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Everything posted by vardicd
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Well, well, well, look what having the latest version of the mod will do for you:
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Okay, well, assuming that's classified as one of the hidden bases, I can say with certainty, the hidden bases aren't spawning. I have found/can confirm: Looks like I've got main bases, and anomalies added by the mod, just not the hidden stuff for some reason. @Caerfinon Oh.... I think I'm a fool. I just noticed the Github version is .90, but the spacedock version is 1.0.1. I'd been installing off the Github, assuming it was the more up to date version... I think it's not. So, I'll try installing the version from spacedock.... and get back to you.
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@Caerfinon Assuming I can read a map correctly, the map you posted showed sandy Island NAS at the location below, but when I fly over the area, this is what I see: Am I just in the wrong area, reading the map wrong? Or have you actually seen something at this location that's not appearing for me? I'm trying to figure out if I'm crazy or in the wrong spot, since everything else seems to be working.
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So far I haven't been able to discover any of the hidden bases, and I've flown over 2 of them now, using your map as a guide. All of the bases that aren't hidden are showing up just fine, and there aren't any broken textures that i've noticed. As far as the KSP log, looking at it wouldn't mean anything to me, as I can't read it. it's just jibberish. Other than that I'm playing on the stock planet size, no resizing issues should be happening. I have found at least 1 non-base anomaly added by this mod, so I know those are at least partially working, so i can't wrap my brain around why everything other than the hidden bases are working. @Eskandare If you've got any ideas, I'd love to hear them. https://www.dropbox.com/s/18bs3odw5vk3dbg/Player.log?dl=0 Link should show my log.
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I have a question, I've just picked this mod back up, and love this map that [I assume] you made, but I notice on this map there's a Sandy Island NAS, but when I fly over that location, I see nothing. Is that location dependent on some other mod? Or have I perhaps done something wrong? I am seeing some of the bases, I know I've got Round range, and Kojave Sands, so I don't know why some bases would show up, but not others?
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Okay, then the issue must be coming from somewhere else. I'll investigate, thanks. just seemed like out of my mods, the changes to science from kerbalism made it the most likely candidate.
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Quick question, and sorry if this has been asked and answered somewhere before, but does Kerbalism break part test contracts? I've noticed here lately that every time I take a part test contract it fails as soon as I leave the mission control building, and I'm just wondering if that's because of Kerbalisms changes to science?
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Suggestion, the adding the consumables to lifesupport converter to the Mk1 crew cabin, and make it run less efficient, so you have a lifesupport supply in the 1.25 form factor. I play with a tech tree where the crew cabin is way down the tree, and have ended up having to have long duration missions, including to Duna before ever unlocking the crew cabin. Just an Idea.
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Yeah, I'm actually using kerbalism with a config that only loads the science system, and removes the rest. I tried building my own config that just removed the life support systems, which is really all that I don't want, but once I removed the life support rules from the config, I kept getting Kerbalism screaming at me that I needed the community resource pack installed to use Kerbalism, even though I do have it installed, so I have no idea what I was doing wrong. I like the research and even the radiation eviroment of kerbin, and I'm curious about the part failures but I've absolutely 0 interest in any life support mods. That's just a little too much micro for me.
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[1.2.2 / 1.3] Career Evolution Contract Pack
vardicd replied to pap1723's topic in KSP1 Mod Releases
Can I take it this mod still works in KSP 1.10? -
Is there an up to date engine, or part/engine failure mod that will work on stock. I'm looking for something like what I see in RP-0/ RP-1 where there's a chance for engine failure, but repeated uses of an engine make it less likely to fail. I can't find anything current that doesn't depend on real fuels, other than Oh scrap, which may not be up to date, but seems to have the down side that if you use the stage recovery mod or land and recover your spent stages/craft, the engines start to fail from being used too many times. I don't want that. I'm just looking for a simple failure mod that improves reliability over time, without having to worry about how many times an engine might get re-used. I'd appreciate any pointers toward any mods like that.
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everything seems to be working, the kerbalism science works, and I can see the radiation belts around the planets. The only thing I can think of, is that I did delete the rules for food, water, O2 and CO2 from the Kerbalism config, because I didn't want to deal with life support, but if that was it, you'd think I'd get the warning every time i load, not only sometimes, and I don't know why it would say I'm missing CRP. I'd think it'd give me a warning about kerbalism config being out of whack.
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Every once in a while when i start the game up, kerbalism gives me a warning that I don't have the community resource pack installed, and it's needed for kerbalism, but I do have it, so i don't understand> Anyone know why I'm seeing this?
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
vardicd replied to hemeac's topic in KSP1 Mod Releases
okay, that's another kerbal series added to my watch list. -
I'm not seeing this currently with Kerbalism. I have, however in the past seen this issue when using Kerbal joint reinforcement. which is why i stopped using that mod. Don't know if you're using that one or not, so can't say if that's the problem, mind you.
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Thank you for the reply, and perhaps it is just ladder weirdness, however I did notice the report was accumulating data, before I removed the helmet, which is why I assumed it had something to do with the helmet, this is an image from an earlier experience, similar situation, and the eva report is being filled in.
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Any idea why removing a kerbal's helmet makes eva reports invalid? is this a known bug, or is it possible I have a mod conflict?
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[1.12.x] Waypoint Manager - New Dependency added
vardicd replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer I have a question for you, as the current maintainer of this mod. I was curious if you know of a way to remove, or at least rename the stock [default?] waypoints for the KSC, desert, island, and woomerang that appears in the waypoint manager. In older versions of waypoint manager these didn't exist, and I enjoyed making waypoints with custom names for my various games {roleplay reasons} and with the immutable, all ways visible stock waypoints, it makes it difficult to do so. I've poked into the file structure of the mod itself, and while i found a config that lists what seems to be custom waypoints of interest, changing names in that file seems to do nothing. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
vardicd replied to Boris-Barboris's topic in KSP1 Mod Releases
Does the autopilot's cruise flight controller bork near the poles, when it comes to direction? I've never seen this particular problem, but as I was flying north to the ice caps, everything was fine, but when i told it to turn 180 south, it refused to turn and if I try and manually turn south, it fights to turn me back north. If I pick a waypoint it'll fly towards it, but it won't accept simple directions anymore, 90, or 180 degrees. I've tried turning it off and back on via the master switch, I've tried quicksave and reload and the behavior persists. EDIT: answered it myself, once I manually got south far enough to be almost out of the ice cap biome, behavior returned to normal, so looks like it can't handle directions too close to the north or south pole. -
Would anyone know, how to edit the formula for tech node unlocking to make it take longer for it to unlock? I'm pretty sure the config line responsible is: NodeFormula = 2^([N]+1) / 86400 but I don't understand it enough to know what part of this needs changed, or how, if say I wanted to make it take double the length of time for a node to unlock?
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
vardicd replied to hemeac's topic in KSP1 Mod Releases
Literally just tried to rotate the camera around that plane to get a better look at it.