Alewx
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Posts posted by Alewx
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On 1/18/2024 at 3:36 PM, JakeInABoat said:
There are no limits in KSP2 currently.
Currently this mod simply hides the VAB geometry and extends the cameras bounds making it a bit easier to move around and work on large craft.
Oh nice ok, I was thinking that it was mentioned that you can build bigger crafts in ksp2 but they would still be limited to the size of the VAB.
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Does this also avoid the size limits of the crafts?
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- Action groups not repsonding
- Parts/UI not responding to clicking
- Craft out of thin air just mashing every single vertex into a random cloud of mashed potatoes in orbit of Minmus
- Fuellines and Struts breaking when moving parts up or down
- Resource Manager not opening properly during flight
- Parts in Resource Manager multipling when trying to remove them from transfer after a transfer
- Craft icons in map view scaling into giant view blocking creeprs of pixels when in another orbit and to close to camera (required when trying to pinpoint an orbit catch)
- Flags not appearing anywhere after beeing planted aka total feature waste
- All crafts no matter the type having the same icon
- Camera totally not working as rotating towards a pol of a celestial body works as a multiplier for the movementspeed
- Spammed autosaves in the VAB that you have to manually remove after manual saving
- VAB camera randomly moving into initial position
- Not possible to create manouver nodes when not in the same infleucne sphere, yeah great for planning....
- Decouplers/Seperators deciding they just do not longer want to work by staging and have to be triggered manually
- Lights only working after reloading the craft during flight/driving
- Unbelivable useless UI with the pixalted 80s style is a reason to remove someone from the job as an UX has to be beneficial for use not something to hinder it; substance over style not the other way around!
I bought it now in winter sale, and with it feeling like it actually tries to fight me play it, i do not even want to know how it was at release. 60hours in the game now and i am just frustrated, annoyed and exhausted, but not having actual fun with the game.
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The current game UI makes this mod kinda invaluable, but got one issue, that not even is a real issue. The focus always starts with kerbol, if there would be an option to start with the one currently orbited it would be awesome.
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1 hour ago, NikorTaron said:
It would be very helpful if you could have an alarm start early by some user stated offset. When you set the alarm for a maneuver node sometimes the ship needs time to orient to the maneuver. When the alarm goes off and the game pauses on the exact time the burn is late when the ship has to orient to the burn before executing.
The old Alarmclock is not rebuild in just one day^^, but yeah offset would be nice.
Also another nice addition would be to have the custom alarm in relative time rather than universetime.
About the UI that is KSP2 default style I guess?
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Oh thanks for this, without it KSP is totally useless hardbound to 30 degrees.,as if the devs never actually played the game.
Just got a small question is it possible to not round the degrees to full ingeter but to single digit after the dot; like half of 45 to get stuff on the coverns of the octo.
EDIT: additional the snaps seem to not work at all.
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1 hour ago, PD_Dakota said:
Post removed?
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1.8 changed a lot, really a lot, so don't be surprised when it does not work.
even finding the correct dlls for compiling is not like before.
@Lisiashow about just making a merge request?
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On 8/25/2019 at 11:24 PM, Jbailey23 said:
BEST. MOD. EVER.
after stage separation, only 25 parts total with zero lag
https://steamcommunity.com/sharedfiles/filedetails/?id=1845441094
https://steamcommunity.com/sharedfiles/filedetails/?id=1845441446
Maybe you should post the specs of your Rig with it^^
Welding is not really beneficial with super large objects as the partcount is not really that dramatically reduced. What it will cause is some massive loading times
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Is there any public statement from Felipe Falanghe about KSP2, he is the one that gave us the initial amazing piece of joy?
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12 hours ago, anzei19 said:
i need some assistance...
i was trying to use the welder.
ubio weld = latest version
ksp = latest version
what i did:
i created a craft
saved it to vab/ship
whenever i am trying to click the icon, nothing happens. no menu or anything pops up.
please helplog file please.
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On 17.04.2018 at 2:34 PM, I3laze said:
I'm trying to weld some parts from Stockalike Station Parts Redux but I get some missing textures and sometimes no textures showing. Does anyone else have this problem? I can post a screenshot to show you what I mean when I get home tonight.
