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zulu354

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  1. I remember a mod from KSP1 - Project Manager - loved to use it. It automatically named your vessels accordingly, like if your third itteration of Kapollo launched, it named it automatically Kapollo 3. Hope something like that will find the way into vanilla KSP2 one day.
  2. Hey guys. Is there any way to get rid of the weird vesseln names? I mean, for example, I want to give a vessel the name Apollo 1, I get a name like Apollo1-4. How do I get rid of the -4? It looks ridiculous. Cheers.
  3. Hey. I can't find the LT-30 engine. In which node is it hidden?
  4. Yes. Correct. Even though, even with no antenna, it doesn't work for me. FYI, I'm using it with Kerbal Life-Support System and its dependancies. Maybe that causes the issue. I hadn't the time yet to try your mod alone. But Life-Support works fine with no issues, with or without Orbital Survey on. EDIT: I installed all mods with CKAN, if that's important or some sort of relevant. EDIT2: I also can't select the wings anymore, after trying to click on the wrench icon. Only way to get rid of them is to delete the root part of them.
  5. erm...When I activate the mod, I can't use the customations for wings. When I click on the wrench icon, that part editing window (or how ever it is called), doesn't pop up. I'm speaking of that little window, where you can set angle, wide.
  6. Heya. Nice mod, though when I activate it, I can't reengineer the wings/winglets in the VAB anymore. Deactivating the mod and everything in the vab works fine agian. Cheers!
  7. Hey guys. Yesterday I encountered an anoying thing. I wanted to bring a probe (stayputnik pod) back to Kerbin. I entered the atmopshere in a pretty shallow angle (PE set to ~50km; AP set to ~80km). At the pod I had a small battery, 4 antennas and the small heat shield and 4 small drogue chuts attached. After going down the 70 km threshold I saw my AP and PE slowly decreasing due drag. I decoupled the probe fully form the last stage (consisted of the 2nd smallest fuel tank with the terrier (?) engine and right after decoupling my AP and PE started to increase slowly (about a meter per second) and drag didn't seem to have any influence anymore. Please fix this bug asap. Thanks. =)
  8. Don't blame the original KSP for mistakes taken with KSP2. I'm somewhat disappointed by the current development, tbh. I expected more of part 2. Even bought a new rig, as my old one didn't match the requirements. I clocked 30+ hrs on KSP2, had a good time, I have to confess. I don't mind the price tag. I got my fun out of it and paid more for less in other cases, yet it is annoying to get disappointed. I rolled back to KSP1 and probably stick with that one for longer now and will, if ever, start up KSP2, when they make some progress feature wise. Don't get me wrong, I like the graphic and all, it runs fairly well for me on my new machine. But I'm disappointed by the promises made and the work delivered. It just doesn't match imho.
  9. Stay positive: they could have delayed the delay at all.
  10. After switching to a new laptop, I can't get FF getting to work. When KSP is loading, I get a message that Final Frontier wasn't able to load, due some missing ksputil.dll missing. I installed Final Frontier with CKAN, if it matters. Any help? Cheers
  11. I can agree with Little 908. KSP2 runs most times pretty smooth on high settings. When I pierce threw clouds KSP2 begins to lag a bit on my rig. Little bit annoying, but not game breaking. Though I'll have to admit, I should be about recommended specs.
  12. Hello. With the second patch now, I wonder if antennas and EC are a topic now. Despite frequently pop up messeges, that there was a loss of control to a vassel due losing com connection, I always was able to steer the ship/probe. While I add antennas for my immersion, I never encountered the necessity to build up a com network. Always got control over the vessel. Same goes with EC. I didn't recognise the loss of EC when moving a probe with SAS or extracting the antennas. There is just no use to fuel cells, solar panels, etc atm - at least I never experienced running out of EC. So question now: is it already implemented? Kind regards.
  13. Hey there. In KSP was that neat mod - Project Manager - which counted your launches for a vessel of a given name. I'd love to see something similar in vanilla KSP2, as soon as science/career aires. Kind regards,
  14. With Kerbalism it ran fine for me, though I don't use it at the time. If I remember correct, I went into trouble with Scrapyard though.
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