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Posts posted by Robdjee
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9 months ago this issue was confirmed. 8 months ago this issue was 10% completed. It still is.
Dear mods/devs, are you able to provide some insight regard this issue? -
I also seem to remember they used to work. I was building a carrier with azimuth pods.
It died before it was truly alive :( -
13 hours ago, Stamp20 said:
It used to be not possible until it became possible to directly assign Kerbals to external chairs. It's probably a bug, but a cool one.
I hope it stays this way.
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I don't know wether this is a bug or a feature, and many of you might already know this but i have never seen it before on the forum or google.
But it turns out you can actually control tourists if you put them in a control seat first (in the VAB/SPH). I seem to remember that was not possible? -
2 hours ago, Steven Mading said:
I just downloaded KSP 1.9 and ran into this issue right away. When two manuever nodes are in your future flight plan, the second one can't be edited by pulling on the GUI knobs for it. That used to work just fine.
https://bugs.kerbalspaceprogram.com/issues/24840
Am I the only one having this problem?
I am having the same problem.
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This might be an old thread but it still is an annoying problem
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Dear Kerbonauts,
since 1.8 i have been experiencing crashes when i EVA on a other body's surface. This usually happens within 15 mins. Sometime within 2 minutes.
The only mod i am running is Kerbalkatz' CraftHistory. I had installed EnviromentalVisualEnhancements. This was not updated yet so i removed it. I have just verified local files. Steam re-aquired 2 files. This did not solve the problem.
Does anyone have any idea how to fix this?
Kind regards,
PS:
Specs:
KSP 1.8.0.2686
Mod: Kerbalkatz' CraftHistory
windows 10
Processor: AMD Ryzen 5 2600 3.40GHz
RAM: 16GB
GPU: AMD Radeon RX 5700
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Well, @5thHorseman, thank you as well
I am curious, why is that suggestion ''not fixed''. Devs forgot to update? -
Dear @SpaceTiger,
I would like to inform you that i think your update messed with my save file. It seemed to no longer show most of my kerbals in the astronaut complex. I had 4 active Kerbals, no lost, no killed. I had plenty of active Kerbals.
When i selected a rover of which i knew it had some kerbals, the following happened:Note: The Kerbal is ''unnamed'', I do not see any resources, The rover appears to be underground, i cannot rotate the camera, i cannot control the rover.
Before your update i could not open the VAB or SPH at all so i deleted craft history altogether.
Any ideas?
Kinds regards,
Edit: My sandbox game did not have this problem. I deleted crafthistory again, this did not solve the problem.
Now i don't know what caused it... -
22 hours ago, Robdjee said:
But unfortunately it does not stop time warp instantly. It winds down. This has caused quite a few dead kerbals for me.
@KerbartNot at once unfortunately.
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Dear Squad,
I would just like to thank you for the ''warp to next maneuver'' button .
Thanks!
Kind regards, -
On 10/1/2019 at 11:57 PM, Signo said:
No love for a SSTO that can go to Duna and back?
No love for such a simple craft that can go to Jool SOI?
Not even a little bit of love for a craft that can go Laythe - direct (and back to orbit to refuel) that you can actually "fly" there, even from the cockpit, and could run on your mobile?be quiet and take my love! (auto-edited Futurama reference)
Serious: awesome design! -
@T1mo98
That would be unfortunate. I suspect it aswel though. 'Cause why wouldn't they do it otherwise?
Could someone confirm this? -
@Red Iron Crown. i know. But unfortunately it does not stop time warp instantly. It winds down. This has caused quite a few dead kerbals for me.
And also the altitude dependent time warp limit is buggy. I have had a couple of instances where time warp only stopped at an altitude of , say, 30Km. That is way within Kerbins atmosphere. I could just watch everything blow up at real time. -
This could be true automated feedback as opposed to ''dumb'' sequencing, am i right?
Good idea -
@AHHans, thanks for your suggestion. This might work. Too bad it is still rpetty complicated abd without guarantees.
There is no way to max or turn off RPM or Torque with a single key is there? -
Dear Kerbonauts,
I seem to have trouble with robotics. I get by, and the parts are great but i would like to find a way to use a single button (non axis) as an on-off-switch for rotors. I would like the off-state to be locked.
