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vardicd

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Everything posted by vardicd

  1. I would love to know what program you use to make the textures for KSP? I've gotten pretty good and writing and editing code for part files, but I'd love to start making my own models and textures, and would love to hear what you use.
  2. Oh, anomalous signal <--> Anomalies ha-ha that's... yeah... so obvious now that someone... {Facepalm}
  3. What planets moons can the Anomalous Signal Scanner be used on? Sorry if you've answered this before.
  4. hm, when I went to manually edit my file the last line read {FltShow = 0} not 1 is that important?
  5. I'm such a derp. My test craft uses two {TWO} fuel cells to provide power, I was editing the parts to balance, without dividing the values in half, for the {Single Part} values. :facepalm: After a self-flagellating embarrassed self-rant, I was able to balance the numbers in 2 minutes.
  6. I sense a headache inducing night of re-modding numbers coming my way...
  7. This is true, but in combining them to make water, only the unit count matters. If I have two containers one with 100 units of hydrogen, and one with 100 units of oxygen, the one with oxygen will be denser and heavier, but when I begin making water, the hydrogen will run out, but I will still have 50 units of oxygen. The difference in density won't matter, it only matters in the unit count, and to my understanding that's how KSP measures its resources. I rebalanced the tanks in US to work with my already modded TAC lifesupport, because I didn't care for the default values in the life support mod. The thing is, with the new values, US seems to use or 3 units of oxygen for every unit of hydrogen it consumes in the fuel cell. Is the mod set up so that density matters? Or again have I missed something here?
  8. Ok, I'm puzzled, It seems as if the oxygen in this pack {fuel cell} is being consumed at a much faster rate than the hydrogen, shouldn't it use more hydrogen in the fuel cell be used faster, as water is 2 hydrogen atoms for every 1 oxygen? or have I missed something in here?
  9. Does this eat memory the longer it runs? If I load a plane with science probes and drop them as I'm flying, will it eat into my performance, and perhaps cause a game crash from memory overload, if I wait too long to land and switch back through all my probes?
  10. That is near vertical! This is going to have some serious use, great mod! I got it to play spiderman up the side of the VAB today, forgot to get a screenshot. will do again later.
  11. No not yet, just fishing for more information. I don't want to waste your time with a false bug report, when it might just be something on my end.
  12. I'm operating under the assumption I am an idiot and missed something obvious, I wasn't posting my comment as a bug report per se, just as a hey I noticed this behavior, has anyone else seen this? I'm currently running a total of 30 mods for KSP. I'm sure my issue is somewhere I have a mod that isn't playing nice with this mod. I just haven't narrowed it down yet. I've only seen one other person report this behavior, and he did so over on the MJ forum. I'm trying to talk to him, and see if we have any mods in common and narrow down what the issue is. If I can isolate where the problem is, then I'll post a bug report, if its a bug. Thanks though.
  13. I don't even know what that means let alone how to do it. By "sway back and forth" I mean if I set MJ to fly a craft at a heading of 90, pitch 20, the craft will fly that way but its true heading will fluctuate from heading 87 to 93. If I remove this mod completely, MJ will hold 90 dead on. I thought it was the cfg that messed with the reaction wheels, or cockpits, but even with those removed it still happened. I noticed the other day there is a config that had something to do with mass? next time I try KSP I'll boot that config out and see what happens.
  14. Just a note, has anyone else noticed this mod not playing nice with Mech-jeb? I've noticed that with this installed, ships will sway back and forth. I assumed it was because it lowered the reaction wheel strength of the pods and suck, but even with that part of the mod stripped out and the reaction wheels at full strength, I still see it, but if I remove this mod completely, the craft goes back to rock solid. Has anyone else seen this? Does anyone else know why?
  15. problem with my mechjeb, I am unable to get any craft I try into orbit because the craft sways back and forth so heavily it ends up losing control it all directions and Ive used several popular crafts like munraker from the Spacecraft Exchange...not sure why its occuring I have the settings right...I took a break from KSP since 0.21 so I know how to work everything but mechjeb is def off.. I just tried a completely stock install with only mech jeb and the back and forth shimmy my craft developed is no longer present. I can only assume its some other mod messing with my settings. I'll experiment.
  16. I'm seeing this with a few of my aircraft as well, I thought it was an issue with KAX propellers, but now...
  17. not everyone notices edited posts. I find separate posts to be perfectly acceptable. Why you make issue??
  18. When I try to download this, it says the DL completes, but I only get some of the parts. cockpits, a few wings, no engines or propellers. Any idea whats going on? Don't have this problem with any other mod.
  19. Sorry if its been asked before, but is there a way to change the colors in the Kethane overlay? I use the clouds mod, and the white grid blends into the clouds. I'd like to change it to black.
  20. So I had a bug pop on me the other day, I just started using the Universal Storage mod that just came out not too long ago, and I got two game crashes in a row, and messaged the mod creator with the details, I thought I had found a glitch or mod conflict, and he got back to me, and said it looked like MJ caused it from the log file, this is the bit he sent back to me: [LOG 12:17:53.309] 4/24/2014 12:17:53 PM,KerbalAlarmClock,Adding 643729ad-e9dc-465f-b938-6a6dc81f10d8-BA-52d Probe-Probe-Kerbin [ERR 12:17:53.896] MechJeb module MechJebModuleThrustController threw an exception in Drive: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.CelestialBodyExtensions.RealMaxAtmosphereAl titude (.CelestialBody body) [0x00000] in <filename unknown>:0 at MuMech.VesselState.TerminalVelocityStockKSP () [0x00000] in <filename unknown>:0 at MuMech.VesselState.TerminalVelocity () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleThrustController.TerminalVeloc ityThrottle () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleThrustController.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 [LOG 12:17:53.933] Focus changed! Forcing BA-52d to save I've never had this happen before, and I thought I'd throw it in here as {maybe?} a MJ conflict with Universal Storage, just so you could see. I haven't changed anything else except installing US.
  21. Well, I got the fuel station deployed this time, no crashes, except the plane that brought it here, Fortunately, Bill ejected safely, and can be seen parachuting down in the background.
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