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TeddyBearBonfire

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About TeddyBearBonfire

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  1. KSP1 isn't going to be fixed unless it's rewritten from the ground up by a team that knows what they're doing from the start from a technical perspective. If only there were such a possibility.
  2. I'll never understand why there's such a thirst for shoehorning in random content creators for no real reason. I have nothing against any of the youtubers being suggested (quite the opposite), but I really don't find the idea of them within the game appealing. If there is voice-over, it should be much more characterful, befitting of the spirit of the Kerbals.
  3. You could buy 1000 copies of KSP and you still wouldn't be any more entitled to KSP2, no matter which company any of that KSP money went to. At the moment, KSP2 is some public news that uninvolved people such as us can share some joy in, but nothing more as far as those outwith the companies involved are concerned. Buying KSP or random merch is not an investment, but a purchase—it starts and ends there, as far as the products you're entitled to are concerned.
  4. I expect that it's how such people guard themselves against disappointment. They argue for the likelihood of negative outcomes so that were such an outcome to occur, they can have their "told you so" moment, and bask in some semblance of victory; on some (probably subconscious) level, they'd rather presume the worst than take the risk of having their hopes dashed.
  5. Intercept Games aren't responsible for KSP1 or its console ports. This won't have any impact on that one way or the other.
  6. Unless they mislabelled it, this is Eeloo. The image is named as such—look at the file names in the URLs: https://www.kerbalspaceprogram.com/wp-content/uploads/2020/06/Eeloo3-1024x859.jpg https://www.kerbalspaceprogram.com/wp-content/uploads/2020/06/Eeloo1.jpg And given how much attention they're paying towards real life data for aesthetics (going off things like the fuss they made about pink drive plumes derived of how it should appear in reality), it might be that they've changed the aesthetic a little based on the planetary composition. Pure speculation on my part, bu
  7. Latest version 0.1.6.1 is giving an error on game startup (upon reaching main menu), KSP Installation Validation Error (or something to that effect, don't have it to hand), and says the files should be in <KSP Installation Directory>/GameData//SHED (double slash prior to SHED is quoted). I've just reverted to 0.1.6 and it works fine. For both versions I'm using KSP 1.8.1, CKAN says 0.1.6.1 is still suitable for 1.8.1 so I'm presuming that's not the issue. Just a heads up anyway. 0.1.6 performs perfectly fine for me atm
  8. Something that's always been a bit of an annoyance to me is the inability to see a side-by-side comparison of two parts in the VAB or SPH. This sort of addon is very popular in the MMO community for stat comparisons between items/equipment, so I thought maybe it'd be easier to find than it seems to be! Does anyone know of any such mod I might've missed (or even a stock option, if I've missed it?)? I envision something like when you right-click on a part in the VAB, and it stays on-screen even when you move the mouse away, it would go a step further and stay on-screen even when you mouseover ot
  9. Noticed an extremely minor (negligible?) issue, and not one specifically with the mod, but with the CKAN listing, which is that the forum link in the mod's metadata is bad. This link is given: http://hhttps//forum.kerbalspaceprogram.com/index.php?/topic/178973-141-dang-it-continued/ Obviously, it's pretty easy to get the real link from that, but if you care to have it fixed, there you go.
  10. Nice! Just got back into KSP after a few months absence, so its great to come back to progress on two of my favourite mods. EDIT: CKAN claims the two are actually in direct conflict, prohibiting me from installing both Kerbalism (3.0.2) and NEOS (0.8.0). The little extra info with both checked on trying to quit CKAN is viewable here: https://drive.google.com/open?id=1Y4XpFCr6Slag9lkgWvJTFhhkyjZGB48A Will try a manual installation and see if all appears well, if it's maybe just a misidentified conflict. In reality, it's probably my fault for coming back to the game. I think my prese
  11. The closest I'm aware of is kOS' tag system—it allows you give parts unique tags via the right-click menu, but on the tag input pop-up it also shows the .cfg name of the part—not quite as simple as a hover-over, but it's there and accessible both in the VAB and in flight. And you can basically ignore the rest of the features of kOS and just use that feature.
  12. Oh, is that what's going on? I was wondering about that, so the science never actually goes back into the pod but stays attached to the part itself (I was wondering why I couldn't review it in the pod like other science). And that would explain why Kemini contracts still work—because it's not designed to stay attached to any particular part? Or am I going down the wrong direction? I just want to satisfy my curiosity by this point
  13. Oh nice, didn't think you'd be fussed about intermod compatibility—that's cool. I made a bunch of saves while messing with it. I tried with POSA1, with PPMD, and just out of curiosity I tried the Kemini (not KEES) TEST experiment too. Kemini's TEST works fine, but neither KEES completes if Kerbalism was installed while the experiment was done. I have a bunch of saves, just threw them all in a RAR for your flexibility. Will have to explain a little though: Saves titled KEES TEST are testing POSA1 in particular. All saves made with Kerbalism installed are simply numbered, i.e. KEES TEST 1,
  14. Hmm, nevermind, NEOS itself isn't the issue. It seems it's an interaction with Kerbalism after all. I tried it with only NEOS, KAS, and KIS, and it worked fine, added back in Kerbalism and it worked in a save with the test already completed prior to reintroducing Kerbalism, with just reentry to go, but didn't work on a save where the test was still to be performed with Kerbalism. I wonder if it's because of the way Kerbalism stores science—since in the save with the test already completed I'd presume the data is stored the normal vanilla way, but the save where the test still had to be perform
  15. Just a heads-up in case it's an issue, but I had a bit of trouble earlier with KEES contracts not registering the return and recover experiment objective (the actual test in orbit ran fine and that objective worked with no issue). I used the POSA1. Might've used one of the other modules too, but definitely tried a few times with POSA1. Didn't have a lot of time to mess around with it too much, but I'll give it another go next time I'm on KSP on my home PC and see if it's still acting up and share logs. Worked fine for me in 1.4.5 with previous update of NEOS (updated both KSP to 1.5.1.2335 and
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