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  2. I have had the docking ports not docking issue also. In one case, when I separated my lander from the mother ship, whilst being in control of the lander as I float away from the mother ship, I right clicked the mothership docking port expecting to find "set as target" but didn't, Instead I found "undock". So now every time I separate I click on both docking ports, and from both ships and make sure all possible instances of the "undock" option is clicked. I looked to me as though the lander and the mother ship disagreed as to the state of the mothership docking port. When in control of the mother ship, right clicking on the motherships docking port didn't show an undock option, only "control from here". The "undock" option only appeared for the motherships docking port while right clicking on it while being in control of the lander.
  3. Search your GameData folder for any instance of 'RealNames.cfg' and remove, otherwise will need a KSP.log to diagnose.
  4. Today
  5. The missions and storyline in KSP2 definitely give it a little something to latch on to as you work thru the early game, but once you've done Minmus that source of motivation dries up. Pre-release: got it, but I can't highlight the strengths of the missions/story up to that point if I don't observe the as-is is stony cold dead at that point. What I specifically want to point out are three major weaknesses I see recreated from KSP1 in KSP2 as it exists now: 1- Auto-fear: Resistance to adding rails for fear of "spoiling the sim", (e.g 'auto' things, docking pilots, etc), 2- Too flimsy of a tech tree, 3- Inherent reward for risk only, Auto-fear: Once you've returned from Minmus and are eyeing the next planet, there are two reasons you might fire up KSP and and launch a rocket. 1/ To start a journey; Duna, Eve maybe, Jool? 2/ For the sake of launching a rocket and experimenting. Rewind a second. "To start a journey"? Yep - you were with me, too. But that's not what the game is going to let you do. The game is going to make you go through all the same rookie slog involved in getting your vehicle to orbit. While that's not the worst thing, if KSP2 wants to be more than just a launch sim, it needs to break the vice-like grip of the fear of automation. Why do we allow you to start with a fully loaded vehicle, why don't we make you wait for tanking? Why doesn't the game ship with bad weather so you might have to wait until tuesday next week (real time) to launch your rocket? I'm not proposing that launch needs to be skippable, but by the time you're ready to start heading to Duna/Eve, you ought to be able to play passenger on your kerbin launches. In MMO terms, KSP2 forces you to start every level by walking back to Stormwind/Orgrimmar, doing kill-10-rat quests for all the vendors/random npcs, before finally working your way up to a single quest you will now be able to get 1-2 quests for the zone you now have to walk back to. If I'm in the mood for flying each and every one of my launches to assemble my manned trip to Jool, I can do that. Having an autopilot doesn't prevent me doing it, but it does reward me for my work so far by allowing me to spend more time on the next part of the gameplay. Hell, sometimes I want an auto-feature so I can just *watch* kerbal space program. Flimsy-Tree: One of the purposes of tech-trees is player-teaching. "Try this engine", "you've tried a solid engine, now try a liquid engine", "and here's a parachute". KSPs tech tree is one of the worst in the industry. Near random gluts of stuff, sometimes with no obvious relation. And the way they're mixed makes it real hard to forge your own path, and the jumps in sc-cost tends to lead people to completion-spend. Which means they never experiment with those science-spends. There need to be way more nodes, more layers and more options. Infact, maybe we, as players, don't need to see the tree at all. You could visualize various different vehicles and highlight the parts that scientists are currently "experimenting" with as a way of showing what's currently available to research. IMHO almost every single upgrade - except variants - should be individually selectable. But won't that require a lot more science? Yes, and that leads into the 3rd item What's the pay off? Excerpt from a 90s TV interview: Q. "But what do we get from going to space?" A. "Surviving in space challenges scientists and engineers in ways that our safe environment down here doesn.t It was NASA scientists that invented the microwave ovens and cellular telephones!" KSP struggles with a lack of things to do - other than fly rockets, which is going to be a game killer when you want people to build bases. But doing things *can* be inherent - KSP already relies on that fact heavily, it just doesn't leverage it. Watching stuff explode or crash is fun, but it's also punitive: you get nothing for it. KSP ought to reward failure to properly integrate it as part of gameplay. As long as parts of crashed vehicles are recoverable - and you could build around that - they could produce science, for instance. You should be able to get 1 science point from every single component in the game by launching a launch-clamp holding one and dropping it from > 100ft. "crash tolerance". Another point for burning one up in every atmosphere? How about some science for overheating and destroying engines? Blowing up a tank with a badly placed separatron? Look at this way: Player has two vehicles in orbit for their first attempt at docking. The game autosaves, and they begin docking, but they're not watching their mp and when they finally get an accidental roll under control they realize they're out of fuel and the two vehicles are going to crash at unsurvivable speed. Does the player: a) let the vessels crash, return to VAB and launch 2 more ships? b) hit esc and avoid the annoying mistake? Why would anyone select a? Buuuuut... If science "experiences" paid off, well, now that might be some justification to roll with the occasional punch.
