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caipi

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Everything posted by caipi

  1. I've actually tried Asparagus Staging and right now, due to technical issues with fuel flow, it is not worth it. But even if fuel flow would be working correctly, it is much harder to do due to VAB disimprovements. But let me explain in detail. I used a simple rocket with an upper stage (including an upper stage tank and engine, let's call them UST for upper stage tank and USE for engine respectively), a main stage tank (MST) and engine (MSE), and 6 attached tanks and engines (outer stage tanks/engine A, B, C - OST/OSE A, OST/OSE B, and C - A dropped first, C dropped last, fuel pumps from A > B > C > MST). The MSE was more for a low pressure environment, so it was supposed to fire when I dropped the first tanks and engines, OST/OSE A. So, first stage, ignite engines OSE A-C, which should be fed from tank OST A. I started watching the tanks empty. OST A and B were emptying, A emptied twice as fast as B. So What I assume that happened is that OSE A and B were correctly fed from OST A, but OSE C was fed from OST B (because the fuel pump was going from OST B to OST C) - it looked like the fuel pumps do not daisy-chain correctly. Second stage, I dropped OSE and OST A and ignited MSE. OST B and C were emptying (C at a slower rate). I temporarily disabled the MSE to check, and OST C wasn't been drained anymore. So same problem as above, there is a fuel pump from OST C to MST, but the MSE did not recognize the daisy chain from OST B to C. OSE C was correctly fed by OST B. Everything clear so far? Okay, now comes the weird part. When I eventually dropped OST C (the last outer stage), suddenly the upper stage tank and the main stage tank were drained by the main stage engine even though there was a separator between them and cross fuel flow was disabled. But this appears to be a known bug. Not all parts have the "cross fuel flow = false" parameter. That leads to an issue. If it is not present in a part, the system seems to think that cross fuel flow = true for some weird reason (at least that's what I read on steamcommunity). So some parts like a parachute, landing legs, and/or an antanna, which does not have cross fuel flow in its part parameters seems to have falsely activated that for the entire stage... Those were the current technical issues/bugs. Now let's come to the design issues. Fuel Flow Priority has been removed and cannot be set manually anymore - I considered this a vital piece of KSP1. Don't ask me why it has been removed. I think it might even fix the issue the incorrect cross fuel flow. If you add parts in a symmetry, you cannot separate them in staging by clicking on them anymore, like we did in KSP1. So adding 6 decouplers and separating them into 3 stages is not possible. They can only be put and triggered into one stage. But the Action Group manager still allows you to decouple them in pairs. So I put the two Decouplers for OST A on button 1, for OST B on 2, and OST C on 3. That's a workaround for a "small" and simple rocket design. But as soon as you have more than 10 asparagus stages or want to use the action manager for other stuff, you're gonna run out of options. So you'll have to pause the game and manually decouple stuff. Yay! -_-' Not being able to "remove part from symmetry" also makes it harder to place fuel pumps, as you cannot do so in symmetry mode anymore. You have to place each one on its own. That, again, might still be fun for a small design, but as soon as you hit a big part count, that's gonna be a real nightmare. Finally, if you think that you can just circumvent the current issues with fuel transfer: The new interface is just a nightmare (it can still be done, but is now under resource manager) and the fuel transfer stops once the tank was full for a split second. There is no continuous fuel transfer into a tank. Yet another disimprovement. I hope it helped and that you could follow my explanation. If anything was unclear, let me know.
  2. I left a negative review because I think -from experience with other EA games- that this game is in an (pre-?) Alpha state, worse than KSP 1 at 0.23 (when I first bought KSP1), not worth the money, and has been disimproved a lot! I don't care about performance and "promised features" in an EA. Bug fixing and performance are something for a Closed or Open Beta. So Fuel Flow is currently completely broken (even without landing legs etc.), so what? Easy fix. Kerbals count as Debris and cannot EVA if persistent debris is set to 0. Well, that sounds like an easy fix as well. And all the other tiny and large bugs. What I do care about is that it feels like the devs barely played the original game and made lots of changes which are worse than the original. To name just a few: The entire interface is way too big, takes up too much screen space (I think a modder in this community once said that screen space is very valuable real estate and should not be wasted - was it LGG? I don't remember), and centralizes a lot of things which makes it hard to compare or access multiple stuff simultaneously. Individual Part Windows are gone. They have been split among Resource Manager, Part Manager, etc. I can't just click on a part and see its fuel content and click on another part and see its content. In general, the idea of a Resource Manager is good. But why not make it an addition to the individual part window? Same for Part Manager. Why do I always have to open such a big, chunky Manager just to do something tiny? And having to hover over 20 tanks (so that it gets visually highlighted) by the same name just to find the one I'm looking for is just such a bother. Asparagus Staging is apparently not as easy as in KSP1 anymore because you cannot separate parts in staging anymore (e.g. if decouplers have been added in symmetry mode). Why? It is also a bother having to add all fuel lines one by one. Previously you could just symmetry add them and remove the last two. /edit: I completely forgot that fuel flow priority has been completely removed for no apparent reason. Yet another disimprovement over KSP1 - why? /editend Most annoying: If you, the developers, want people to test your product so that they help you in developing a bug free product, don't make them pay for it like a AA game. I remember the time when players were invited and paid (in one form or another, even if it were only cosmetic ingame goodies worth 0) to help developers. Now I have to pay for it an absurd amount of money (for the given broken state of a ported game based on its predecessor)? Thanks but no thanks. I finally refunded the game and don't know if I'll buy it again. It looks too much like a cheap cash grab right now and KSP1 offers much more user friendly content which hasn't been disimproved by a single-minded developer vision of a narrow and centralized gameplay. I fear that with the current direction of the development, KSP2 will miss out on the great diversity that KSP1 offered and which made it so successful. KSP1 had so much possibilities for mods. KSP2 seems to close the door on many cases already.
