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Ghosty141

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Everything posted by Ghosty141

  1. Wow, really excited for the future of this mod. The devs should make a mod showcase once in a while to give all this work a spotlight
  2. Very simple suggestion: I'd much prefer toggling the "View more" pane via the mouse since I'm already using that and I often don't have my fingers near shift. Right click is also not used right now in the part selection.
  3. An option to replace relative with concrete time would be great if thats possible.
  4. Is this really the same bug? It sounds like the one OP describes is that"numbered action groups activate one action at a time" while the one me and @djr5899 mention is specific to "Toggle <...>" action groups not working.
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: ryzen 5600x | GPU: rtx 3080 | RAM: 3200mhz 32gb Pretty self explanatory, create a custom action group, set the action to "Toggle RCS" for a specific thruster, and it won't do anything. Using the "Disable" action works though. Included Attachments: .ipsImage { width: 900px !important; }
  6. Regarding the new player experience, I would like to add that there needs to be more support around interplanetary missions. Explaining efficient transfers and an ingame tool to determine when to go are definitely needed. I've seen too many people do 12k dV Duna missions and being frustrated that even that is barely enough.
  7. I have the same issue! The worst part is that it doesn't say which experiment. My vessel is a probe without any experiments it can do.
  8. Experiencing the same issue on eeloo, for me it's really bad and I can barely get around. The green dot is where my rover is, it seems particularly bad there
  9. Another suggestion: Also show the effective time at which the manuever happens, not just the time until it. Useful for usage with the transfer window planner which tells you at which time you have a good transfer window. Right now you constantly gotta do the math in your head which gets kinda annoying.
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: ryzen 5600x | GPU: rtx 3080 | RAM: 3200mhz 32gb It currently shows a pink color where the texture/proper color should be. Included Attachments:
  11. The only workaround I found yet is either launching the craft or deleting the other one. This should be high priority since it makes building bigger ships **really** annoying since you always gotta delete stuff to check dV.
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: ryzen 5600x | GPU: rtx 3080 | RAM: 3200mhz 32gb Really odd bug. I attached a craft file that works as a minimal reproducible example. Just launch it and press space to see the bug in action. The screenshots show the before and after of the separator firing. It does not happen with a fuel tank attached to the hub for example. Included Attachments: BROKEN_HUB.zip .ipsImage { width: 900px !important; }
  13. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 11 | CPU: ryzen 5600x | GPU: rtx 3080 | RAM: 3200mhz 32gb If a resource gets added to the "Transfer" pane on the right, clicking on the little "X" on the top right corner doesn't remove it from the "Transfer" list. It copies it to left pane, resulting in complete nonesese, since you have the resource with the "IN OUT" buttons also on the left now. Included Attachments: .ipsImage { width: 900px !important; }
  14. Yeah, agree it's really hard since you either build an odd plane with a lander can and fly forever, or save/revert a ton of times to get the decent and reentry right to land exactly there.
  15. For me it shows a yellow dot on kerbin marking the location. Getting there though....
  16. Is it the "First Dibs" mission? Because that mission tells you to plant a flag in one of muns mares. https://en.wikipedia.org/wiki/Lunar_mare
  17. I have the same issue, it can be worked around by clicking "Revert to Launch", then they work. It's rather odd.
  18. Very basic, I think it'd be nice if the "science-number" would be red or something like this if you don't have science points to get it. I know it's shown if you click on it but it would provide a nicer overview how much you can unlock withotu having to click everything.
  19. It's great to see what can be done in the IVA but to be honest there are very few mods using it and it doesnt seem like there is much coming.
  20. How is the MK1 IVA mod doing? Wondering because from the picture it seems like it's pretty much done.
  21. Ok. 1. Go to the folder where you have KSP installed 2. Copy and Paste the KSP folder to your Desktop or any other folder. 3. Delete the KSP folder in your steam directory. 4. Go to Steam -> Right click on Kerbal Space Program -> Properties -> Betas -> select the version you want, in this case 1.2.2 5. Let Steam download KSP and install it. 6. Move the newly installed KSP folder in your Steam Game directory to another location like "Documents" (for example). 7. Move the KSP folder from your desktop back to your Steam Game directory. 8. Go to Steam -> Right click on Kerbal Space Program -> Properties -> Betas -> select "NONE" again. 9. Install your mods in the 1.2.2 KSP install that is now in "Documents" (for example).
  22. @HaydenTheKing EngineIgnitor is a part of RealFuels afaik, and not a seperate plugin/mod.
  23. I'm a huge IVA fan and I think this is a great mod! The only minor "complain" I have is that you should replace the Apollo Guidance Computer with more "useful" screens like the big RPM ones. I have on savefile where I only play from the IVA and you just need the big monitors to dock for example.
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