-
Posts
1,912 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by vardicd
-
I can't remember if I have RoverDude's sub pack installed in this game or not, but if I do, that ups its use-ability. Really interested in how that large piece under the command pod had a float power setting allowing you to sink/float it. If I could add that function to a few parts to build underwater bases and junk that'd be great.
- 12 replies
-
- underwater
- water
-
(and 2 more)
Tagged with:
-
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
vardicd replied to DMagic's topic in KSP1 Mod Development
@DMagic I think I may have stumbled across a bug, made a video of it to show you. I did realize while I was editing I two versions behind, but I don't see anything in the change logs that sounds like my issue. I've also included a dropbox link with my output log and persistence file. thank you for your time https://www.dropbox.com/sh/jvlzh84tiorucbp/AACyG7v0xXLP4EpfVrCgng9wa?dl=0 -
Interesting. Very interesting. Not sure if I have a use for this in my current game, but i'll take it.
- 12 replies
-
- underwater
- water
-
(and 2 more)
Tagged with:
-
@magico13 Just as a follow up to my scrapping and rebuilding issue earlier, continued testing through the day have left me unable to duplicate the issue, so I'm going to call it a random KSP being KSP moment. everything seems to be working as intended. Thanks for your time, sorry to report what seems to have been a null-issue.
-
no this was a complete scrap. I stopped the construction in progress completely, made edits to the saved plane template in the SPH, and then started a completely new plane building, but when I tried to reapply scrapyard parts before starting the build, nothing changed. the first time I was able to lower the build time to 8 days, after the scrap and rebuild, it took the full 41 days, scrapyard didn't save me any time or money.
-
@magico13 Just an observation for you, ran into a situation last night, I built a plane, applied the scrapyard inventory to it, and then set KCT to build it. a few moments later, I realized I'd made an error, canceled the build, made a change, then attempted to re-apply inventory, but there was no change? seems like if you cancel a build with KCT you lose any applied scrapyard parts? At least that seems to be what's happened. I don't know if that's a bug, or behavior that wasn't considered, which I'd understand, or a design limitation of scrapyard, which also wouldn't surprise me. If this had already come up somewhere and you know, and I've just been a Numpty and missed that discussion, sorry. just wanted to let you know.
-
@LemonSkin Glad to have this back in my mods list, thanks!, One thing though, the link you have to Near future electric seems to be broken? all the other links work for me, just not that one. anyone else having problems with that link? sometimes my IE does stupid things, so might just be me.
- 125 replies
-
- career
- contract pack
-
(and 1 more)
Tagged with:
-
[1.3] Kerbal Flight Indicators (Release 15, 2017-08-14)
vardicd replied to DaMichel's topic in KSP1 Mod Releases
just in case anyone else finds their way into this thread and wonders, Flight indicators appears to be working in 1.3. I haven't had any problems so far. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah My Norton tries to peg a lot of DLL files and other files from KSP. I finally had to tell Norton to ignore the entire folder I have KSP stored in. You might need to do the same. Norton is just basically saying not enough Norton users use that file, so it's not sure if its a threat to your system or not, so it treats it like a threat to be safe. tell Norton to put it back and ignore it in the future you'll be fine. I've been using this mod for months no problems. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
vardicd replied to nightingale's topic in KSP1 Mod Releases
While I agree with you that tourists hardly equal crew, the fact that you've selected the probe frenzy strategy is the main kicker, in my opinion. My logic is; Boss: Okay guys we're going on a probe frenzy we're going to built probes, unmanned 'cheap?' probes to launch as fast as we can. Probes, probes, probes! with a focus on the unmanned part. Then a few days in someone decides oh hey we're going to need to build a 'manned' rocket to put some tourists in space. Now we have to pull engineers off the probes project to build a manned rocket, which leaves projected probes projects understaffed [with deadlines to meet] and you have to pay those engineers still struggling to meet your probes deadlines for overtime pay, because they're working overtime, double shifts. in my opinion, the pay penalty makes sense, because it's not designed as an unmanned craft. True the game uses the word 'crew' pretty exclusively in most terminology, but I think that's more of an oversight from the time before there were tourists [which is a fairly recent bolt on addition], and as such crew and non-crew respectively. nightingale probably never considered a need to say unmanned instead of un-crewed or no crew or tourists. -
I didn't mean to sound like I was complaining or implying anything, I was just looking for clarification. when you asked if glibbo was running a version for 1.3, I thought you were implying there was a version out for 1.3 already. If my question/comment was interpreted as complaint or rudeness, I'm very sorry, it wasn't meant that way.
-
I'm sorry, is there a version out for 1.3? clicking the link in Papa Joe's sig up above links to a version for 1.1.3 and nice2bee has a version for 1.2. If there's a link in this thread that connects to a 1.3 version I've missed it. I've probably missed it, I'm blind that way.
