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Roostergod

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  1. Hey, i'm trying to increase the thrust (while keeping the same electricity consumption per second) of the Ion engine using Konfig. From what i understood from your github wiki i think the script should look something like this [Target(dawn)] [Module(Module_Engine)] [Data(Data_Engine)] partdata.thrust = 1 kn; partdata.electricityconsumption = 10/s max; but i'm not sure how to figure out what names i should use for the target or partdatas. where can i find them?
  2. At around 7:55 Nate says that there will be buxfix updates every few weeks.
  3. I think the fact that we have to speculate about this stuff shows that Intercept have failed massively at communicating with us, their customers. I hope that when EA begins they will start to provide regular updates (monthly at least, I'd prefer weekly or biweekly) about the state of the game, bug fixes, etc. Another way to keep us invested and assured that we will make it to full release is to make small content updates in between the major milestones. there are a lot of features missing from the build we saw that don't fit into any of them, like 1.875 parts, near future engines (orion, LANTR, plasma), airbrakes, and radiators, that will make sandbox a more complete experience while we wait for science, colonies, and so on.
  4. If this is true, I think releasing now is the best option. Frankly they should have done it sooner. A lot of people have said that that the devs should take as long as they need before release, but after this many delays the only way to get the game where it needs to be is to put it out and get feedback from the community.
  5. versus it releasing in 2025 with just as many bugs
  6. I think it might be worth exploring having different types of science points, to incentivize different types of gameplay. For example have techs that need specifically science from colonies, science from orbital experiments, ground science, etc. This way you dont unlock the whole tech tree just doing flybys or timewarping while your labs generate science.
  7. What would you like to see in the next dev diary? My top three in no particular order are - colonies - the VAB - the maneuver node tool
  8. so i've got it fixed, all i had to do was update to the experimental build of persistent thrust. i did somehow manage to turn on a thrust overlay that i can't figure out how to turn off (it's not the f12 overlay) anyone know how to fix this?
  9. i've found a pretty massive bug with this, when loaded with restock, engines don't work in career mode. for some reason this doesn't happen in sandbox and science. anyone know how to fix this? i love persistent thrust and restock, and i don't want to have to choose between them. UPDATE: switched to 1.8.0 and it's fixed, nevermind
  10. caught it, it was persistent thrust. not sure why it only causes problems in career saves though. hopefully i can fix it, cause i love persistent thrust
  11. about half reinstalled, it's not any of nerteas mods thankfully, i probably wouldn't bother playing if it was.
  12. i've uninstalled them all and am reinstalling in groups based on shared dependencies
  13. uninstalled all my mods and re-verified my kerbal install, engines work fine. reinstalled all my mods, and tried out a bunch of different engines, none work, both modded and vanilla, including lfo engines, jet engines, and srbs. now begins the painstaking process of slowly reinstalling mods. at least ksp doesn't take 10 minutes to load when i don't have them all installed.
  14. it seems like all engines, but i'll take your advice to try making a new career save with extra funds and science, then try removing mods 1 by 1. also will try a vanilla save.
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