  6. Floor 4678: much needed beverages after those crackers 004003292024
  7. Y4 D176 - Y5 D34 - Kerbin System and Duna Surface Operations While all of Kerbin is enthralled with the progress of the Duna mission, we here at KSA have to keep things moving along. In addition to the consolidated crew rotation/resupply (Which went swimmingly, by the way. That is officially our new standard procedure.), we have some additional housekeeping to get done around Kerbin system. Since the construction of the Kerbin system infrastructure was completed, several years ago, the demand for orbital tugs and hydrolox tanks has dropped off sharply. Three tugs, Tugs 4 through 6, have been parked in orbit above Minmus unused for over a year now with full hydrolox tanks attached to them, waiting for an opportunity to be used. And no opportunity has arisen. So, management has decided that it is time to cull down the fleet. Because Orbital Tugs 1 through 3 have the highest number of operating hours, they will be retired and brought back down to Kerbin, along with three hydrolox tanks. Before that happens, Orbital Tugs 4 through 6 will visit Minmus Station, Mun Station, and Kerbin Station to transfer the fuel loads from their hydrolox tanks. Once that has been completed, Tugs 1 through 3 rendezvous at Kerbin Station with the empty hydrolox tanks and will be brought down as spaceplane cargo. This will leave us with a standard compliment of two tugs at Kerbin Station and one tug at Minmus Station, as well as one hydrolox tank at each station with one extra at Minmus Station for fuel transfers. The returned tugs are refurbished then placed in storage at KSC. They will be redeployed once the three operating tugs reach the end of their operational lives. Once that evolution is completed, we need to add additional upgrades to Kerbin Station and Minmus Station. Since we have increased the crew rotation interval to a full year now, crew health and morale has become more of an issue. However, since the spin habitat module that was deployed on Draco has been operating so well, KSA management has decided to order additional spin habitat modules to deploy on the occupied stations to increase crew comfort. So, three spin hab modules get lifted to Kerbin Station on Marvin. Once there, two of them are installed and inflated on Kerbin Station. The remaining module is carried via orbital tug to Minmus Station, where it is installed and inflated. Now the crews of the stations will be able to participate in the virtual foosball tournaments with the crews of Farside Base and Minmus Base (once they get handicapped for coriolis). Meanwhile, on Duna, the crew of Duna Base are keeping themselves busy. They are using their rover, Syrtis, to explore as much of the surface of Duna as they can reach. They even make the trek to inspect Duna Rover 1. They collect a large variety of samples, many of which are analyzed in the base lab, and many of which are stowed away in Olympus for return to Kerbin. But, at the end of the day, it's always good to get back to the base for a nice hot shower and dinner in the wardroom. While the crew on Duna continues their history-making mission, we back here at KSC greet the new year and look forward to the arrival of Sarnus Explorer in our next report.
  8. I simply gave up, assuming it was probably only a surface-area (like if I wanted to scan Capyrock from LKO)
  9. No worries, I just wanted to make sure I wasn’t missing anything. I can put together some basic versions of stuff but I’m not much of a modeler and even worse at texturing. Icecovery is really the person you’d want doing this stuff (they made all the hatch models in FreeIVA) but I already asked and they’re busy. So I’ll do my best.. I also noticed that the IVAs are much bigger than the external part - perhaps they’re scaled for real scale? Not really sure how to handle that… I hope the surgery went well, and you have a speedy recovery.
  10. Floor 4677: Same crackers, covered with Rama butter margarine organic hydrocarbon product.
  11. We're already getting rotating station parts. They appear like they will be largely cosmetic rather than for attaching parts to them for some functional reason. I thought I saw suggestion that we might get prop motors but not arbitrary rotating parts for custom building them. I wouldn't count on any parts added just for the sake of wacky builds. There is still far too much game to focus on that dev time won't likely be spent on more toy-like elements. KSP is still mostly a space simulation game, not so much an arbitrary physics sandbox.
