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vardicd

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Everything posted by vardicd

  1. I did a complete KSP wipe with the new release, .24 stock, no mods at all, adding the updated mods back in one at a time, no old mod folders or saved games to remove, or worry about. Edit: And I wholly expect that what ever has gone wrong is on my end, I just haven't figured it out yet, I only posted to see if anyone else was having this issue, just to be sure.
  2. anyone else seeing load hang on this mod? freezes on load at, Realchutes/ legacy parts/ drogue_main_combo_chute/RC_combo_large. cannot get it to load past this point.
  3. Noticing an occasional bug which seems to have snuck in with the 0.4.19 update, or I broke something in my game when I updated to 0.4.19, and the 0.4.20 update didn't fix what I broke, but: I have noticed that my kerbals will lose missions from time to time, and I can't find a common reason. just as an example, Jeb was up to 12 missions on my current game, and had 12 or so ribbons, I'd used him for 3 missions already today, loaded him on a fourth, finished and recovered the mission, and the mission summary told me he earned all the medals he'd ever earned in that mission, and reset his number of missions to 1. Edit: Local mod conflict/glitch, not a bug, disregard.
  4. Has anyone noticed that any craft using the small retractable radial engines will pick up a bit of rotation? not sure if its just my craft with some COM imbalance or if others have noticed this too.
  5. okay, one more question, can someone tell me why, if I change the tech required tag in the part config, the parts don't change to the tech node I'm trying to put them in? The Kerballab starts in the starting tech node, and I, personally don't want it there, but when I change its tech required tag, it won't get out of the start node? Oh for #^(@ all's sake, ignore this. part changes like that require a game restart and modding like this shouldn't be done after a 16 hour crusader kings 2 multiplayer marathon. After sleep edit: One should not make posts on here when suffering from lack of sleep. One tends to be angry.
  6. Just curious, I get pretty extreme lag with the Kerbin Shuttle Orbiter EWBCL 2.5, but the smaller KSO and station parts work fine, if I wanted to remove just the Kerbin Shuttle Orbiter EWBCL 2.5, parts from this all I need to do is remove the part config files labeled super 25 right? or would that mess other things up?
  7. Uh, I get that behavior on the default RT2 mod. that's standard and has nothing to do with this mod. you need one of the fixed antennas for in atmo flight.
  8. Also on the test result front, seems to mess with MJ's ability to calculate terminal velocity, or somehow changes terminal velocity values. rockets I have built that previously would throttle back during a MJ launch due to terminal velocity now do not. I don not know if the values have changed, or if MJ cannot accurately compute TV because of changes due to this mod, nor do I know how to find this information.
  9. K thanks also, when I unzip this I get a message about not being able to copy the encryption on the folder, ive never seen that before. do you know what that means? Is it another unimportant thing?
  10. Does the stockdragfix folder just go into the gamedata folder? What is the _macosx folder for? do I need to combine them? sorry never seen a mod with this file structure before.
  11. yay, I finally got a critter crawler that goes the right direction, still got it wrong on the first try with the new file, but got it on the second. man do I have problems with that mast cam. It just does not go the way I think makes sense. oh well, thanks for the help, and the awesome mod that goes into my permanent folder.
  12. I use docking controls for driving rovers. thanks for all the help.
  13. Got the newest version in, and it seems to have fixed the front to back issues. it goes forward went I want to and back when I want it too, but the steering still seems inverted, compared to other KSP command parts. push A the rover turns right, push D rover turns left. Am I just Derping that hard with this? maybe someone give me a pic of this on something the correct way?
  14. Really? then I must be putting it on backwards on everything else, because critter is the only one I have issues with...
  15. For some reason with the latest update, I get massive framerate/lag in the tracking screen, but its fine everywhere else. Has anyone else seen this? I'm sure it must be a mod conflict somewhere? but I'm running 45 different mods right now so narrowing it down will be a beastly task. I'm going to reinstall the latest update 1 more time to ensure I didn't do something wrong. maybe re-download too to ensure my dl wasn't corrupted. Reinstalled 3 times with no change, make a post about it and reinstall 4th time. frame rate/ lag goes away. my computer obviously just wanted to embarrass me. disregard this post.
  16. Love what you've done with the mast cam, in what is proving to be slightly annoying, however, and this is not your fault, the orientation of BahmutoD's critter crawler body has a yaw of 180, and a roll axis of 180 relative all other body parts in the game, so placing the reworked mast cam on it, causes it to turn left if you steer right, and to go into reverse if you try to go forward. I have no idea how one could reverse the orientation of the body part to work with the cam.
  17. Holy Kraken, you just keep coming up with awesome must have mods. I have to find another mod to drop so I can add this one. time to hunt down my least used mods.....
  18. That would be true, except it was awarded for exceeding mach 10 traveling horizontally below 30000m . -----> Also just had a situation where I got Jeb up to 115k and EVA'd him, he got the first eva in space ribbon on the next launch, Lul Aby got the first Kerbal in space ribbon even though Jeb beat him into space in the last launch. I'm not sure if I'm seeing errors because I edit my persistence file so all my Kerbs aren't Kermans, or if I don't understand the super-ceed chain for ribbons, if they are legit bugs, or even other possibilities. These are just minor things and I'm not complaining, I just know if it were me, I'd want to know, because I'm OCD like that.
  19. So, possible bug, Under certain situations, it appears the mach 10 ribbon can be awarded in a straight vertical launch. My Kerbal, Kir Bi, got it riding a SRB launch straight up. Love this mod though, Keep it up!
  20. It would probably be pretty easy to plug in another, non recyclable waste product to counter the loss of mass. make it produce resource name = biowaste with x value per second or whatever, and add storage for it in the greenhouse module. this non-recyclable material would need to be dumped as a waste product every so often as your station was being resupplied. You'd just need someone to write a modulemanager config to add storage for the new waste product to other parts so it can be moved without adding a new storage part. I'm getting good at altering configs, but have zero knowledge of MM. Say add: outputResources = Oxygen, 0.3, false, Water, 0.6, false, Food, 0.7, false, Toxicwaste, 1.4, false and: RESOURCE { name = Toxicwaste amount = 0 maxAmount = 100 } I threw this together in a minute, I haven't checked to see if the numbers balance, but as an example... I've been up for 14 hours don't judge me You'd still need a MM config to be able to get rid of the toxicwaste, and again I can't help you. Just trying to help, take it or leave it as you wish. Already snagged this mod myself, good job.
  21. So it probably wouldn't be noticed in most situations, but if your SRB is tilted the smoke doesn't match the engines angle. Not complaining, just noticed it.
  22. Is this newest version carrier mode compatible? I don't see any parts in yet, though maybe I'm just not far enough along? I don't have time right now to check sandbox, I may have done something wrong too. Just asking, will test more later.
  23. Just curious, the anomalous signal sensor doesn't seem to pick up the monoliths, is that by design?
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