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  1. The contract isn't broken, it's just sometimes referencing the older version of the part. You won't see this mentioned anywhere in the text, but if it isn't working when you select the current model in the parts tree, you have to use the older one. These contracts can still be completed. I have done this many times across multiple saves. As I mentioned previously, the older parts are accessible by switching to the advanced mode of the parts tree. There is a button for this in the top left corner of the VAB/SPH screen. Alternatively, press L3 on PS4 (LSB on XBox) to toggle the cursor off, and then press square on PS4 (X on XBox) to toggle Advanced mode. From there, select one of the filters (for example, choose "filter by resource" and then "solid fuel"). When you locate the part, you will see multiple versions of it (the models are different). The older Flea and Hammer models have grey and yellow bands on them and have a grungy looking base texture to them.
  2. Unfortunately you won't find one. The console version has been corrupting save files for years. I have been playing the game on PS4 Pro since June of 2019. Even through routine cloud backups, I have lost two long term career saves since last year because of it, and have seen dozens upon dozens of non-fatal save file corruption messages, which only ended up in a minimal loss of progress. This is one of the main reasons that I will never recommend the Enhanced Edition to anybody (which pains me to say, because KSP is a brilliant game), unless you simply can't or otherwise don't want to play it on PC for whatever reason. The console version is beyond broken. Even keeping manual saves to a minimum, cleaning up your contracts list, having very few crafts in the VAB/SPH (which is a bull***t thing to have to do in a game like this), taking care to remove space debris, and limiting the amount of flights will only work for so long before the performance issues eventually cripple your career game. My last save has a total of one surface outpost on Minmus, satellites around the Mun and Minmus, and a massive ship that I assembled in orbit of Kerbin. The frame rate issues (and what I can only guess is a memory leak) prevent me from being able to fuel that vessel, effectively making it the orbital equivalent of a paperweight. I'm sorry for your loss, but the issue you're describing is, in my experience, indicative of a corrupted save file that cannot be salvaged, due to the lack of ability to access and edit that data like PC players can.
  3. The contracts sometimes still reference legacy parts (older visual models). These parts aren't in the parts tree proper, but can still be accessed from the advanced mode of the build menu (the button on the top left of the VAB/SPH interface), where you can sort by cross section size, etc. You will see two variants of the parts in question in the listing, and selecting the older model will normally clear this particular issue up and allow the contract to complete.
  4. Unfortunately, there's no way to directly access the save file system on the console version of the game. Each career/science/sandbox mode game is contained its own save data file, regardless of how many different manual saves you make. So, for example, if you have a career mode with the "persistent", "quicksave, "manual_save1", "manual_save2", etc, it will show up in your saved data management on your consoles HDD as a single file; "career name here" (if you didn't rename it from "default"). What that means, is that once the "persistent" file becomes corrupted, that game mode is unable to be salvaged on console, unless the data had previously been backed up (by either the system, or yourself). There's no way to simply just load one of the manual/quick saves and continue on. Whereas, on the PC, you could just rename one of your manual saves to "persistent.sfs", because each separate save file is fully self-contained.
  5. This happens frequently on console as well, though it's not limited to SOI change (although that is a majority situation). I have made mid-course corrections in solar orbit that put my final position exactly where I want it to be, only to have the act of selecting "warp to next maneuver" ruin the adjusted trajectory to the point where I have to do multiple mid-course corrections to get where I was going to end up after my initial adjustment. It's ridiculous at times. I have been in situations where 700 m/s of Delta-V should have been enough to put me into Kerbin's atmosphere (based on nodes I set up), and despite perfect execution (down to 0.0 m/s after the burn), it has, at times, increased to upwards of 2,000 m/s total due to the trajectories being altered upon time warp.
  6. When I first started playing KSP, I had absolutely no clue what I was doing, and ended up attempting things long before I was even remotely ready for them. One such incident ended up with a Kerbal on a trajectory that would eject him from the solar system. I ended up messing around with EVA instead of adjusting his trajectory, out of the novelty of it for me, and the physics caused him to slip off of the command pod and lose his grip. At the time, I wasn't aware of how to activate the EVA backpack (honestly, I don't even know if I knew they were equipped by default). It seems silly thinking about it now, but as I watched him float out there alone, helpless as I thought he was, millions of miles from home, his rocket shrinking off into the distance, I felt really, really small.
  7. And even after all that, we still don't get everything that was part of the same PC update, which is kind of a kick in the junk considering how long we have to wait. Notably lacking are some quality of life improvements (I'm looking at you, better burn time indicator, adjustable docking port attraction force, maneuver mode widget, etc)
  8. We don't even have 1.8 on consoles yet, and that was released for PC 9 months ago.
  9. Today, while beginning construction of a large ship in LKO, I performed my first ever multiple-port docking when I attached one of the engine sections to the core stack via 2 Docking Port Sr. That's a tricky little bit of RCS wizardry to get the alignment and rotation perfect on multiple ports before impact. I thought it would be near impossible on console, but I was pleasantly proven wrong
  10. As far as the game is concerned, that wheel isn't broken, it's just not aligned properly anymore. That's not something an engineer can fix.
  11. That while it's important to know the total Delta-V of your craft, it's equally (if not more) important to know the Delta-V of each stage, as well as the function of that stage, so that your rocket can perform its intended task appropriately. Bigger doesn't always mean better (although, bigger is almost always more awesome). I have, at times, reengineered some of my more monstrous crafts into something more refined and ended up having more Delta-V as a result. Have a contingency plan! A recent manned round trip to Dres was almost less than successful due to the buggy nature of maneuver node trajectories to drastically change upon crossing over a sphere of influence. Even though the numbers said it was possible, if I hadn't topped the tanks off before leaving LKO, I would be planning a mission to rescue 19 Kerbals from a solar orbit. If, for some reason, you are unable to directly target an object in the map mode, click on the orbit line of the object in question, and it will bring up the same context menu, allowing you to set target and/or focus. Lastly, and this is something that I still struggle with at times. Don't use someone else's accomplishments in-game as the metric by which you judge your own successes and failures. Every time I get discouraged by not being able to do some amazing feat that I saw in a YouTube video, I take a look back at all the things I have personally accomplished in the game, and realize that I'm a lot better at KSP than I give myself credit for.
  12. Also, it does not detect all asteroids that appear. They have to have a specific inclination. #2 *beep* Además, no detecta todos los asteroides que aparecen. Tienen que tener una inclinación específica.
  13. I had one of these high paying Sentinel contracts on my PS4. Was 4.66M up front, 7.69M reward +154 science and 252 rep to track 12 near Kerbin with an inclination of greater than 39. It had a 977 year deadline. What I thought was absurd about the contract wasn't so much the payout (but it did raise my eyebrows). It was the deadline that had me wondering what. Things like this rarely take 20 years, let alone nearly a thousand.
  14. I had been tinkering with the idea of creating a fully modular surface base system for low gravity bodies. Each module uses the same foundation core, and is equipped with both wheels and landing legs. Upon landing, the wheels are deployed on each section, and the landing legs retracted. This guarantees that the docking ports are aligned, as long as the terrain is reasonably flat. Then you simply drive one module over to the other, and connect. Since each module is independently mobile, the base can be reconfigured as design and needs dictate. It was a perfect execution here at the KSC. In practice, the wheel springs and dampeners had to be turned down on Minmus, but the end results were more than acceptable, as the base construction project had a successful start.
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