  3. Which begs the question what the plan was or is. Cash in on a hype with low effort and maximum gain or provide a new and innovative game and game experience. Sorry, that was the cynic in my.
  4. So, I'm gonna play a space rocket game that starts with having to explore and mine the home world before I can start exploring the Müns and other planets?! That might be fun for the first playthrough, maybe the second as well. But I think it'll get in the way of restarting the game pretty quick! I don't know how many career modes I've started in KSP 1, but I know that the digits on my hands and fingers weren't enough to count them anymore. Mods made this game so enjoyable and so diverse. I already hated the first few slow steps in KSP1, having done them so many times. Don't get me wrong, I enjoyed the first unmanned flights and even researching and testing planes the first few times - once or maybe twice. But this isn't what kept pulling me back to this game over and over and over (etc.) again. As for your last statement: It depends on how it'll be implemented. We'll see. Unfortunately, right now I'm not very optimistic because many of the things I'm seeing so far feel like the devs haven't played too much KSP1 as there are too many disimprovements and missing crucial basic feature - even for an EA. It feels like they have a vision of what the game should be - with only a single story mission and single playthrough in mind. It doesn't feel like they are experienced die-hard fans who really enjoyed all aspects and the rich diversity of the game and what it can be. But now I start to digress. I guess we'll just have to wait and see. Though for now, I'm still on the verge of refunding my EA. Let's see what the next or next two updates bring and where things are heading.
  5. ROFL! It helped. That is... nope, no further comment. xD
  6. I can't even go on EVA. I first discovered it when I landed with the MK1-3 Pod on the Mün. I then tried it in space, still nothing. Then I tried almost every pod on the VAB, including the rover EAS seat. Nope. I read that a few other people had the same issue. Not sure what causes this though.
  7. I don't know how reliable those steam played hours are for KSP2. I'm starting the game by launching the KSP2 exe directly. When I do that, my play time is not updated in Steam. Just saying. Steam says 36 minutes. I've actually spent a few hours and landed on the Mün, where my Kerbals won't come out of their Mk1-3 Gumball pod. Don't ask me why. I guess they are afraid of small steps for Kerbals. I left a negative review though because of too many bugs, missing basic features that were present in KSP, even more bugs, the disimproved UI, did I mention bugs yet, and the high price. I'm so disappointed right now and find the game in its current state unplayable. Even for an Early Access, the current state is just bad. I have a number of EA games that I love. I also only paid half the price for KSP 0.23 and was amazed and blown away back then. Now? ... :-( I'm still considering refunding the game, which would be the first one ever. Luckily Steam doesn't count the minutes correctly.
  8. I've read in another thread that you are also using JNSQ. Are you trying to change the Skybox with TR? JNSQ comes with its own internal TR-skybox already which takes precedency. It's in "\GameData\JNSQ\JNSQ_Skybox\DarkSpace". You have to replace the skybox in there. I ran into the same issue ;-) /edit: Never mind me. I should've completely read your post. The last sentence says that you are trying to replace the heads... Still. It mgiht be connected. Who knows. Have you tried it without JNSQ?
  9. Did you just suggest to give Jebediah, Bill and Bob a blow-up Kerbal * for their long, lonely journey in space? *Seriously, who created that smiley and for what purpose?
  10. Does this mod/thread get an anthem if it becomes thread of the month? If so, might I suggest Destiny's Child's song "SurReviva"? *starting to sing* "I'm a surrevivor (what), I'm not gon' give up (what) I'm not gon' stop (what), I'm gon' work harder (what) I'm a surrevivor (what), I'm gonna make it (what) I will surrevive (what), keep on surrevivin' (what)"
  11. @ble210 You are not using KSP Community Fixes (KSPCF, for short), are you? The bug you described is fairly common and happens with many mods. It seems to be a stock bug. KSPCF fixes that. So I highly suggest you use it. It has also been discussed every now and then in various different mod threads (the posts are usually hard to find, though - so I'm not trying to scold you here!). So yeah, others have definitely run into this.
