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CodedThreat

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    Bottle Rocketeer
  1. Well said, This was getting out of hand pretty fast. GL to you and the team! I hope to see ports over to XB1 in the future as well!
  2. You say you used every iteration except you forgot Windows ME and Windows 8, Maybe research your lie before trying to make a false point.
  3. I think this would be a great idea, and something to do with the extra money and rep you have once you start really getting a few bigger contracts knocked down. Just a couple different launch sites besides the KSC, and a few runways or landing sites would be nice. Of course you would have to build the new sites and level them up just like you do now with the KSC, but since it is just a runway or launch site, their costs would be relatively low, and could also make it that you cannot unlock the other launch sites and runways until once you hit a certain rep level.
  4. I used to get a memory management error on an older computer I had running as a media server. It turned out to be a RAM stick that was going bad. Once I upgraded the RAM and tore that stick out, I never had the issue again. So this is a hardware issue with your PC. I would recommend doing a system test. Windows has one built in and there are other third-party ones out there. But I am 99% sure a bad RAM stick is your issue and replacing it will fix your problems. Good Luck
  5. Ahh, so just picking and choosing which points to bring up to make their point, while ignoring the rest. Yea, that sounds like the internet. Also, I do not think it is exactly easy to reach mach speeds in a plane IRL. IIRC it was kinda a big deal when they did it the first time and even today, the planes that can do, only do it quite high in the atmosphere, are quite small compared to 737s and 747s and are super engineered and streamlined to hit those speeds . And you do not see F-22 raptors hitting mach 1 before they even reach the end of the runway (exactly what you could do in 1.0). Seems silly. Oh and I love RCS build aid, so helpful, wish it was stock! And I know it works in 1.0 but would love to see an official updated release. Cheers
  6. If the bay is already tweaking out, it wont let you time warp. It says that the craft is accelerating. You can sometimes spam the warp button to get it to kick in, but yes, if you can get it to warp, it does snap everything back into place... until you come back out of time warp, then it usually starts up again. - - - Updated - - - Here is another little snippet from a stock craft I built in the stock game, No Mods at all. I did not over fill the bay and the only part that was clipped was up at the top I installed some lights so you can see into the bay, but they hardly clipped the top. What you can see is when I open and close the door, the contents inside shift. And they did that every time I opened or closed the door. At least it didn't go completely nuts this time. I was able to go all the way out to Mun, land and come back without any ship breaking incidents.
  7. Why are so many people trying to use Real World numbers and comparing it to a Game World where the planet is 1/10 the size but has 100% of the other stuff, like gravity and Aero and drag? I would not try to put the numbers in until RSS comes out and Kerbin is scaled up to Earth, then you can do your testing and see where it lands. Until then, all these points seem moot.
  8. Here is a little clip to show what happened to me the other day. The service bay was acting fine with KJR installed, so I decided to see how it would act if I tried to really fill the bay and let the parts clip a bit. Now I only clipped the bottom and top, not the sides, the parts inside were clipping each other, but outside the bay they caused no issues. I created a MunHotel and filled the bay with a bunch of parts. I had a bunch of TAC LS containers in there and a bunch of the Inline controllers. For added extra, I also put a strut outside the doors to see how they reacted to clipping. So the first part of the flight, totally fine, made it to orbit, shot out to the Mun, no problems. I had popped the doors a few times to see how everything inside was doing, the door kinda clipped a little when it hit the strut but was fine once it got past it. So I do a orbit or 2 around the Mun, everything seems good. I pop back to KSC, build another ship, decide that I want to bring the MunHotel back to Kerbin orbit cause I want to refuel it and send it out to Minmus instead. I load up the ship, it seems fine, I set a node to get me back to Kerbin, seems fine, I hit F5 and time warp, I come out of time warp and it goes nuts. I hold F9 and as soon as the ship loads up, the bay goes nuts shortly after KJR finishes its load. F9 a few more times, like clockwork the ship loads, KJR does its thing and the ship starts to go nuts. So I recorded it. The quality might not be the best (I was on my laptop) but you will something gets flung out of the ship and explodes far away in the background a bit after the bay starts going nuts, and you can see me trying to click away and the close door. The bay does finally settle down once I hit the button a bunch, but without KJR, this would have destroyed the ship. Enjoy!
  9. Thanks basic.syntax for typing that out. And what Kasper said is the truth, 1.0 levels were the bug, everything was too 'slippery' for lack of a better word.