-
If the mod author returns to update this for 1.3, or if someone else gets it updated and working, or knows of a thread that is active [if someone has already made a 'continued' or 'redux' thread. It's hard to keep track of who is maintaining what ] with an up to date version. could someone tag me in it, or message me? I'm waiting for this so I can update the fuel wings mod which I'm maintaining for Tortoise. Please note: I'm not trying to rudely pressure anyone for an update, and do not wish my comment to be interpreted as such. It is merely meant as a polite request for additional information if/when it becomes available. Thank you for your time.
-
[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
vardicd replied to sarbian's topic in KSP1 Mod Releases
Um, when I click the download links, they just go to a blank page and no download starts and/or is available? Am I missing something, or is there an unbroken download link I'm missing? EDIT: ignore, was just IE being stupid again, was able to download through Chrome -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
vardicd replied to Angelo Kerman's topic in KSP1 Mod Releases
I don't see a thread for just wildblue tools, but it seems the latest version of wildblue tools is version mis-matched? when I start KSP after clean installing the latest versions of all your mods, I get an "update is available for Wildblue tools. says I have 1.21 installed and the latest version is 1.23 but when I download the tools, it downloads 1.22? -
Yeah I saw that, but I had interpreted that to be a question referring to the previous version of KSP. I didn't realize it was referring to 1.3. {I didn't read the dates on the posts. my bad]
-
@Deimos Rast Still around Seems like you've not been active since November? Just curious if this mod is still alive, with the 1.3 update and all. Not trying to be rude, and ask for an update now or anything. Politely asking.
-
[1.3] Kerbal Flight Indicators (Release 15, 2017-08-14)
vardicd replied to DaMichel's topic in KSP1 Mod Releases
Just wondering if the mod author is still around, with plans to update this for KSP 1.3. Please note, I'm not requesting an update now, or soon, and I'm not trying to be rude or anything. I just love this mod, and see it's been inactive here since Feb. So I'm just curious. this is a main mod for me flying planes, and I'd hate to lose it. -
Kerbal Construction Time/StageRecovery Dev Thread
vardicd replied to magico13's topic in KSP1 Mod Development
yeah, that fixed it, not sure how I got that extra copy of magicore in there. All good now. Just out of curiosity, messing around with the scrapyard mod, figured out how to apply recovered parts to a new build, no problem, but is there a way to see what parts you have stored in inventory somewhere, and I've blind and missing it, or is it all tracked behind the scenes with no way to see that? I can't remember if the old KCT inventory system was all behind the scenes, or if you could see your recovered and stored parts with the old system. Just wondering, Loving the return of the recovered parts system rewarding you for making recoverable ships again. thanks! -
Kerbal Construction Time/StageRecovery Dev Thread
vardicd replied to magico13's topic in KSP1 Mod Development
So I just saw a link to the new scrapyard mod on twitter, and downloaded it, and the latest versions of KCT and stage recovery, [literally 10 minutes ago, as of this post] deleted the old versions off my PC, and started a new game, and get this error on start up. https://www.dropbox.com/sh/dlo28bh6d1dizpp/AAAbxgcz3_0-Zn5QR1xH9yLDa?dl=0 outputlog, and persistence file -
I'm not familiar with tweak scale, and actually hate using it in my own games, doubt i'll be able to program in any fixes for that mod, might want to ask in the tweakscale forums and see if that's a known interaction bug between tweakscale and modular fuel tanks mod, which this mod depends on. Other than that, I'm not sure what else to say. My mod skills are mostly on the low end. I've got just about enough skill to keep the config files for fuel wings updated, and possibly add new parts but that's about it. Sorry.
-
@Apaseall I finally figured out what's going on, I'm a Numpty and was looking in the wrong place. Fuel wings makes use of the mod, Modular fuel tanks to function. The mod conflict you're having is between SSTU and Modular fuel tanks. I tested it with all the configs for fuel wings removed and the loss of function is still there. You'd need to report this conflict/bug on the Modular Fuel tanks thread, and maybe on the SSTU thread to see if those 2 mod authors can work out a solution. @arsyad100 I'm not sure what's going on there, I've not seen this behavior in any of my games, though this was a reported bug in a previous version of fuel wings, V 3.15 was supposed to have fixed it. I'm not sure why it's cropped back up, nor how to fix it, will need to investigate.
-
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
vardicd replied to DMagic's topic in KSP1 Mod Development
So quick question, just installed this mod and wanted to try it out, and ran into a small problem right off the bat, I don't know if it's a bug, or just me being a numpty. Has anyone run into an issue with the big map not going away? I tried clicking the little x in the corner, I tried clicking the big map icon in the toolbar, that just opened a second big map, and the windows wouldn't close even as I was exiting the game. I am using the latest versions as far as I'm aware.