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Everything posted by vardicd
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I'm not worried about it, I was just confused. I've landed this same lander {with 0 changes} on the mun at least a dozen times since this first occurred, and 3 times it was in that same crater, and it has not occurred again. And I know its not because of a high thrust to weight ratio. the lander actually cannot lift off if the tanks are full. the thrust to weight margin is that tight.
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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 also want to point out one tiny little issue that I noticed. Mission time ribbons say x days [spend] on missions. I think that should be [spent]. Not a priority correction or anything, just my OCD Firing up. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
vardicd replied to Nereid's topic in KSP1 Mod Releases
Yeah, its easy to do, open your KSP save folder, and find the save file you want to edit and open its persistence file. Example: Kerbal Space Program\saves\Attean Hegemony\persistent. Open the persistent file and in the very beginning, there is a section {Flight{canquicksave = True canquickload = True canautosave = True} Change those 3 trues to Falses. some where a little farther down there is a few lines that says DIFFICULTY {MissingCrewsRespawn = True. change that to False and when your Kerbals die they will stay dead. I get this behavior on a stock KSP without these changes though, so I'm fairly certain this isn't causing it. -
Mechjeb did something really weird today I've never seen before. I had a stranded Kerbal on the mun, and brought a rescue craft, had mechjeb do a targeted descent to land at target. worked fine, lined me up for a landing 130-ish meters away. {The landing point was inside a deep crater, but I had a flat patch targeted for landing, Whergee had set up a flag I targeted for the landing.} <Important} Mechjeb brings me down and tries to land equal to the height of the crater rim, {not on the rim itself} which was a couple hundred meters higher than the landing spot beneath me. It brings me to a hover at the altitude of the crater rim, and turns off the engines. My ship of course starts to fall, and before I can react, mechjeb kicks back in. and seems to realize- oops I'm in the crater, and brings me down to the crater floor safely. I got Whergee home, but I've never seen this reaction before. It was like Mechjeb was seeing a false terrain surface, until it fell through it after the engines cut out, and I haven't been able to duplicate it since. I still wanted to mention it though, just to see if anyone else has had this happen.
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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
Okay, I just had a thought, I have my game edited so its 'Hardcore' quick saves and auto saves are disabled, and once a kerbal dies its permenant. Is it possible that its the reason for the loss of some custom ribbons? Is anyone else who is having this issue using a similar set up? I'm testing the new release now to see if I still have the issue, but it just occurred to me, so I thought I'd ask... Edit: No and negative. I'm still losing the custom ribbons in the new version, and I'm getting it on a stock ksp, unedited game. so the disabled quicksave and auto save isn't doing it. Nereid, if you can tell me how to find whatever error reports and such you need, I'd be happy to provide, I just don't know where to look. -
Ok, I didn't get a pic of it, because I was totally stunned, but I was just mucking about on the Mun, and I was startled by a shadow passing over me, and realized it was the shadow of my space station in Kerbin orbit. I have never experienced this before, and I don't think its in the stock game at all, and if that's from this mod. Holy Cow. It was amazing!
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
vardicd replied to Albert VDS's topic in KSP1 Mod Releases
I really like this mod, but the needing real fuels mod is killing it for me. I generally try to stay away from mods that require other mods, and unfortunately I think I'm going to have to abandon this unless a version come out that works without MFT -
[0.90] Kerbin Shuttle Orbiter System v4.13
vardicd replied to helldiver's topic in KSP1 Mod Releases
Cannot wait for this!! -
I'm not big on this mod^ because it requires another mod that I don't want {Modular fuel? Modular tanks? Something don't remember now.} unless I missed something, and that mod is independent. I'd much rather have a stand alone mod. I haven't seen anything about flexrack needing another mod.
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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
So poor Herbas just learned the hard way you can't repack chutes in flight. I had to use the chutes for an unplanned science stop, and then forgot to repack. Later the planned ejection system worked, I just had no chutes. So... yeah. Oops. Just a cautionary tale for everyone else. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
vardicd replied to stupid_chris's topic in KSP1 Mod Releases
Yeah, I can't get the stock Mk16 chute to deploy for anything, the added ones seem to work fine. -
So I buried a spent rocket stage INTO Minmus. Didn't know this could happen. There is no control modules on it, no SAS, nothing. Shouldn't it fall over? {This is the third time I've done this}
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[0.90] Kerbin Shuttle Orbiter System v4.13
vardicd replied to helldiver's topic in KSP1 Mod Releases
I see a big memory hit with this too, even if Im not in the IVA view. The shuttle seems to work fine if you just delete the RPM folders though. JSI and Hyomoto. just erase those two folders. works for me, and no performance hit. -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
vardicd replied to Albert VDS's topic in KSP1 Mod Releases
Is that resized to fit or stock? Having some issues telling from the pic? -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
vardicd replied to Albert VDS's topic in KSP1 Mod Releases
*Squeels in childish glee* Yes, yes, yes! -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
vardicd replied to Albert VDS's topic in KSP1 Mod Releases
These would make awesome science sample return bags... Were there to be some one to edit the config files to allow science storage... You could do science, put the science in the bag, return the science to Kerbin.... I wouldn't know how to do such things but I imagine someone could... science sample collection bags?! please? <--- I really want this ^ just in case I wasn't hinting hard enough! -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
vardicd replied to Albert VDS's topic in KSP1 Mod Releases
Do not eat the Velcro! Priceless! -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
vardicd replied to Albert VDS's topic in KSP1 Mod Releases
Maybe there's cans...in the bags? -
[0.90] Kerbin Shuttle Orbiter System v4.13
vardicd replied to helldiver's topic in KSP1 Mod Releases
Must... Have... These.... Now please?? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
vardicd replied to Nereid's topic in KSP1 Mod Releases
Okay, no matter what I do, I can't get these ribbons---- To stay saved to my Kerbals. The auto awarded ones save, and the custom make your owns do, but not those ^ Am I just ******ed and doing something wrong or is this a known bug?? -
[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5
vardicd replied to r4m0n's topic in KSP1 Mod Releases
Anyone else having an issue where this mod no longer works? I get to the load screen, choose my tech-tree, and I have no available parts. I have used this for months now, and never had this problem. Edit: Mod conflict, I'm an idiot. Nevermind -
[0.90] Kerbin Shuttle Orbiter System v4.13
vardicd replied to helldiver's topic in KSP1 Mod Releases
I anticipate it couldn't hurt to make these parts anyway... I would if I knew how... -
[0.90] Kerbin Shuttle Orbiter System v4.13
vardicd replied to helldiver's topic in KSP1 Mod Releases
try re-downloading and re-installing, if that fails, try removing Orion nuclear pulse rocket and testing, cause I'm using all those mods except that one and it works fine, I think you either got a bad download error, or its conflicting with pulse rocket, cause I don't use that one.