  10. Awesome, this was the last mod I was waiting for. I really haven't put up any sats waiting for this to be officially released, and the ones I have put up for contracts, I had them burn up in re-entry. Going to start launching comms now. Thanks for keeping one of the best mods going and making sure it was right before releasing it, I would rather wait and catch a bug here and there than have something totally broken that was rushed out.
  11. Hmm, I will have to try that out too. I haven't had any issues with any other parts so far. Clipping has been fine for everything else, but the service bay has been problematic. I know Roverdude has gone into Das' stream and told him how to use the part for now to make it not explod-ie. So there does seem to be a known issue with those parts. Let us know what you find.
  12. Yes, I installed KJR and ended up leaving it installed, for now, cause it is seemed to keep my ships intact (I did notice if I was careful with placement of the service bay in stock, if seemed to be fine 99% of the time). The only issue I have with needing to use KJR is that the service bay is part of the stock game, and a part I really loved seeing when steam updated me to 1.0. I should not need to use a mod to not have my ship vibrate my whole screen or have it tear apart cause of a bad part. Although some form of KJR should be in the stock game (the way physics is loaded right now has caused issues before) I don't like using it too much cause it creates lazy ship building, since stuff that would normally just fall apart on the pad is suddenly able to launch without any issues. And on top of that, if I am going to use KJR to keep things together, then why not just go into the debug menu and enable unbreakable parts? It feels cheaty and I would rather the parts just gets fixed.
  13. This is one of the only parts packs I really install, works fine so far in 1.0.2 the only thing I noticed was that sometimes the bottom tank part will appear white in the VAB, not all the time, just once in awhile, but once they do show as white, they don't go back to orange until I restart KSP. It is a small issue, doesn't affect the part itself so not a big deal.
  14. I am pretty sure the reason KSP is so great is because of the mods. Every time someone brings up something they wish was in the game, the general response to it is "There is a mod for that!" I also believe the reason Squad left the game so open to modding is cause they knew they would not be able to fill every niche and every want of every player. Some people like to use RSS and Remote tech and the USI packs and EVE and on and on until they are basically making their own experience and challenges, cause for them, if it was just stock with no mods, they would have lost interest after a few weeks of playing. On the other hand, you have people who really like the challenge of the stock game and play with no mods and try to build amazing things under the tight restrictions that the stock parts offer and make the challenge in the game play for themselves that way. What I am trying to say is that, every mod that has been made, was produced to fill a need a person felt should be in the game and they are all correct. We should have this that and the other thing, but not everyone wants it. There are new players coming to the game that have a hard enough time getting to orbit or building a proper rocket. So, on top of needing to learn the already difficult base game, you want to throw another thing into the mix and yet another thing to keep track of, then you would not be helping build the community but would actually be pushing people away from it. Also, a lot of kids play this game, I play this game with my 10 year old niece when she comes to visit, she loves the little Kerbals. So if Squad introduce life support, and she starts playing her career and suddenly her Kerbals die on Mun or Minmus cause they ran out of life support, I am pretty sure she would be heartbroken (she already does everything she can to make sure they always get back home). And it might take away from the fun of the game and cause her to not want to touch it again, it was hard enough when she was 8 teaching her how to build a rocket and fly it to orbit, now I would have to teach her how to plan her missions so she doesn't run out of snacks?!? I love TAC LS and play with it all the time, cause I can do the planning and I like the challenge it gives me. And I have tried other life support mods that are just as good and offer the same challenge, but it does not belong in the base game. It is something for people to discover that they can add to their game when they do reach a point where the challenge of just launching another rocket to Mun is just a mundane event! See what I did there, Mundane, Mun.... oh, I crack me up. TL:DR It has it's place as a mod, not in the base game!
  15. I went by Das' stream a bit after AlamoVampire posted here and messaged Das in his chat. He said he cannot even use the bay by itself, nothing in it. So maybe the bay is just not attaching properly. And clipping should not be an issue since clipping was pretty much allowed in .90 when they put in the tools to rotate, move, change root and all that fun stuff. So... yes I understand it is just a collider, but when you can't even put the thing on your ship empty, then there is a issue. I am still doing some testing and messing around, but I have put the 1.25 on a simple ship with nothing in it and when I zoomed in after getting suborbital, the bay was shifting a bit, not much, it didn't go completely nuts, but still moving around for no reason. I am still going to mess around with it some more, but it certainly needs to be looked at and hopefully fixed by the devs cause I love the part and seriously it should not have any issues with some minor clipping into the floor or ceiling of it, I mean they had to have known people would try to put lights in the thing and clip them into the ceiling of the thing to make things sleek and nice looking.... Right?
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