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Everything posted by vardicd
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I like the retirement function, as it gives you a reason to hire and cycle through crew other than them getting killed on missions, you end up with new faces and new heroes and stories, but it would be nice if there was a record kept somewhere of those that had retired, so you could look back at those that once server your space program, and bonus points if there's a way to do it so those of us that use Nerid's final frontier mod don't find our kerbals who truly performed get acts and earned those ribbons to not vanish into the ether and take FF's record of their achievements with them. {I only just updated my version of bureaucracy to have the retirement function and have not yet had a kerbal retire, so I don't actually know yet if a retired kerbal loses his record in FF, or if he'll just show up as dead. I'm just thinking ahead after reading the last few posts.}
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thank you, I knew the I had to be in brackets [] but when i tried putting them in my example above, it made everything italics, so i showed it without. looks like I had a better understanding of what was needed, except that I put an * after the I] I've removed that from my preset config, and will test out tomorrow. thank you for the aid.
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I'm interested in adjusting KCT so it only allows one research node to be unlocked at a time as well, but I'm having trouble understanding exactly what needs to be inserted and exactly where. If you could help me, I'd be really grateful. I believe it needs to be added to the KCT preset config I'm using specifically this line? : KCT_Preset_Formula { NodeFormula = 2^([N]+1) / 86400 Do I just add * sign(- I) with the [] * like in the RP-0/RP1 config, so I have a line like this: KCT_Preset_Formula { NodeFormula = 2^([N]+1) / 86400 * sign(- I) * or is there something else I need to do? Sorry I'm bad at understanding things like this.
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Okay, I know I've seen it in realism overhaul for sure, the beardy penguin and n9's for all kerbal kind youtube series, a soviet/american moon race series, they use the airlaunch feature all the time {unless it's a game hack and i've just misunderstood}, so maybe it's a RO thing, but I thought I had seen it in stock games as well, and that it was a feature of KCT. thought maybe I'm remembering wrong.
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I have a question for anyone who might be able to answer, I have seen in several youtube videos an air-launch option when launching craft, but I have yet to figure out how to do this. Is it dependent on some other mod? is there a setting I need to enable somewhere? Do I need a certain technology or building upgrade in the game? I've tried looking through the getting started guide, and reading through some of the forum, but if the answer is there, I've missed it.
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[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
vardicd replied to IgorZ's topic in KSP1 Mod Releases
Looks like their rolling out their own version of KAS as well, : EVA Construction Mode EVA Construction Mode is the main feature included in Kerbal Space Program 1.11: Some Reassembly Required. This allows Kerbal engineers to adjust many parts on a craft while on EVA. The tools at your disposal while in this mode are similar to what you find in the VAB/SPH, such as place, rotate, and move. You can also visualize the center of mass, center of thrust, and the center of lift for a vessel. However, there are of course some limitations: An engineer will only be able to adjust parts that are within their range, whether these are on a vessel, inside nearby storage containers, laying around in their proximity, or in their own inventory slots. Only parts below a certain weight threshold will be able to be manipulated, but constructing in lower gravity allows a Kerbal to build bigger! Kerbals can only manipulate one part at a time and only construct with attachable parts; for example, a deployable experiment will not be able to be attached to a vehicle in this mode. Finally, some parts are just too bulky to build with and will stay right where you left them. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
vardicd replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx Every once in a great while there comes along a mod that drags me back into KSP and gives me a reason to add yet more hours of gameplay to my 3900 hours on steam, and who knows how many hours before it came to steam, and I feel as if it's happened again.- 3,139 replies
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Well, where ever it is, blind flying around isn't finding this one. I managed it with 3 other bases around Kerbin, but I've flown all over that northwest region, and I guess I just haven't gotten close enough for it to be visible. I'll just have to wait till I get far enough along in my tech tree to unlock SCANsat's anomaly scanner and see what it finds, then try and fly to it.
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@severedsolo Are you currently aware of any conflicts with Kerbal Konstructs and/or Kerbinside remastered in regards to how Bureaucracy's custom barn configs for 5 upgrade levels of buildings works? I decided to install Kerbinside remastered for my new save, and after I got a couple of buildings upgraded to level 2, I noticed they had the visual appearance as If they had reached Level 3. {level 2 buildings still retain the level 1 look} I looked through the KK and Kerbinside folders and didn't see any custom barn configs that might conflict or change anything, but I don't know if anything else might do it. I only noticed a few minutes ago, and haven't really gotten any farther than noticing the apparent visual oddity, which might be completely normal with how KK and KSR add and effect buildings and bases. I haven't seen any gameplay affecting issues, so I don't really mean for this to be a bug report, just wanted to ask if you had any insight. I'm entirely too exhausted to do any more in detail testing tonight, but I will over the next couple of days, unless you know what's up.
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@Eskandare I copied my Kerbinside folder out of my install, then did a clean reinstall of the mod, and nothing worked all the buildings were gone, just empty flat spaces. So I put my old kerbinside folder back in my install, and everything was back, and the base now costs the "correct" amount of funds to open. I have no idea what changed.
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Ah okay. too bad, will keep my eye on it though.