  12. Have you looked at the dV chart yet that DeadJohn mentioned? The "Ascent: 880" tells you that you need 880 dV to ascend from the surface into an orbit - or vice versa. And you need essentially around the "capture" amount to return from Mün to Kerbin. YMMV
  13. @G'th I just did a fresh install of Ad Astra and had a quick look at the planets. First of all, it looks beautiful! I love it! Great job! On Lindor I noticed an issue with the ring again, which I haven't had yesterday (with my personal edits). See image below. I don't see it in your images. But could you still double check that this isn't a general issue? It might also have to do with me having messed around in JNSQ's planetlist.cfg and restoring it might solve it. I will definitely give it a try later today. Also, when I switched from Lindor in the tracking center back to the KSP center, I got a scatterer NRE spam (wouldn't stop until scene change) which I never got before. A fresh Ad Astra install was all that I did. I might have messed up something or it might be my scatterer settings, and I will probably investigate it further, but would you mind taking a peek at the message? /Edit: Ok, I've restored the original JNSQ planetlist and a fresh-out-of-the-box clean install of Ad Astra 1.7.1 in my normal game and the Lindor ring issue was still there. It seems to be more prominent looking at it from one side than the other. Also, that visual glitch in the ring is moving around in a stable orbit, so it might just be in the shadow in your screenshot. If you investigate, warp a little bit ahead and see if you get it too. As for the NRE-spam: I didn't get it the second time. Might have been a one time issue... I don't know.
  14. @ble210If you're having an issue with the "display" being only half of what it should be, make sure to install Kronometer as well. This will actually fix it! Otherwise you used double the reliability, but still have the "bugged" ingame display. Kronometer really should be installed if you are using JNSQ and Kerbalism. More about it can be found here: I suggest you read this discussion.
  15. In 7 days, we* will all die! There is a moon about to crash into a planet. Isn't it obvious from the screenshot? *we who have seen the video and received the phone call image and read this thread. This was our 7 days notice.
  16. Well, I fiddled around with the planetlist.cfg a bit more. I checked yours (both are actually identical according to PSPad's text comparison) and the original JNSQ-one. It has some properties which yours are lacking, such as "sunColor" (I don't know what they do, though). Since I didn't want multiple config files competing each other and only one place to edit them, I ended up incorporating most of your old settings or suggestions (here and elsewhere) into the JNSQ planetlist cfg file and deleted yours (this is just for me, but I do think it would be wiser if your install would replace the JNSQ file). This is the one I'm currently using and I think it might be a good basis for you to continue from - if you choose to use it. Just a friendly and humble offer. No guarantees though. I only learn by doing and haven't really done anything in this regard. It still has the washed out Eve and the Tam issue. Lindor looks fine to me, but I don't know what you were expecting there. As for Tam, I'll have to see how it plays out in my normal modded game, which also includes TU and TUFX. The profile I'm using there might actually hide that layer or sphere or whatever it is.
  17. @G'th Is there a reason that there are two identical(!) planetsList.cfg in AdAstra, one in \Ad_Astra\scatterer\ and the other one in \Ad_Astra\scatterer\Planets\ ? I'm currently testing Ad Astra 1.7 in a controlled environment with just Kopernicus, JNSQ, Scatterer, and EVE and I ran into a few issues. It might be caused by an installation error on my part, though I did try to follow your installation instructions. Still, I'm doing it while I'm at work (don't tell my boss! xD ), so I might be slightly distracted and some errors might have happened after all... (just as a disclaimer/explanation). I've just checked the planets from the tracking center though. No surface contacts yet. Let's go from inner to outer planets and moons: Moho: Is it supposed to have that "dust cover" and is it supposed to be only visible if you look at it from the sun? (see screenshots). I assume this is supposed to be some intentional dust effect to be connected to Moho's low Sun orbit and solar winds. It looks nice, really nice! I'm just asking if it is supposed to look like that. Eve: It looks a bit pale and textureless (when CloudIntegration is enabled. Disabled it's black). Is that what you meant by planets being turned nearly white? I wouldn't really call it white or nearly white, but it still looks a bit overly smooth as if a texture was missing. If it's supposed to look like that, that's fine. Just asking to double check. Tylo has some weird atmosphere effects with usesCloudIntegration = True (first two images with the planet rotated a bit, to show that it's atmosphere-/lighting-related and not ground texture only). I deactivated CloudIntegration and they were gone (picture 3). Lindor: It looks a bit dark. Just doesn't feel right to me. Also, there's a weird visual glitch with the rings (last image). So I manually set CloudIntegration to enabled for Lindor and it was fixed (third image). Tam, one of Eloo's moons, has a weird almost invisible sphere. I don't think it's supposed to look like that.
