseman @linuxgurugamer Here is a link to the video I recorded of me doing my own launch profile, using mechjeb for control, then a second launch with the gravity turn mod, and a short clip at the end showing the appr fuel values in the tanks when it loses control, and the position of the COM and COL. Please, offer any advice, or critiques. I freely admit I'm not so good at building these, I'm still way too used to the old aero system, I didn't upgrade to 1.0 and stayed at .90 for a long time, because of the aero changes. It was one of the reasons I never used FAR, I tried it for 2 months and never managed to get a rocket into orbit.
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Oh dear lord, you want all my mods? Okay: Adjustable landing gear, alternate resource panel, ampyear power management, antenna Range, Asteroid Resource, Asteroid Day, BDynamics Mk22 Cockpits, Better burntime, Chatterer, community tech tree, Contract pack GAP, Contract configurator, contract pack anomaly surveyor, contract pack field research, contract pack tourism, Dmagic Orbital Science, Extraplanetary launchpads, final frontier, fuel wings, gravity turn, hide empty tech nodes on community tech tree, Karibou rover, Kerbal Attachment system, Kerbal aircraft expansion, kerbal alarm clock, kerbal contruction time, kerbla flight indicators, contract pack kerbin space station, Kerbal Inventory System, KSI Placement services, Mark 4 spaceplane system, mechjeb, Mk2 stock alike expansion, near future solar, Near future space craft parts, persistant rotation, portrait stats, Radiator toggle, Realchute parachute systems, stage recovery, stock_jet turbines resurrected, stockalike station parts, stock bug fixes, SXT trucks, Take command, Toolbar {blizzys}, OKS/MKS colonization system, Universal Storage, USI submarine, USI lifesupport, VNG parachute/ plugin.
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No, no I meant, when I set this mod to tilt to 15 degrees, with the other numbers I worked out it can make it work, but when I launch it myself, I go with much less tilt. I'm home from work at the moment, just finished recording 2 launches of this rocket, one how I launch it, and one letting the mod do it, and that's saving now, soon as I get home in the morning i'll upload it to youtube, and share it here. I really appreciate all the help you guys are trying to give me, and I'm sorry I don't seem to be getting it, but maybe if you see how I launch it, vs how the mod does it, you can give me specific pointers instead of trying to build my ship yourself, and guess at it?