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Everything posted by vardicd
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I've been trying for MONTHS to code afterburners into the jet engines. I got the idea from the mode switch on the- uh- RAPIER? engine squad introduced. How in the world did you manage it? Best I ever did was add the afterburner mode, but in actual use both modes would run at the same time, and the engine would over heat and explode in 3 seconds.
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Module manager fixes wouldn't be too bad, but I have a few mods that don't play with texture replacer, so if you go down the texture replacer route, and it isn't too hard to keep a copy and replace version around, I'd be super happy about it.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
vardicd replied to Nereid's topic in KSP1 Mod Releases
I have a few designs that I launch using action groups, and if I recall correctly, I think I stared noticing issues around the times I launch those designs. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
vardicd replied to stupid_chris's topic in KSP1 Mod Releases
I have a question, and I want to stress this is not a bug report about Real Chutes. I don't see any mention in the changelog for the latest version of any change that might have affected the way the new aero dynamics affects the chutes, but, is it, in anyway possible, that some change might have an effect on the aero dynamics? I only ask, because craft I've been using since 1.0 and the previous version of RC's {that were rock steady} are now suddenly flipping out between 3000 and 9000M, The only things that changed was I updated to the newest version of RC's and both the 1.01 and 1.02 updates dropped for KSP, and I suspect my issues are coming from there. I saw in the change log that some wing parts got new mass figures. I'm pulling the craft apart and rebuilding them with new launchers and such, but since RC's parts are the only mod parts on the craft, I just thought I'd ask. Again, this isn't a bug report or anything, this is just me trying to trouble shoot my own issues, and asking for a little more info. This mod has always been one of my must have mods, and I appreciate all the work you put into it. I very rarely have any issues with it, and I really doubt its the reason I'm having issues now, but no harm in asking. Thanks Edit: Never mind, I've pulled all the mods out of my game, removed the RC's from these craft and flown them in pure stock builds and they are still flipping out between 3000 and 9000 meters. They flew perfectly for days, and since the 1.01 and 1.02 updates I can't get them to fly, and the frustration thing is I can't figure out why. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
vardicd replied to Paul Kingtiger's topic in KSP1 Mod Releases
Did you just seriously drop an update 5 minutes after I was here and downloaded? :sticktongue: {Bloop} achievement unlocked: Double download in one day. -
Lol, I meant the landing speed was 'safe' not literally green in the sense of the message being green, but that would be a cool function. I actually like the idea of slightly random part failures if the stage doesn't have enough chutes, so that doesn't bother me. I just wasn't sure if that was the cause or if something else was going on. Thanks.
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That off set paint job on the NASA tank.... This mod, would get my download for that alone
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
vardicd replied to Paul Kingtiger's topic in KSP1 Mod Releases
Dying isn't so much optional, Staying alive is optional, if you're good enough. -
Allows you to set priority levels for fuel tanks, and the mod moves fuel around. to keep certain fuel tanks full, instead of the stock system draining fuel top to bottom, or front to back. So if you wanted the tank in the middle of an airplane to stay full to keep the center of mass at the center, while all the other fuel tanks drain first, this mod allows that.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
vardicd replied to stupid_chris's topic in KSP1 Mod Releases
K thanks just wondering. -
Magico13, just curious, I get a lot of notices from SR saying my dropped stages were recovered, but this one or two parts were damaged beyond reusability, yet the impact speed shows green. Is that just a random, doesn't matter how many parachutes is on it function, a bug, or do I just need more chutes?
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[1.5.X] Rover Wheel Sounds v2.3 (2016-10-24)
vardicd replied to pizzaoverhead's topic in KSP1 Mod Releases
1.0 Compatibility? -
One of my must have mods, hope to see it working in 1.0 soon.
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
vardicd replied to Claw's topic in KSP1 Mod Releases
I know it can be a bit of a pain for people who don't know how to do so, but I've gone through and manually altered the decoupler force for all the decoupling bits, to basically zero, depending on the part, and then use seperatrons to push the parts away, this eliminates the possibility that the decoupler is the actual cause of the flip and impact. The advantage of this approach is that the seperatrons are really the only force acting to push the craft away, and if you're willing to fiddle the seperatrons around, you can account for the aero forces. Way more complicated, but satisfying for those of us that like that sort of challenge. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
vardicd replied to Claw's topic in KSP1 Mod Releases
I've noticed this problem, but with KSP 1.0 most of the issue seems to be from aero effects, the jettisoned SRB's or LF/O engine bits 'catch the wind' so to speak and flip out randomly, or it their center of mass is off set, by fins, or a decoupler hanging off it. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
vardicd replied to stupid_chris's topic in KSP1 Mod Releases
Just a quick question, and sorry if its been answered before, but I didn't see it anywhere, with the new aero system in KSP 1.0, do the cone shaped real chutes behave as a cone shape, like the aero nose cones, or not? -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
vardicd replied to Claw's topic in KSP1 Mod Releases
I also get this with Lt-45 engines if theres more than one on the bottom of the craft. A single engine doesn't seem to do it, but put 2 or more and it happens. -
I know I'd feel better with you 'at the helm of this mod' so to speak, I don't have a problem with other people contributing, when they can/are able/ wish too, but I feel the only time you should consider handing it off is if you plan to leave for good, or for a really long time. Your mod is one of my must have's and I know I can trust your development of it.
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I read back a bit and browsed the first page but I didn't see, is this mod compatible with 1.0, or are we still waiting on an update? Sorry if I missed the info somewhere. Love this mod, and can't wait to get it back in my game.
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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 believe TanujiChau had some health issues that might have pushed back any biome extention. I saw her on the live twitch they did pre release, and she had a rough time of it. -
Oh okay. Thanks.
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[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 all you do, can't believe how much of a difference this mod makes to the game!