Jump to content

Basto

Members
  • Posts

    128
  • Joined

  • Last visited

Reputation

86 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The review was spot on. The game in its current state is a buggy mess. I was spending more time doing bug testing to figure out why my rocket was not staging properly or exploding into a million pieces while in orbit because I had the nerve to try and undock from the mother ship, or shouting at my computer because trying to use the maneuver planner to go anywhere other than Mun or Minmus is excruciating... I strongly believe this game will be great but right now it's barely playable. I went back to KSP1 and installed all of the most demanding visual mods and part packs and have been playing a stable performant game that looks as good as KSP2 and plays at more than 10FPS. I hope they can turn things around and deliver the game they promised but early access should not be beta testing, and I have played games in open beta that are less buggy and more complete than this is.
  2. Hoenstly... the thing I found most frustrating was seeing that they were live streaming all day rather than doing damage control... it's like they were taking a victory lap before the race even started... I won't be seeking a refund unless we go more than a month without significant fixes to many of the game breaking bugs and changes to the clunky and at times unusable UI. And I agree, FPS should be much further down the priority list of things to address. I would play this game at 5 FPS and be happy if the UI was functional and the game was not buggy, and changing some settings to medium and lowering my resolution addresses much of that pain and brings my fps to a reasonable level.
  3. Yeah maneuver nodes are horribly broken... I cannot fathom how it was released in this state... trying to plan a maneuver to anything other than Mun and Minmus is nearly impossible... I gave up trying to get my interplanetary craft to Jool last night (after dealing with hours of weird SAS bugs and explosions on the launch pad). I just cannot understand how this was not a bigger priority before release.
  4. I think I have figured out part of what is causing this. AS long as I do not use the launch clamps it does not happen... still wish we could set the priority on the tanks.
  5. I am having issues where my first stage ignores the fact that crossfeed has been disabled on the decouplers and it just uses all of the fuel of every tank in all stages evenly... also the fact that we cannot set the fuel tank priority order makes it difficult to keep your rocket stabile when launching (if you can set this I have not been able to determine how).
  6. I am excited for colonies and interstellar travel.
  7. Its a totally fair point and after rereading my post I may have come across a bit crankier than intended. I think what I meant to say is that I really like the way this is going... and am hopeful that by the time I am ready to give up on my 50+ year career save and start fresh this will have all of the polish that your other excellent mods have.
  8. It seems like there were a lot of things added in to this that, while cool, were not really connected to heat... I am trying to figure out why all of the nuclear reactor changes were added here and not in Near Future Electric and Kerbal Atomics... Umm ok... the problem I found with this is that having the windows anchored to the toolbar icon really limits the amount of info that can be shown on screen. And as soon as you get a couple of reactors and heat loops on the same vessel its really difficult to manage. As it stands I am not sure why I would ever use the "Installed Reactors" control... The reactor management requiring eva kerbals and special containers seemed to add significant micro management, that while interesting the first time I did it I can see would quickly become more of a headache than it is worth... I really wanted to love this mod but it was just too game breaking to an existing save to stomach... will have to revisit down the road once it has a bit more polish and I am looking to start a new save.
  9. I am getting this exact same error. Spent a ton of time constructing a surface base and as soon as i deploy the game crashes. **Update** I modified my craft and appears the issue is no longer occurring. I had a couple landing legs that were too low and were clipping into the ground... not sure this was the cause but I moved them up and tried again and it worked. Unpacking Mun Surface Workshop (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [Surface Base Deployer Lander]: ground contact! - error. Moving Vessel up Infinitym (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Unpacking Surface Base Deployer Lander (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) 3/16/2018 9:11:35 PM,KerbalAlarmClock,Removing DrawGUI from PostRender Queue (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) recalculating orbit for DIYKit (Surface Base Deployer Lander): Mun ( Update mode TRACK_Phys ) rPos: [-40334.1653593425, 1239.00828800225, 199995.812449295] rVel: [-9.04138134983461, 0, -1.82342103054563] |9.22341807399909| (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) recalculated orbit for DIYKit (Surface Base Deployer Lander): Sun ( UT: 91850459.4095412 ) rPos: [-Infinity, Infinity, Infinity] rVel: [NaN, NaN, NaN] |NaN| Delta: [NaN, NaN, NaN] / [NaN, NaN, NaN] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [CurrencyConverter for Patents Licensing]: 0 Science taken, yields 0 Funds (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [CurrencyConverter for Patents Licensing]: 0 Science taken, yields 0 Funds (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!!
  10. Curious if you have a roadmap for what your priorities are. Love MJ, curious about where you plan on taking it.
  11. Found this program for the first time last night and fell in love. Such a fantastic tool. Spent so much time "playing" with it I didn't actually even get to my mission in KSP. Need to do a little more digging to figure out how to use it for my RO/RSS install. Still learning how to use it but just wanted to send a note saying thank you.
  12. Glad it worked out ok! The last thing the commercial space industry needed was another failure.
  13. A business process or operations issue to me does not necessarily imply a material defect.
  14. What am I missing? Can't seem to find new info. Nevermind i I found it. This thread grew too fast.
  15. Also accounts for why it ended up flipping a couple times.
×
×
  • Create New...