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lBoBl

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    Magrathean
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  1. I have encountered this bug as well. I sent a 3 kerbal mission to Duna, with 2 of them staying in the interplanetary craft and just 1 seat in the lander for a brave kerbal to reach Duna. I did Duna and had some spare fuel so I thought I might as well grab some quick science from Ike despite my lander not being able to carry 3 crew to fulfill the contract. The contract still got marked as done as soon as I landed on Ike with just Jeb. The total crew of the mission was 3 if you count the transfer stage/mothership but only 1 got to Ike.
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7800X3D | GPU: RTX 4080 | RAM: 32GB Description: When timewarping above x1000, I get a spam of "Experiment Interrupted, not enough resources" notifications when I have a vessel that has a WSRL-01 even though no experiment is running. Steps to reproduce: Launch a controllable craft with a WSRL-01, batteries and power generation, time warp above x1000, even on the launchpad the problem should appear. Included Attachments: RadiationSurveyBug.json .ipsImage { width: 900px !important; }
  3. I think the parts in the Aerial Drones tech node have nothing to do in tier 2. One solution would be to swap them with some of the plane parts in tier 1, but I think just removing that node and moving its parts to tier 1 would be more relevant. The small engines are very good for small planes, and having only the larger intake and wheesley at the start means that you have to either use an inline cockpit with an intake on the front or put 2 wheesleys on the sides of your plane which will look enormous and be overpowered. The tiny LY-05 landing gear is great if you want to build WW2 style planes with a wheel on the back, and it's a design that is really easy to build and fly for beginners. Planes are hard enough as it is, so I think giving beginners more options is a good idea. The other reason is that these tiny parts have no usefulness later in the game. Once you've unlocked Mk2 parts you're not going to want to build a tiny WW2 plane with a wheel on the back, and the fact is, I have unlocked most of tier 3 at this point but this is the last node in tier 2 I still haven't unlocked because I couldn't care less now, with all the better parts I have unlocked. I would have loved to have these parts for my first plane though. I know that having only the LY-05 at the start has generated a lot of frustration for players in KSP 1 but I think having it as an option would be valuable to beginners and experienced players alike, and the same is true for the XS sized Juno engine. This is just my humble opinion and I might be completely wrong, and I also think the tech tree overall is quite well designed. Also please remove the Landing Can requirement on the Kerbwide Tour contracts so that we can build good looking planes.
  4. Honestly, the most precise way to circularize has never been to use maneuver nodes, it's to burn prograde/retrograde manually while keeping an eye on the ap/pe timers/values, and a hand on the throttle. I think the new system is very good to plan transfers which is what maneuver nodes are useful for.
  5. This and the 200t on minmus and others are challenge missions, you can do them if you enjoy the difficulty but they are all secondaries and trust me you don't need to do any of them to progress in the tech tree. The science is just a little bonus, the true reward is bragging rights. Getting 35 science points for minmus isn't much neither is 8000 for an Eve return mission, you'll get more from your science experiments during the mission.
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7800X3D | GPU: RTX 4080 | RAM: 32GB With a craft around Eve I'm getting about 150 FPS. When I deploy its antenna and enable comms the FPS drops to 25 and stay there until the antenna is retracted and I lose comms again. The craft isn't controlled by a probe so I think it has something to do with science. I have attached the save and craft files in case they are useful. Included Attachments: GillyMission.json quicksave_111.json
  7. If I want to fly an Apollo style Mün mission and I put a Science Junior on the lander, do I have to return the lander with the science junior to Kerbin in order to get the science reward from the sample? Or is there a way to keep it with my kerbals?
  8. Check your GameData folder, especially if you installed some mods manually. Make sure everything is properly extracted and where it should be. If you're using blackjack's Patreon version of EVE, make sure you're using the version of scatterer included in the download. If using Spectra, the easiest way is probably to install it from CKAN. If that doesn't work, try installing it manually. If you aren't really familiar with installing mods, make sure to check this forum post.
  9. I went to Dres and found out that the terrain maybe wasn't as solid as I hoped. Well, might as well try to have fun with it.
  10. Since the F1 key doesn't work to take screenshots anymore, I wanted to use the NVIDIA capture software/overlay, it worked fine on day 1 but since then it doesn't seem to detect KSP 2 as a game and thinks I'm still on the desktop. Even when I press Alt+R to get the performance overlay it appears "under" the game on the desktop. Anyone got any idea how to fix that? Thanks
  11. I play Tarkov a lot which is also built on Unity and the devs have an habit of releasing hotfixes a couple days or sometimes hours after each broken major update. But they're by far the most reactive dev team I know of so I wouldn't expect the same from any other studio... Still, a vague timeframe of "weeks" for a first update is kind of disappointing, unless it fixes everything all at once.
  12. They've ran away with the money and they're currently all on a beach in Barbados sipping margaritas. Or maybe they're pulling a No Man's Sky. When NMS came out the devs stayed silent in front of all the criticism, just closed their doors and their twitter feeds and got back to work as hard as they could. A month later the fixes started coming. Some years later the game started being actually good. Let's hope a similar thing is happening here.
  13. The new magnetic boots are awesome to walk on your ship on EVA, I'm sure James Holden would approve. However they kind of break immersion on the surface of planets. I get that people might eventually want to move kerbals at a decent pace within their colonies but can't we limit this interaction to vessel parts, since colonies can have roads? And personally I think I'd rather have my Kerbals stride along at a snail's pace, rather than quickly waddle on a planet that is supposed to have 1/3rd g gravity, even if that ends up being time consuming once colonies get implemented. If you're not convinced that this is important, it's because footprints are not (yet) in the game. And I totally think they should be, as quick as possible. Because THIS puts a biiiiiiig smile on my face. E-v-e-r-y-t-i-m-e. And it's been many many times.
  14. I made it my head cannon that after wrestling with the Deep Space Kraken on perilous missions, my brave Kerbals are allowed to retire when they get home. That's a bit of a shame though, not being able to write their stories further.
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