Jump to content

W. Kerman

Members
  • Posts

    417
  • Joined

  • Last visited

Posts posted by W. Kerman

  1. 1 minute ago, Boyster said:

    Are you on Steam?

    If yes did you try disabling Cloud saving and verifying files?

    Does that happen only at Tylo?

    No, I should have clarified that in my original post, I got the game from the KSP webpage, and as far as I know, it's only happening at Tylo, but I haven't tried landing anywhere else. The problem doesn't seem to be persistent, so it might just be in the category of 'that one thing KSP did that one time'.

  2. I'm running an unmodded (unless you count Breaking Ground) copy of KSP, version 1.8.1, and when I launch a craft after landing it, often it gets marked as 'landed' and as causes other issues, like not displaying an orbit line.

    lAfPKsu.png

    Since I'm 'moving over the surface' it's impossible to quicksave and reload as well.

    [Edit]

    I got out of the craft and... Well, my kerbal crashed into the surface almost immediately, while my craft hovers above the surface of Tylo, not moving.... 
    ??????

    undefined

    Is there a fix for any of this?

     

  3. I'm not going to pick up this game for awhile after launch- That's partly money related, but also related to this.

    If KSP 2 ends up getting dabbed on by Take 2 Interactive execs and has microtransactions, I'm not buying it. And we've seen that AAA companies will do things like...

    - Put lootboxes in a game later to avoid bad press

    - Rename microtransactions 

    My trust is there for Squad, but not for Take 2. Good luck Squad.

  4. On 8/28/2018 at 1:51 PM, SuicidalInsanity said:

    Here's an unofficial one: AviatorArsenal for KSP 1.4.5. I think the license lets me do this?
    Contains three things, a MM patch to get the guns working in BDA 1.2.X, an AAPartCatagory.dll that adds a AviatorArsenal Editor PArt Category to get AA parts to show up in the editor, and the AviatorArsenal.dll that's been recompiled against KSP 1.4.5 mono references to fix the Jericho Trumpet and prevent a crash on load.
    Install to GameData/AviatorArsenal/Plugins, and overwrite the original AviatorArsenal.dll. If using the AABulletDefs.cfg MM compatibility patch posted a page back, delete it as well to prevent a duplicate M patch.

     

    Thanks dude!

    I was trying to get a military modpack for 1.4.5 going, and I remembered this one- Thank you for getting it running again!

  5. 7 hours ago, Kerbolitto said:

    Might be clipping between upper and lower deck (ISRU wobbles into ore tank, that'd be my guess), maybe over stress of landing gears  .. Try adding some struts between your decks ? Also on Mun surface this may not happen, I too had troubles with landing gears but they suffer less pressure on the lower gravity. Did you cheat this outpost on the Mun ?

    No, I scrapped the base after reworking it for awhile, and came up with a design that doesn’t immediately detonate on stage seperation.

  6. Sooo... Some background first. I have a save in a stock 1.4.5 install that I do challenges in (specifically those that involve Minmus).

    The idea is that doing lots of challenges involving Minmus will build up documented infrastructure that I might be able to use in the future.

    So far, the base is just two of these spires

    G7iKR6x.png

    (This is on the launchpad, but it was the coolest picture of one)

    Spoiler

    OSGtqr2.png

    ^And a hexagram orbital network in 100 km orbit (which rapidly fell apart into a weird cluster of orbits). 

     

    And a 3 part space station!

    u8bvMAE.jpg The three parts involved were the core, the airlock, and the arrays (both were on the same launch, solar and comms). Soon the fuel tanks and lander will be there.

    --------------------

     

    Update!

    Spent about half an hour in the game, lost 9 minutes due to antenna strength and battery issues (I wanted the fuel module to look good, and not messy like the airlock section, so I didn't want to put anything on its side), but for my 30 minutes, the station now has a 64X, classic orange tank and a 1.5 ton lander that can, at least on paper, take two Kerbals to the surface of Minmus. 

    The last two modules were launched with the same rocket, stacked on top of each other.

    The lander went smoothly enough while docking, being only slightly scary due to only having 20 units of mono-propellant- However, the fuel tank was a nightmare, due to having no solar panels and only a tiny amount of EC, meaning every use of the built-in reaction wheels could have made it inoperable. Some quick thinking and some RCS fanagailin' later, it docked with the station.

    I recorded all the modules on video, but my internet requires a 2 to 1 ratio of minutes to upload to minutes uploaded for super low quality screen capture, and 15/1 ratio for a clip edited down with Hitfilm express, so until I have a lot of free time where nobody is going to get liquided that the internet speed just got annihilated, those won't be up.  

    Spoiler

    4alnzXO.png

    ^^^Final station design, note the lander in the back, the solar panels, the insane comms, the airlock that gives a free docking node for future missions (and the mysterious goo), and the fuel tanks, ready to be used for... Something...

  7. Kinda feels like the art style is tearing itself in two- Going for the Kerbal look and the photo-realistic look at the same time...
    I'm a bit nervous, because one of the few things about this game I dislike is the feeling of putting legos together when I'm building a rocket, and clashing art styles can really amplify that effect.

×
×
  • Create New...