-
Posts
1,912 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by vardicd
-
I'm playing with Kerbal Construction Time, had a contract to build the station, sent it up unmanned, because I wasn't sure it would make it up. then got a contract to crew it, took me 20-30 days to build the craft, with KCT. flew crew up to the station and returned home. Went looking for new contracts, didn't see one that I liked, so started cancelling the available ones, and this contract popped up. It wasn't there already, it came up after contracts were cancelled.
-
So I just updated on this mod pack, and ran into a curious thing: http://imgur.com/ShBeiyV Got a contract to put a crew on Unity Station, because there is no crew. And this was a refreshed contract, not an old one, but... http://imgur.com/feMx2I8 Unity Station has crew? Is it just generating this, because there is unused space on the station and it's saying oh look, more crew can fit, or is this a bug?
-
It's a stock issue, or it used to be. it has nothing to do with the mod, if you take the stock landing gear and retract them, then extend them again, if the gear body is close enough to the ground, the stock wheel will pass through the ground, before the wheel collider becomes 'live' and you end up with wheel in the ground.
-
Here's a question/feature request. How difficult would it be to make this compatible with Extraplanetary launchpads? Specifically, if I set up a EPL pad at the North pole of kerbin, yes I can build a rocket there from ore, and rocketparts, but could KCT use it's in game select Launchpad to detect that EPL pad at the North pole and build and 'ship' a rocket to it to launch? does that make sense/ are you getting what I'm asking here?
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
Asteroid Day? Wow, I didn't even realize I still had that hanging around. Completely forgot about it. Now I just need to find an up to date version of it to download. Thanks for the help.- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
No it was an old log from may, you already helped me with, I need to clean my drop box out to prevent me from being an idiot in the future. here's a link to the correct log: https://www.dropbox.com/s/1e8p6mzgxx34c4f/output_log.txt?dl=0 And I've tried to post this 6 times now, if I get that 502 bad gateway message one more time..... >_<- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
I make sure to upgrade contract configurator every time you drop an update, and my KSP updates automatically through steam. here's a link to the log though: Edit again: https://www.dropbox.com/sh/qht61snw6efgwh6/AABBJlQMxtQOl5TfPlNLMDw8a?dl=0 No, just so big it takes a while to load, and I thought it was freezing my pc.- 5,206 replies
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
vardicd replied to nightingale's topic in KSP1 Mod Releases
Noticed something today while playing KSP, in my debug info, I had a repeating error about: Missingfieldexception: 'Fieldfineprint,contracts,parameters,specificorbitparameter.targetbody' notfound. I realize this doesn't say anything about contract configurator, or contract packs, but this mod and its mission packs are the only mod I have installed {to my knowledge} that affect the contract system. Do you have any idea why it's throughing this exception? I haven't noticed any game play impact, everything is working as I expect, so it's not a major issue, I'm just curious. Image link below, because I still don't know how to make it show an image yet. took me forever with the old forum to figure it out, now I gotta learn all over again. http://i.imgur.com/7zzScp4.jpg- 5,206 replies
-
parts [1.12.x] Sounding Rockets! Start small. Dream big!
vardicd replied to RoverDude's topic in KSP1 Mod Releases
My issue occurred in a stock game, can provide a video of it occurring, as I was recording at the time, and my game logs if you'd like. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
vardicd replied to RoverDude's topic in KSP1 Mod Releases
I just noticed, the mini de-coupler that comes in this pack, apparently has no drag? When I play, Any debris in orbit stays in orbit, unless it would naturally fall back into the atmosphere, and if it does, I 'fly' it back to the ground, I don't just delete it in the tracking station. I found a decoupler on a sub-orbital trajectory, and rode it down, expecting it to go poof in during the reentry, but it didn't, and was gaining speed coming down, and since it never hit the ground, and with no drag to slow it down, it gained enough speed passing through the atmosphere to almost double it's Apoapsis. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
vardicd replied to nightingale's topic in KSP1 Mod Releases
I found an issue with this mod, and RoverDude's mod, Sounding Rockets: [url]http://forum.kerbalspaceprogram.com/threads/102502[/url] The specific issue is, Sounding rockets adds a number of early game science 'packages' Field science detects these experiments, and asks for science recovery from an area around KSC, easily done, but if the experiment has already been run, and the science return is zero, the contract won't complete. I've had this pop up twice now, and had to cheat the contract into completion both times. I've double checked to be sure that I'm using the right experiment too, as the names can be confusing compared to the stop science modules, at least for me, and the in flight contract checker shows the results with a green checkmark, showing that it's right, but on recovery, the contract doesn't complete. I can provide pics, and logs if need be.- 469 replies
-
- contract configurator
- contract pack
-
(and 1 more)
Tagged with:
-
One other interesting thing, I've noticed that when running a simulation and starting in Orbit, the craft seems to start the sim with a massive amount of heat. if you've got radiators on the craft they instantly go cherry red, and the temp gauges pop up dangerously close to over heating. Has anyone else seen this, or am I the only one getting it?
-
I've noticed an interesting 'thing' I'm guessing it stems from the way squad changed the kerbal world first milestone 'missions' Simulating flights can achieve these, but they don't reset after the simulation, a specific example, I just simulated a test vehicle on the launch pad, and I got the recover first crew on kerbin milestone, from the sim, and it stuck. Just a minor thing, not a big deal to me, just didn't know if you'd seen it, would want to fix it, or even are going to care.
-
THANK YOU SO MUCH. This is it!! :D :D
-
Seems like every mod is linked in SETI, except the one I'm looking for. I'll keep looking.
-
I've been re-updating my mods for the new 1.0.5 release, and I've grabbed this mod, which I love, btw, but in my previous version, there was another mod I had gotten ahold of, that hid the empty nodes in this mod, and being the idiot I am, I deleted it by mistake before looking it up/moving it to the new game. anyone happen to know which mod I'm talking about?
-
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
vardicd replied to stupid_chris's topic in KSP1 Mod Releases
Thanks for the speedy update, and all the hard work you put in this. Cannot play ksp without this mod. -
Okay, let me do a re-install again and retest, if I still see it, I'll dig up logs and such and post them. EDIT: well, after a fresh download and re-install, the problem is gone, so maybe my first download was corrupted somehow, sorry to have wasted your time on this
-
Something weird is going on with the latest update to EPL and UKS, if I use both mods, UKS shows up and works, but I get no functionality of EPL, If I remove UKS, and nothing else, EPL starts to work, so I am 99% sure I have them installed correctly, as EPL works without UKS, has anyone else seen this behavior?
-
I suspect that may be the point of this mod.
-
[1.0.4] Chute Safety Indicator [v1.0.2 - August 6, 2015]
vardicd replied to seanmcdougall's topic in KSP1 Mod Releases
I use real chutes myself, would be awesome if this was compatible with RCs, unless it already is? I don't know, that's why I'm asking. -
I'll probably just wait for an 'official' fix, everytime I've ever tried to mess with MM configs, even when someone says do exactly this, it ends badly. It's not a major issue for me, and certainly not game breaking.
- 606 replies
-
- power manager
- plug-in
-
(and 1 more)
Tagged with: