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Opus

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  1. Awesome! Looking forward to having a very Kerbal Kristmass. Hopefully they stick the landing with this update and this will go a long way to assuage the community I think.
  2. Give us a welding tool that can be player configured to instruct the game to treat assemblies as defined by the player as single rigid bodies until acted upon by some outside force IE a collision, decouple extreme inertial force etc. At which point physics can be reassessed on a part by part basis within the assembly and craft as a whole. Allow the players to define the assemblies as they see fit. If a casual player wants to treat an entire 1000 part craft as a rigid body, fine. If another player wants to treat side boosters as separate assemblies, fine. If another player wants all parts calculated individually at all times, FINE. Continue to improve struts and reconsider implementing at least some level of auto strutting. I stepped away from this game six months ago and said "this isn't for me right now, I will come back in a year and try again." Watching the development team has me... Lets just say, concerned that the game will be anywhere near ready in any reasonable amount of time. The world economy is in a really bad place and the purse strings are going to become tighter and tighter. These devs need to deliver results or risk KSP2 becoming abandonware. LETS GO I am rooting for this team and this game!
  3. I'm sorry while wobbly rockets might have been good for a chuckle and charming, early on in KSP1. I have to disagree that the charm is lasting to present day. Wobbly rockets were mostly solved in KSP 1 as should have been the case. I think certain developers view that wobbly rockets are still charming is irrational. retaining it for "certain parts or sizes." sounds like a recipe for Kracken attacks to me. Am I wrong? Does the community really share this bizarre charm for "wobbly rockets?" In my opinion if this is not solved by the developers or offer auto struts then modders will just do it for them and everyone will use the anti wobble mod or whatever.
  4. Delta V calculations seem dramatically inaccurate, and or stated requirements to go somewhere appear to be drastically overexaggerated. I don't know if this is intended to provide a buffer for less experienced players or in error.
  5. RSS RO RP1 for KSP2 stat! Also all my editor mods like precise editor editor extensions etc. I would also like to see procedural wings that can do custom cord shape and curved/ sloped edges.
  6. This is a known issue and been around for quite some time. I don't know if and or when a fix is coming but, a workaround I use is to switch to a vessel in orbit or the tracking station then warp and then switch back to the vessel on the moon.
  7. Just go over to the RO gitub and do the express install and peruse the suggested additional and supported mods. https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Express-Installation-for-1.12.3
  8. The Parallax_ScatterTxtures-2.0 downloads as that but extracts as the same name as the other folder Parallax_Stocktextures-2.0 I just replaced duplicate when moving to Gamedata folder but I am not sure if this is proper resolution or not.
  9. Hello, I am running KSP 1.10.1 with RSS RO RP1. I am having an issue in which B9 procedural wings revert to a default texture when the vehicle is loaded to launch. I skimmed the thread but did not find any relevant discussion at a glance. Sorry if this has been addressed. Is anyone aware of a fix to this issue? Thank you
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