-
Posts
1,912 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by vardicd
-
Now-defunct-thread-that-should-not-appear-in-google-search.
vardicd replied to Cilph's topic in KSP1 Mod Releases
I've also noticed the loss of science data on transmit with this mod. -
Now-defunct-thread-that-should-not-appear-in-google-search.
vardicd replied to Cilph's topic in KSP1 Mod Releases
Possible bug, I have several ground stations on kerbin with the Reflectron ss-5 and a matching station on Mun, the Mun station dish is targeting Kerbin, and the Kerbin ground stations are targeting the Mun, and the Mun ground station separately, but I have no connection? The Reflectron ss-5 says its for Munar communication, but does it not have the range to reach ground to ground? will it only work in orbit, am I doing something wrong? the stations all have plenty of power, and clear line of sight. i'd post pictures, but I don't know how. -
Now-defunct-thread-that-should-not-appear-in-google-search.
vardicd replied to Cilph's topic in KSP1 Mod Releases
I can't find where there might be an explanation already, but because I'm dumb, what exactly do the buttons on the map screen that this mod added do, or control, exactly? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
vardicd replied to Majiir's topic in KSP1 Mod Releases
This isn't so much a bug, but has anyone else noticed that at certain angles, the Kethane grid disappears? Is it just my game? Is it because of the new terrain contouring grid? Kethane is still my fav mod, and this isn't a problem, was just curious if others had noticed it, or if it was just me. -
I have been using the deadly reentry mod, an it seems that when I connect different things together with the pipe and ground pylon system, it puts phantom g loads on my craft or base buildings, and boom. Is anyone else having this issue? Is there a work around? or am I just going to have to get rid of deadly reentry? I hope not, cause I love the challenge and realism of deadly reentry.
-
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
vardicd replied to Majiir's topic in KSP1 Mod Releases
Once you have enough science you'll upgrade- what? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
vardicd replied to Majiir's topic in KSP1 Mod Releases
excuse me -
There is an airbrake part included in the b9 aerospace pack. it mounts on the side of parts and is a godsend for slowing down during reentry. it will even work just two or three attached directly to the command capsules, if that's all that's reentering. just set it to an action group and deploy. keep them open until chutes are fully deployed. its made so many of my craft that couldn't survive, make it down.
-
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
vardicd replied to sirkut's topic in KSP1 Mod Releases
Yes yes yes!! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
vardicd replied to sirkut's topic in KSP1 Mod Releases
I'm fairly new to the forums here, and I'm not sure how to report a bug, so i'm doing this here. I have an issue where when I attach any half or quarter size part part from this pack, when I go t othe launch pad they revert to the standard size and blow my craft up, and then if I go back into the vab all the parts are full sized, has anyone else found this? I am using a lot of mods, so I don't know if its a conflict in that or something I did wrong. I did completely uninstall the pack and reload it, but it still happens. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
vardicd replied to AncientGammoner's topic in KSP1 Mod Releases
That is the most awesome idea I've ever heard. Would love that! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
vardicd replied to sirkut's topic in KSP1 Mod Releases
I am fairly certain that this is what I was doing and it wasn't working, I have to go to work, but I'll try again tomorrow and see. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
vardicd replied to sirkut's topic in KSP1 Mod Releases
I've done this, but it still lumps them all together. I've also tried to rename the groups. It doesn't help. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
vardicd replied to sirkut's topic in KSP1 Mod Releases
Um, I'm sure this isn't a bug, but I can't figure out how to put hinges into different groups, so they aren't all moving at once. I make different groups in the vab, but on the pad, theres just one control, and all hinges move as one. Can anyone help me? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
vardicd replied to sirkut's topic in KSP1 Mod Releases
All I could think was awesome giant flame-throwing robot. Stick a pair of those on for legs and lets go! -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
vardicd replied to JDP's topic in KSP1 Mod Releases
I'm having an issue where I'll set up a maneuver node set my burn, and tell it to execute, and my craft will just quiver, not line up on the node, and then just burn a random direction, but it isn't consistent. launched a probe last night, worked fine, went to work and came home, launched the same probe, total fail. anyone else seeing this? -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
vardicd replied to Majiir's topic in KSP1 Mod Releases
I just deploy kethane probes and leave the game running at 10x or 50x time warp when I go to work. 8 hours later the planet, moon, whatever is mapped. let the pc do the work while you are working. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
vardicd replied to Majiir's topic in KSP1 Mod Releases
the KE-X270 heavy drill displays its sparking animation as its being deployed, and when its being retracted, but animations {seem to} fail when fully deployed. {could be because I'm not on a kethane deposit now, will test further} -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
vardicd replied to Majiir's topic in KSP1 Mod Releases
Confirmed: the KE-X130 Drill will deploy, but not retract.