  12. Hi all. Im playing a modded EXPLORATION mode, and Im at laythe now with my SSTO to investigate a misssion target down here. But the ground here, in both the "shores" and the special biome area, are giving me a lot of trouble. The plane's tires "sink in" about the height of the tire, sometimes. When this happens, there is a tremendous drag on the craft, resisting motion. Its like its in a tar pit. -- To estimate how strong the drag is, I was able to run the whiplash engines from a stop for several seconds, and get up to about 6 or 9 m/s (then I'd turn off the engines for fear of parts breaking). But in a "normal" situation, I would have expected to be going 50 m/s, or more. easily. An EVA'd kerbal can also "sink in" and when this happens, they seem to become uncontrollable, doing a "floating" or "swimming" animation. I have been able, sometimes, to recover, by using the RCS jetpack. Other times Ive been forced to go back to my most recent save. Since it's a "shores" biome. possibly, there's some interaction with the ground surface, and the water level, which probably is only just below ground level, here. Steam screenshot -- you can see one of the tires is sunken below ground. This is the visible result when it happens. (warning, very minor spoiler with the special biome name displayed in the screenshot, on a mod's popup window) Thanks! -CFTeague2
  13. Ive had wierd issues with WHEELS (not legs) auto suspension in some places will spontaneously pop your tires. (It kind of looks like the auto-spring strength and auto-dampener strength might get into some kind of self reinforcing oscellation and eventually the tire is pressed so hard vs the ground it just breaks. but thats somewhat of a guess from the very quick visuals before it happens) On LAYTHE specifically, I've had issues with the "shores" terrain, particularly near the <spoiler> area which the mission sends you too. It seems like, there are 2 surfaces -- the visual surface, and then like 1 foot (not even a full meter) below that is a 2nd surface. If/when the tires of my SSTO were on the ground for very long, they would sink from the top surface, to the subsurface, and then the game would act like the craft was stuck in a tar-pit. Running my whiplash engines could get me moving, somewhat. But in the time it took me to get to 9m/s, I would normally have expected to be going something like 50-70 m/s The tires were also very sensitive to breaking, when transitioning from the "top" surface, to the "sub" surface. And the "drag" would spin the craft around, if only 1 of the tires sunk in, before the others. I think this is also how sometimes it broke my tires, by suddenly pulling on it too hard.
  14. I just saw this now, and I think I figured it out a while ago. Docking ports seem to be totally fine and work perfectly, so long as you don't (when building) connect them to anything other than another docking port. When you "undock" from a nose cone, decoupler, engine, or whatever the docking port gets put in a state where it can't dock anymore. The workaround solution is (sorry for stating the obvious) "don't do that" Instead of docking to a nosecone, dock the port to a docking port that's attached to the nosecone. Instead of attaching your docking port to an engine, attach it to a docking port that is on a decoupler attached to the engine. I've yet to have a problem with docking ports since I started doing this.
  15. Vanamonde

    Oh god

    Well, that's unfortunate.
  16. If I have a docking port at the top of the rocket, for docking with something already up there, I put a nose cone right on the port and undock it when I git space. Works in KSP1.
  17. I have checked that commit, it's a bit complicated. Icecovery has made a Chinese Space Station several years ago but never really finish. OldCopper also made one in the recent years, but lacks IVA. So, with the merge of ICSP and NTCP (OldCopper's Chinese mod), we took the existing IVA from ICSP and apply to OldCopper's parts, hence the commit. I have checked with Icecovery and it could very well be that he did not finish that prop. Do you think maybe remove the prop could be better? Also, sorry for the delayed reply, I just went through a surgery and only recently bouncing back.
  18. Shaky

    Oh god

    Ok So new news basicilly I ended up getting jeb and valentina from the lander to the station. How ever after that due to the fact that the lander pod still wasnt connected as it ran out of fuel the space station had no control to get back to kerbin. So also because it has no control it would also be super hard to dock with anything. So after that I just deleted the lander the flag that was planted and the station. The last I ever heard of the mission was when I opened a really old quicksave while doing a duna mission. Yea I just de orbited the station. Everyone still died
  19. Not now, but maybe some day. I personally don't really want it
  20. @DaveyJ576 Are you using the release or dev version of MJ? The last couple of dev releases are related to RCS ullage for Realism Overhaul and trying to fix non-Real Fuels behaviour.
  21. This song has been stuck in my head since me and my hotel roommates played it at 2 in the morning before a robotics competition while working on the robot... in a hotel room: Hopefully my team's media lead lets me make a season recap- if she does, I'll use this as the music. Such a beautiful piece!
  22. How do you typically attach your nose cones?
  23. Does this mod use the combined antennas formula? I have a set of relay sats with dual RA-15s, that should be getting a combined range of about 25Gm.
  24. @Engineer Gaming Install System Heat's extra: Nuclear Reactor Configuration
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