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Grimmas

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Everything posted by Grimmas

  1. Honestly, same here. Top-end gaming PC but many, many bugs. Some issues I personally experienced were minor annoyances (like the fairing oscillating wildly while designing it, making it impossible to close, or decouplers not decoupling, forcing me to land the whole craft instead) while others were showstoppers that required a complete restart of the game (including total inability to launch anything from VAB, save games disappearing, RUD upon loading quicksaves, elements of UI stuck on unrelated screens obscuring the view, game camera not following the vessel making visual flight impossible, total loss of vessel control after a revert or quickload, etc). I have faith they'll fix it eventually but for now I could only put KSP2 on hold as its currently too unstable for my palate. TBH I was expecting a patch in days given the current state but that turned out to be too optimistic.
  2. You need to look into whatever other mod is patching your engines to use those fuel types. It's not something that's being done by BDB.
  3. Noodly rockets while super annoying is not technically a bug and doesn't even make the game unplayable. Game not saving and saves getting corrupted meanwhile is a really serious issue. That priority order looks fine to me.
  4. That's correct. That's the version that fixed the infinitely spinning loader for me. Maybe try a clean install with just KSRSS, Parallax, and dependencies? And you are using Parallax 2.0.6, Parallax_StockTextures-2.0.0, and Parallax_ScatterTextures-2.0.1, right? And merging the latter two and deleting their config folders as per the instructions a few pages back?
  5. For starters, you installed Parallax incorrectly. You somehow copied the contents of the Parallax folder into GameData (Config, Exports, ScatterUI, Shaders, etc). You should remove those files and folders from GameData and instead inside GameData you should have both a Parallax and a Parallax_StockTextures folder. Let us know if the problem still persists after fixing this.
  6. Do what I did, start another run in KSP 1 while you wait for the patch to drop. Or work on your game backlog. The premium version of Dwarf Fortress also got released recently (hint, hint).
  7. Don't use the release version, it is old. You need to download the actual source code from the latest reborn branch and then copy the KSRSS and KSRSS-64k folders from that (first delete your current ones, of course)
  8. I have the same issue when adding Parallax as per the instructions a few pages above. Haven't figured out a fix yet, except that removing Parallax fixes it. Here is my log. Edit: I figured it out. Turns out I was using the old Github release. Classic PEBCAK. With the new Gitlab stuff, Parallax works fine. @septemberWaves make sure you grab the latest KSRSS from Gitlab instead of Github.
  9. I'm using latest Parallax as per above together with Kopernicus 156, the latest EVE volumetric clouds beta, and a whole slew of other mods without any issues so far. It would help to see the error in question and the log files.
  10. I have encountered this bug even when the decoupler was in a separate stage by itself. Once it happens, it happens reliably too.
  11. @Iodyne if you do that then you won't get the actual plugin (DLL) and the mod won't work. But the latest changes in 3.2.8 only concern the following two files, so you could just replace these in a working 3.2.7.1 install with the latest versions from 3.2.8: 000_FilterExtensions_Configs/Default/Mod_FarFutureTechnologies.cfg 000_FilterExtensions_Configs/Default/Mod_NearFutureTechnologies.cfg
  12. This is hopefully not the final state of KSP2 modding. They promised top notch modding support, and everyone knows the big role modding played in the first KSP. The current problems and fragmentation are of course a direct and predictable consequence of launching EA without any modding support at all. But to be honest I can't really blame them for it, as given the incredibly buggy state of the initial release overall there are clearly more high priority tasks on their plate right now. Though I'm surprised that modding support is not listed on the published roadmap at all, hopefully they can fix that.
  13. That's the biggest understatement of the week lol. I came here just to confirm whether you are the one responsible for burning my eyes with that uranium-colored goo... glad to know I am not going color blind yet.
  14. There is small a syntax error in the experiment configs, which I fixed a while ago but it has not yet been accepted into the repository - you can find the change in my PR here. That should fix your problem.
  15. In theory nothing should happen to your crafts that are already in flight, as I see nothing in the SystemHeat code that would add modules to vessels in flight. But I didn't look that closely so I could be wrong.
  16. CKAN should have the new version as of about a week ago. Before that, there was only a pre-release for about two years so it wasn't on CKAN.
  17. There are indeed no issues between SystemHeat and JNSQ. There are issues between SystemHeat and Kerbalism, this is true. There's also a bridge mod (KerbalismSystemHeat) that was recently updated, but it doesn't change the fact that out of the box those two mods don't play nice.
  18. I asked Gene to hook me up with a mission, but he gave me a tape and said it will self-destruct in five seconds...
  19. Good luck! I've been following your progress and plan to play through a BDB/JNSQ campaign with your mods soon. Too tired of seeing the Community Tech Tree already, and it doesn't work well with BDB to begin with...
  20. You can combine it in different ways, here's one example to get you started.
  21. It seems that resources with STAGE_PRIORITY_FLOW flowMode intentionally do not respect decouplers and the like. You should be seeing the same using Monoprop too, as well as ElectricCharge (both of which have that same flowMode as well).
  22. I like RP-1, but the realism part sort of went out the window for me when RP-1 told me that the Pale Blue Dot had over seven billion people living on it... in 1951.
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