Jump to content

fragtzack

Members
  • Posts

    208
  • Joined

  • Last visited

Everything posted by fragtzack

  1. Is it possible that this mod might be causing the new stock missions with 1.11 "add a part to satellite/rover" to fail? Numerous posts about this bug occurring with 1.1.1 missions, but wondering if all these people have Contract Configurator installed. I know I do. The bug goes like this: Mission = add missing part XYZ to satellite. After adding part XYZ, the contract mission does not update with success/completion status.
  2. The add a missing part for satellite or rover career mode missions are cool. However, only 1 out the 5 missions tried in my current career worked correctly. The 4 that failed were due to the mission not recognizing the the part needed was installed. Taken with a grain of salt due to 50+ mods, but man this is frustrating.
  3. KSP was on my watchlist for a long time also. Making History DLC release convinced me to jump on board.
  4. Space music needs to be done just right to set the mood. Hopes that whoever does music for KSP2 can live up to Kevin Macleod space work. The tracks for KSP1 are superb mood setting.
  5. I built a new PC few months back with X2 NVMe M.2 . I noticed a huge improvement in KSP 1 loading times and VAB performance when large number of parts. Whether the performance gain was solely related to NVMe M.2 is debatable because also upgraded from 16GB RM to 32GB higher performance RAM + better CPU cores via AMD.
  6. Now if Squad would only make the planet orbit lines filterable. Annoying trying to do interplanetary planning and having to visually fight through the planet orbit lines not part of the current mission planning. Please squad, add QOL improvement: Planet orbit lines should be a filterable selection. Not only at the solar level SOI orbits, but the moon level orbits with in a planet SOI.
  7. Contract was to put a heat radiator part on a satellite. Heat radiator part mass is to much for a kerbal. Figured could use the grabber to temp connect the spaceship and the satellite together. Then the Kerbal could attach the part using the spaceship cargo. However, every time trying to use the grabber at 0 m/s and the lowest values for the grabber, the satellite would either go flying off into space or there would be there this really weird connection between the spacecraft and the satellite where they would be too far apart and spinning. I was finally able to complete the contract by having the spacecraft just get close enough to the satellite and quickly attach the part before they drift apart or collide. Such a pain, never again. Think folks(I am for one) are expecting to use grabber for this types of contract/mission. However, even before this new release the grabber has always been buggy physics. Grabber works great for asteroids, but lesser mass object is kraken time.
  8. I was and still excited for this release. After experiencing a contract to add a part to a satellite decided to hold off playing this. Lots of bugs still.
  9. IRL, Venus is way hotter then Mercury even though further from the Sun. Thick atmosphere traps heat in. https://www.nasa.gov/venus So Eve with the super thick atmosphere like Venus should be very hot. Hotter than Moho. https://www.scienceabc.com/nature/universe/surface-of-venus-why-is-venus-the-hottest-planet.html
  10. Better heat and cold handling, Eve should require massive tech to be able to land a Kerbal there due to heat. Re-entry to atmospheres should be less forgiving. Life support( duh)
  11. Ah, that makes total sense now. Thanks. This doesn't quite seem a bug, more of a questionable design decision. Want to raise this item in hopes of fixing this design decision to be consist with Kerbal history and also educate community who may wonder about this contract: Accepted a career mode stock contract to "Attach a new part(Small radiator) to a satellite in orbit of Kerbin". The contract details specified the satellite name. So go into Tracking Station to look for the satellite and there is zero satellites (other then my own found). Well digging and poking around, discovered this named satellite for the contract is under the "Junk" category filter. Seriously, come on guys. This is an inconsistent categorization decision in regards to other stock contract missions for interfacing with non-player originated objects. Not to mention illogical to in every angle of thought to put a new part on a piece of junk in space.
  12. Oh this fix was so needed. Thank you! Fix Fuel tanks could get stuck with no references to transfer resources when opening and closing PAWs while a transfer was being done.
  13. There is so much content in this next release. Really should be a paid DLC. I would have no problems forking up a little $ for this next release.
  14. Precide Node Continued does not do what I was hoping for. The main thing I want is simply a way to exactly place the maneuver node on the exact apogee or the exact periapse. Of course, this maneuver node precisely placed automation needs to be tempered with proper tech research. The current method of hovering your mouse over the indicator can be imprecise at times. Why not a button that just exactly places the maneuver node on the apogee? Any mods that currently do this precise placement of node on to the apogee or periapse?
  15. Agree, the music of KSP is top notch. A lot of games, I turn off the music after a while. But not KSP, KSP music creates the mood even after a thousand hours. Fav for me is "Space Music track 3"
  16. installed just this mod and shadows clipping graphics started appearing. Shadows clipping = black triangles appear on ground, usually while moving/turning and not when standing still. While I do have a lot of other mods installed, removing this mod makes problem go away. There is nothing in the log indicating errors.
  17. SH5(stock) was and is a bug filled mess. Thanks to subsim mod community for salvaging SH5.
  18. Confirm "Turning Off Celestial Bodies Casting Self Shadows" fixed issue for me also.
×
×
  • Create New...