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vardicd

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Everything posted by vardicd

  1. Yeah I've used blizzy's in the past, but here recently I've moved to just using the stock toolbar, and didn't want to go back to using that one if there was an easy way of getting the stock toolbar to do what i wanted, but since not, I'll probably pick it back up and keep a couple of frequently used mods keyed to it.
  2. It's not a big deal really, I was just slightly salty about a wrecked plane and dead kerbal when i posted earlier, I was trying to fly, scroll through the toolbar for my waypoint manager, to mark a location i wanted to return too, and smacked into the side of a mountain, and thought man it would be nice if i could just stick that at the top so i always know where it's at, and then thought i'd come and ask, because maybe it was possible and i just hadn't seen how or read how to do it. I'm not too worried about it if it's not currently something that's possible.
  3. hm.... I mean I already break Kerbin enough without any extra features added to break ground....
  4. Remembers he remapped steering keys to drive Mun Rover. Feels like an idiot.
  5. @linuxgurugamer Just out of curiosity, is there a way to custom order the mod buttons in the stock toolbar with toolbar controller{or some other way to do it that i don't know about}? sort of group the mod buttons together that i use most frequently, so i'm not scrolling through the list like mad trying to find them in a hurry, I can just stick my autopilot, alarmclock, waypoint manager, and science alert buttons at the top of the list and be done with it?
  6. How do i get color coded parts in my editor? @Shadowmage I noticed the small ALG landing gear has toggle options for steering, but don't actually seem capable of steering. Is this another case of me doing something wrong, or a glitch with the part.
  7. I just found KSC2 and it has a refueling station, and thats cool, but it has a cost for fuel, but it doesn't seem to subtract any actual funds when i refill my tanks. Is that bugged, or just a feature that never actually got fleshed out? EDIT: Ignore this one, landed at Nye and refueled, realized I had been looking at my altimeter, and not my funds gauge, at Baikerbanur during refueling. Felt like an idiot.
  8. yeah I figured this one wouldn't be much, but I have other mods that are killing me. I'm getting performance stutter just sitting idle on the runway. I upgraded my PC motherboard last year, got a better processor and went from almost 12 year old 24 gigs of ram to 16 gigs of newer 'faster' ram but with the total less than what i had before, i've noticed lower performance from KSP eversince tax return this year finally gave me enough spare money laying around I could order more, so I'm hoping that alleviates my performance problems.
  9. @severedsolo I just found another situation where a loan function would be nice. Started using Kerbinside remastered, and paying to open the base sites added around Kerbin is expensive. 775,000 funds for one site i found alone.
  10. Here I am with my PC-RAM crying for mercy and I just keep finding more mods I need. Hope those PC upgrade parts I ordered get here soon.
  11. also just out of curiosity, does anyone happen to know if the bases and airports added will show up as anomalies or locations on a SCANsat scan?
  12. Oh, yeah I've already adjusted the keybind for myself, I didn't mean that as a demand for, how do i fix, or you should fix this, that wasn't my intention at all, sorry if that wasn't clear. I was only posting as a courtesy warning for others who like myself might not have realized that the P key was also a hotkey for personal parachutes, and also letting you know, so that should you feel generous, a word of caution could be added to the front post, not as a demand that you do so. again sorry if any of that was misunderstood.
  13. By the way, Have I mentioned how amazing this mod is? I've never managed to get a plane to fly this high, this straight, this smoothly, this easily! before.
  14. @Tahvohck Drone planes are definitely the way to go, of course I've gotten the design so stable and safe now I'm using them as short range passenger drones: @Boris-Barboris I discovered an ... unfortunate hot-key confluence. It seems that the shift-P to toggle the autopilot GUI on and off is also the stock hot-key for deploying kerbal parachutes while on eva, or in a chair on a drone airplane.... If you should happen to feel up to it, adding a caution line to the opening post about that little, unfortunate overlap, might save someone else's planes and kerbals from explosive unplanned disassembly midair because of unexpected parachute deployment.... EDIT: correction, it's just P doesn't have to be shift. pressing P at all, will deploy personal parachutes.
  15. @Eskandare Forgive me if this has been asked and answered somewhere I've missed, how compatible is this with Kerbal Construction Time's launch site selection system? Can the 2 be used together, and if so, how does selecting launchsites work? I literally just downloaded the mod, first time using it, and hoping it doesn't conflict with KCT. I'm trying it out on my own, so maybe by the time you answer I'll have figured it out myself, but if not, I'd appreciate any pointers you could give, assuming you know yourself.
  16. Jez @zer0Kerbal it seems like you've just exploded with quantity of mods lately. You trying to give Linuxgurugamer a run for his money as the master mod maintainer?
  17. A question, @linuxgurugamer just sttarted experimenting with this mod, and I noticed something that struck me as odd, with the jet engines, you have an option to raise atmosphere ISP {VAC ISP too, i guess if you get one you get the other, even if it makes no sense} anyway, i noticed that when improving the ISP for atmosphere you get an engine thrust boost, this was just looking at the JUNO jet engine, but there is also an option for fuel flow, which also raises thrust. It seems odd to me that improving an engines ISP would also improve its thrust, I would have assumed that it would only decrease it's fuel consumption? or is it providing a free thrust increase with no additional fuel consumption because it's easier to model that way? and if so does it make sense to also provide a thrust increase for fuel flow, which, to me i was interpreting as fuel efficiency, and expecting a reduction in fuel consumption? Am I just thinking about it wrong>?
  18. Look, my RAM is already screaming for mercy, how am i supposed to keep adding mods like this.
  19. I use kerbal construction time with no problem also, I know it can be a hassle, but when i run into a problem like that, I generally move my KSP install to a different folder for safe-keeping, install a clean copy, then add the one mod with problem behavior, MJ in this case, see if i get the problem behavior, and if not, then start adding my mods back in, say 5 at a time. load 5, check for problem, if no, add 5 more, repeat till behavior shows up. once i see the behavior, I remove the last 5 mods i added, then add them in 1 at a time, until i see the behavior. then when I see I get problem behavior with MJ and mod X, I reset to a clean install and only add MJ and mod x. and test the 2 mods together. this usually helps me figure out which ones aren't playing nice, unless it's a 3 or more mod combo, then you have to restart with MJ and mod x, and start adding mods in again until you see the problem behavior.
  20. Everything seemed to work for me as well, with one exception. I did notice at one point i collected some science and had to load a quicksave a few moments later. the quicksave was just a bit before i gathered the science and once the quicksave had loaded, xscience acted as if the science had still been collected. it didn't reflect the fact that the experiments had been, un-run by the quickload.
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