Ah yeah, that is something i will get on to, once i find the time. Nertea's mods are some of my favourites.
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8 hours ago, COL.R.Neville said:
yeah i finally found it in c:windows\system32\gamedata....
it used to write to the location where ksp was.
are you lookin for a registry entry i can add or env variable or something.
That is strange because normally the game should already not allow for anything outside of the ksp Folder.
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18 minutes ago, COL.R.Neville said:
i think there may be how to change those from the fxemitters to the new particle system in the wiki. so if it runs into that you could just replace that with the new construct.
Yep but that will be done at a weekend with enough time.
Update to UbioWeld Continued 2.5.3
- Recompiled for KSP 1.4.2
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1 hour ago, COL.R.Neville said:
fxemitters i believe was replaced by the particle system. looks like something from an old part definition probably not a valid case any longer.
I hope so, but if someone still has that in a log, i will look for a Workaround rather than removing it directly.
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Really guys, I still have a job and a life next to KSP.
Has someone seen "..Config {0} has {1} FXEmitters and {2} Sound in {3} FxGroups" this in one of the welding logs?
it is one of the oldest things in ubiowelding, I didn't see them in any parts so far but i can have overlooked something. -
13 hours ago, superm18 said:
Thanks, that sounds promising, but the known issue, might cause problems.
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On 25.03.2018 at 7:06 AM, Smart Parts Wanter said:
Anyobody figured out which parts in the CFG to edit for this issue?
Incompatible version between fuel/mesh switcher and welding.
Now that it is an stock feature, it will be even more complicated.
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Cool new EULA....
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1 minute ago, slaintemaith said:
Do we care enough to track down which mod(s) though? (=
By >100 active mods, not really because it could be any of them
But tracking it down to map view yeah can confirm that, even launching just in map view will cause it, happened to me once. -
16 minutes ago, slaintemaith said:
Prologue: Disregard if mod conflicts aren't a concern--if they are, I'll research the crash. Otherwise please disregard.
Title: Gravity Turn Crashes KSP When Staging Occurs in Map View.
KSP: v 1.3.1
x64
-force-d3d11GravityTurn: v 1.7.6
Steps To Reproduce:
- Get game to a launch situation with a reasonable rocket with more than one stage that works without Gravity Turn.
- Open Gravity Turn window.
- Open 'Map' window. ('m' key)
- With default parameters in Gravity Turn Window, select 'launch.'
Observed Result: Always, and with any ship, the game will crash shortly after launch/staging.
Expected Result: Game should not crash.
Notes:
*This is in a real-world play-through install with many many mods alongside it. I'm posting this just to let you know there's something 'bad' going on--either with the map or with some other mod. I'll test it again with just this mod installed to see if the same thing occurs.*Please let me know what logs you'd like to see so I don't bombard you with useless information.
*Interestingly, a game with only this mod installed does not allow staging from the Map view. The question now becomes: What mod permits it?
*Installed on its own, it doesn't exhibit the above behavior, so it's some mod conflicting with it.
Oh nice, got the same problem, but thought it might be one of my many other mods that would interfere with something.
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I'm using Stock Visual Terrain and Kopernicus including ist dependencies, but right after gamestart I get an Exception:
[EXC 11:32:25.293] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.KopernicusStar.LateUpdate ()
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Got an Exception in GravityTurn, where it throws an exception about not beeing able to load a Skin.
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36 minutes ago, linuxgurugamer said:
So you did 3 missions, after each one did you return to the Space Center? How did you finish each mission?
And, I've been able to replicate the problem.
Won't be able to fix it until this evening
Simple one flight missions, ferry two VIPS into orbit and back, so was not really a difficult task. started the mission, landed back on Kerbin, took next mission, started..... and each time I got one more button for flight plan, that is a rabbit button, it reproduces too fast^^
But good to hear you already have a solution planned.
You can’t spell User Interface without U & I
in KSP2 Dev Updates
Posted
Where is that an imrpovement? Articifal pixeling of font is still making it not properly readable and we made it all equal in basecolor is not an actual progress.