The action group options for rotors are somewhat confusing. I find it weird there is no simple ''on-off'' option.Locking an engine and then using a button to enable motor drive or motor power and unlocking the engine does not work. I think because you cannot set the rotor as braked before launch. So you will simultaneously brake and start the rotor.
Braking ≠ locking
You can toggle locked state with a button but:
-One cannot lock a moving rotor. And,
-One cannot start a locked motor.
You can turn the motor power off with a single button but:
-then rotors continue to idly turn until friction stops them.
You can toggle brakes with a single button but:
-One cannot toggle max-min values of RPM or Torque with a button (i know, you can momentarily cycle between those values with an axis control).
in other words, this is no way to start the engine.
The best way i figured out is; somehow increase torque limit for a rotor and then use a brake toggle input as an on-off toggle.
I have used main throttle input as an RPM or torque limiter. This works. And to my knowledge, this is the only axis control that has some kind of ''memory''. But in complex crafts i may need to reserve the throttle controls for other systems.
Is there a way to increase torque limit in the VAB or SPH (other than axis contols)?
It is my understanding that you can only set the max torque limit in the VAB or SPH (engine size). Is that correct?
Do i make sense?
Do you have any other thoughts or ideas?
Kind regards, -
On 10/5/2019 at 1:22 AM, The Aziz said:
I call that panic warp drop. It's literally it, when I'm too close to maneuver/surface/other vessel and I'm at too high warp speed, I hit the button rapidly and it stops almost immediately.
@The AzizYeah.. too bad.. did not really help me. Lost another 2 kerbals because the game did not recognize the atmosphere fast enough
On 10/5/2019 at 5:03 AM, IncongruousGoat said:7 is unlikely due to physics reasons; you'd have to give Minmus's surface a very (unrealistically) high coefficient of friction to make this work. Though I would like to see different coefficients of friction for different bodies, with the icier planets and moons being more slippery than the rocky ones.
8 is also unlikely, just because it'd be hard to develop at this late stage of the game. It's hard to see a way for Kerbals to react to ragdolling that is both specific enough that it's possible to develop, and also not so situational that it's useless.
I really like the rest of the suggestions though. 1 would come especially handy in RSS/Principia saves, where high time warp combined with intensive physics calculations makes the game slow to a crawl once you've got more than a couple vessels in orbit. It's very hard to stop time warp with any level of precision when the game is running at less than 1 frame per second.
@IncongruousGoat
7: Why would that be unrealistic? who's to say what the proper friction should be? That which works is proper, right? And yes, different frictions would be nice.
Also, thanks. And lol at playing KSP with 1 fps...seems very frustrating :p
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Perhaps i missed a page in this thread but i believe the following definitively rules out n-body physics.
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nice and it looks like KSP2 really is coming
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@ZooNamedGames, thanks for you reaction. Very thorough. I am aware of a lot of mods but i was trying to point out welcome additions, as you put it, in my opinion.
-So you say tapping , is faster than cancelling timewarp? Gotta try that ASAP.
-Also, yes focusing on maneuvre nodes is helpful but what i miss is control before placing nodes and general easy of clicking on the right thing in map mode.
-You said: ''Note: this option is not available if you spawn the vessel, leave it'' excactly.
-''I've never written novels in the vessel description'' lol seems like fun
@The Aziz & @ZooNamedGamesI cant seem to focus on a node by double clicking or using [ or ]. Tab works though, of course. @fulgur Shift- Tab does not. Shift = throttle so makes me burn and Shift-Tab = steam overlay. -
On 6/13/2019 at 3:22 PM, Brikoleur said:
Kaptain Kousteau Kerman and the krew of the Kalypso set out to explore the depths of the Mountain Lake. It is a beautiful afternoon!
Gorgeous!
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21 hours ago, Jake_IV said:
Well, Funds is the official KSP term.
I thought it was but then i realise most people call it differently.
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Let's make this a challange
Kerbal Space Program 2 to be released in 2022 [Discussion Thread]
in Prelaunch KSP2 Discussion
Posted
Some more real news, instead of marketing type strong hype tidbits the release once per 2 months, would be nice.