  18. When I was troubleshooting for Scatterer 0.08xx turning Jool black, I found that it only did that when I was using KSP 1.12.3 + latest Kopernicus stable + JNSQ + Scatterer 0.08xx (of course) + EVE Redux (all stock install, no fiddling around in any settings). Without EVE Redux and with Scatterer 0.08xx, Jool became green/blue again in a unique way. I didn't really pay much attention to what else Scatterer was achieving or failing at this point (compared to the JNSQ-stable Scatterer 0.0772, that is). I'm sorry I can't contribute anything else. That was my main nuisance at the time, so that's what I was focussing on. Looking forward to Ad Astra again. I loved it in the past in my previous JNSQ playthroughs. Your work is highly appreciated! (A sentence that most modders should probably hear much more often. This game has the best and most dedicated modders I've ever seen in any game.)
  19. Or to put it in other terms, just like Bruce Willis*, Nertea is now retired (well, in Nertea's case: "from KSP1 modding and will only be providing bugfixes"). *I was going to use the name "Sir Thomas Sean Connery since he -in my opinion- showed a similar class of quality in his respective work and a I have a similar respect for his respective work. But I felt that comparing him to a late actor might be somewhat inappropriate. So I hope you don't take the comparison to Bruce Willis in a negative way, Nertea.
  20. With ScanSat, I scanned Kerbin for Anomalies and visited each Anomaly/Question Mark on the map. I believe this is the non-cheaty way to find the stations. I have only tried that in career, but I don't see why it shouldn't work in Science only either.
  21. You are not using EVE Redux, are you? I just checked, deleting EVE and using the latest scatterer with JNSQ made Jool, well, it ain't blue or green exactly, but also not turquoise. Let's just say it made it colorful again. So I guess if you want to use eve, use scatterer 0.0772. And if you don't use Eve, use the latest scatterer? I dunno. It might just be a question of tweaking the settings properly. I just did a quick check with the "out of the box settings". I have it working in my regular game. This was just a quick test environment. As for the other part: I just overlooked your edit. I've edited my previous post to reflect your edit.
  22. Okay, so just out of curiosity, I set up a test environment again (KSP 1.12.3 + MM + CTB + Toolbar and its controller + EVE Redux + Kopernicus + JNSQ + dependencies). I started the game a few times and checked out Jool. It was beautiful(!) and green and had a cloud layer, as expected. Then I installed Scatterer 0.0772 and started it a few times (in total more than 5, with 3 consecutive starts). Jool was still green and had its cloud layer. So it was working fine with 0.0772. The atmo.cfgs in ..\GameData\JNSQ\JNSQ_Configs\Scatterer\Planets\Kerbin and in \Jool were unchanged and still had their JNSQTag = true. I then installed the latest Scatterer (0.0834) and started the game twice. Jool was black without its green cloud layer, though it still had some lightning effects. The atmo.cfgs (Jool & Kerbin) however were unchanged and still had the JNSQTag = true. I deleted Scatterer 0.0834 and ScattererAtmosphereCache, reinstalled Scatterer 0.0772 and Jool was green again (I started and checked it twice, just to make sure). So what I can say after this test: I can confirm that the latest scatterer (anything above 0.08 presumably) turns Jool black. I cannot confirm @JebIsDeadBaby's finding that scatterer would change the atmo.cfg - at least not scatterer 0.0834 or 0.0772. Also, I cannot confirm that the JNSQTag = true line has to be missing from any atmo cfg for Black-Jool™ to appear. Also, this time, I did not have to reinstall JNSQ to make Jool green again. Which makes me think that none of the JNSQ files had been (or had to be) altered. @JebIsDeadBaby Could your atmo.cfg being altered maybe be a side effect of another mod interacting with scatterer/JNSQ/Kopernicus? /edit: Thanks @HebaruSan! I missed the edit from Jeb. I read the original post back when it didn't have the edit. My bad for overlooking that part. /edit2: I crossed out stuff that was already solved and unimportant.
  23. @JebIsDeadBaby Just out of curiosity, which scatterer version are you using? I think at the time when I had the bug, I might have been testing/playing around with different (newer/latest/very recently updated and not recommended versions of) scatterer versions before reverting to the recommended 0.0772. Right now I'm playing without scatterer (decided it wasn't worth the trouble, for some reason - don't ask me why exactly, might have been performance or some other reason like an incompatability).
  24. In my case, reinstalling JNSQ fixed it permanently. Applying EVE-clouds ingame (as described in my previous post) only fixed it temporarily until the next game start. But if it should happen again to me (which I doubt since the issue hasn't reappeared since), I'll keep an eye out for the JNSQTag in the mentioned scatterer-atmo-cfg file.
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