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Oh, that's cool. I use a Corsair K95 platinum, will that work with mine? Is it any RGB keyboard?
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@Niami Sorry if I'm being stupid, but what exactly does this do?
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@Eskandare Would there be any reason you can think of that the open base cost for an installation would drop to 5 funds, or .5 funds? I'm not sure which it is, screenshot below. I've landed and this airbase a few times to refuel and it's never been this cheap, I had just landed at another airbase before flying here, and it's open cost was about 555,000 funds if i remember right, I haven't added any mods since the last time I landed here. I'm going to try re-installing Kerbinside tomorrow just to see if that changes anything, unless you can explain what's going on here. https://www.dropbox.com/s/g5hjcggv229kgfo/Player.log?dl=0
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@linuxgurugamer How would I go about telling a mod to use the toolbar interface? I tried clicking here: "Are you a plugin author and would like to use the Toolbar Plugin? Please head over to the development thread which has all the info you need." But that link appears to be dead. One of the mods I'd like to have assigned to the toolbar, so I don't have to go hunting in the stock toolbar in a quick reaction situation, doesn't seem to recognize the toolbar mod, and I get no option to add it there, so I thought I'd try to see what would be needed to modify it to use it, for my own game, assuming it's not above my ability level.
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[1.12.5] Restock - Revamping KSP's art (August 28)
vardicd replied to Nertea's topic in KSP1 Mod Releases
I think my 32 GBs just melted looking at that list, and the extra 16 sitting on my self not installed yet just ran out the door screaming in terror. {waiting on a smaller processor cooler, 'cause the one I got is blocking a ram slot} -
anomaly coordinate discussion behind spoiler, and image that shows some discovered items. Don't look if you don't want to know.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
vardicd replied to Shadowmage's topic in KSP1 Mod Releases
Maybe you mean this one? -
@Eskandare So i have a question, scansat shows a landmass very similar in appearance to the Kerman atoll here: Yet on arrival at the coordinates, there is nothing but water. Is this a bug with Kerbinside, or a bug of some sort with SCANsat? should there be something there, or not?
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To be honest I didn't try launching with the one i hired by mistake, i backed out of the launch, because I wan't 100% sure what had just happened, and where this extra kerbal i didn't recognize had come from, and went to the astronaut complex to check and realized I had an extra kerbal over my limit and then realized what had happened. I can pop a quicksave here in a moment and test that though.
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[1.12.x] Near Future Technologies (September 6)
vardicd replied to Nertea's topic in KSP1 Mod Releases
I also have a somewhat lingering grudge against b9 partswitch {I'm mostly over it now and don't mind using it} from my early mod using days, and realistically, I don't think it was b9 partswitcher's fault directly, I just blamed it, at the time. there used to be a number of mods that I liked to use, that i have long since abandoned, but those mods seemed to directly conflict with b9 in random and unpredictable ways. i remember that it took me a long time, and quite a few lost saves to figure out that if i removed b9 partswitch from my install the problems went away. I know for a long time any mod that had b9 partswitch as a dependencies instantly went onto my not going to touch list. I'm slowly come around though. It's perfectly okay to have a personal dislike of a mod, or a mod's functionality. Calling a mod that, objectively, works a piece of crap isn't really fair, and I say that as someone who said the same things oh so long ago. And for clarity sake, I don't mean this post as any sort of personal attack, or insult, so my apologies if it comes across as such. I meant it only as sharing my own personal history with a the mod, and perhaps a slightly guilt fueled defense of a mod I once judged too harshly myself. It's okay to dislike a mod, but it's also important to remember someone worked hard on it, it was, probably at one time {or still is} someone's passion project, they {likely} didn't get paid to make it. They put their hard work into it, and having hearing {or seeing} someone bluntly saw hey this is crap, is kind of harsh. Sorry, again, I don't mean this post as any personal attack, or attempt to insult anyone. Kindness and consideration for other's feelings is important to me. -
@severedsolo Just found a minor issue/interaction with KCT not sure if there's anything that can be done about it, or if the change would have to happen on the KCT side of things, but when you have no crew available to man a craft, and you go to launch it, KCT gives you the option to hire crew directly from the launch interface, and it allows you to launch them immediately skipping the training period introduced by this mod.
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@linuxgurugamer So i just noticed the hire crew button that pops up when launching a craft and not having any active Kerbals to crew the craft, allows you to hire crew even if you don't have the room in the astronaut complex, and if you don't have the funds to actually hire them, you just go into debt. is that an oversight?
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[1.8.x] UnKerballed Start v1.1.0 (updated Oct 27, 2019)
vardicd replied to SpinkAkron's topic in KSP1 Mod Releases
the new skipper and mainsail models need adjusting in the tree, they have new internal names, while the old models still retain their old names, but are now hidden and unusable. the new skipper and mainsail end up way too early in the tree. In Unkerballed start config, Change line: //rocketry7 @PART[SSME|liquidEngine1-2 to be //rocketry7 @PART[SSME|liquidEngineMainsail_v2 }{ and change //heavierRocketry@PART[MassiveBooster|engineLargeSkipper] to //heavierRocketry @PART[MassiveBooster|engineLargeSkipper_v2] and I believe these 2 should be back to where they need to be.