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Everything posted by Clayel

  1. woah, how fast is that rocket going? those are crazy heating effects
  2. I've been having an issue for the past few days now where my last chosen time warp (aka before I exit the game) will get reset to: 10 100 1,000 10,000 100,000 1,000,000 6,000,000 And then my standing warp which was previously those sequence of numbers (and which is also uneditable without going into the cfg file) will turn into: 5 10 50 100 1,000 10,000 100,000 This bug is really starting to be annoying to me, especially because I have tried some fixes in the cfg and I have also uninstalled and reinstalled the mod, but it is still broken. I have to reset my time warp values every time I play a new ksp session, which is annoying. I also haven't encountered this bug previously, only on this RSS/RO install. Can someone (preferably linx?) help? My logs are below: Player.log: https://drive.google.com/file/d/1iT_ircIlwl5S69vFUtJfXwYtAgSU50RN/view?usp=share_link KSP.log: https://drive.google.com/file/d/15rVxrGOEBac0jL09lCFmAtO8MrOvmc74/view?usp=share_link linx oh mighty one please help
  3. oh my, so many patch notes! i hope more people come back to this game now, i can tell that the devs are indeed dedicated
  4. i believe you can use decimal places, you can see this demonstrated in the "soft physics warp"
  5. Every time I change the position of the altimeter, it resets the next revert and I have to fix it again. The actual slider within the settings doesn't change, as moving it even a little bit causes the altimeter to snap back to its original position. This doesn't seem to happen after a new game session, as manually changing the altimeter position within the cfg file causes it to be at the correct position for that one launch. (but as stated previously, every launch after that will be at a bugged position) For now, I'm just going to disable this patch in the settings so it isn't bugging out every single time. Images: Fixed position on launch 1: Bugged position on launch 2: KSP version : 1.12.5 KSP.log: https://drive.google.com/file/d/1joQyonUvv0GjtcAjYN8L4lzAwWFwFbXf/view?usp=share_link I've opened an issue relating to this bug on the github as well https://github.com/KSPModdingLibs/KSPCommunityFixes/issues/125
  6. the graphics update is very much appreciated, the game seems to take much more performance than the graphics would suggest
  7. I think it would be useful if F2 (the button that removes all GUI) also removed the FPS counter by default. I try to get cinematic pictures often, and I have to hit both F2 and F8 in order to hide this one mod. In addition, it would be nice if this mod could be toggled to be enabled by default, so when I start up a new session the FPS counter is automatically there and I don't have to hit F8.
  8. Nice! Can't wait to see more updates that make the game playable and fun
  9. I can't wait to build super large ships and maybe not destroy my computer!
  10. definitely address the performance issues as top priority, cant wait for the release!
  11. i could see this being useful, especially for people who want to buy the game but arent sure about the requirements
  12. Ok so, I tried to enable the galaxy mode in GU settings by setting it to true instead of false (like it says in the github instructions) I had not switched my home system at all So I loaded up the game, and the first thing I noticed was that everything was blue. I then noticed that a lot of my crafts were in a previously unknown star system, so I went to click on it and this was the only picture I got before it crashed After the game crash, my computer blue-screened I'm not sure if I want to load up the game again...
  13. Alright, adding onto that, how do I get the galaxy mode to show up in GU 1.3? I have Alpha Centauri and the Stellar Adventures Expansion and I don't see any galaxy shape when I zoom out, only a collection of the included star systems in random locations. Do I need to have multiple star systems installed?
  14. @StarCrusher96 Is INSTANTIATOR still required for the galaxy shape to show up with the stellar adventures expansion? That mod doesn't look like its been updated on ckan since 1.3.1. Also, the long and short version of the IPD-03 (for GU Parts) have exactly the same name and description but they are still listed as separate parts in the VAB. Could this be changed? Also also, I think the atmosphere for Cail (in Nova Kirbani B) is broken, on the map view it says that it has an atmosphere but it is exactly 0 atm pressure. (as opposed to like .0001 or something)
  15. This mod can be useful at times, but I think it would be much more useful if it had specific cursed pieces for tanks of radius 1.25, 1.875, 2.5, etc. Right now, all I can do to try to cover up all of my fuel tank is use terrible looking rectangular heat shields.
  16. KSP isn't really being updated for bugs anymore. Do you have any resource overlays toggled? It looks like one of the options for ore scanning.
  17. Download this on ckan, it'll download everything relevant to starting on RSS. (even if you don't want to do career mode) There's also this guide: https://github.com/KSP-RO/RP-0/wiki/Introduction-and-Overview
  18. @Rudolf Meier By the way, you have the wrong link here for the IR sequencer: It should be https://forum.kerbalspaceprogram.com/index.php?/topic/181943-wip16-infernal-robotics-sequencer-next-301/, but it links to a broken page instead
  19. If anyone else is having this problem, I managed to fix it quite easily. All you have to do is go into the .cfg file for the shielded docking port (it's in gamedata/squad/parts/utility), and edit 2 things: Change the attach rules to have a 1 in the third slot ("#,#,1,#,#") Copy the "node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1" from the normal docking port file and past it above the "node_stack_bottom" in the shielded docking port file. This adds a permanent node on the top of the docking port, it doesn't go away when you close the shield. It would still be nice if the mod made it so you don't have to do it manually though.
  20. Yep, this fixed it, but it wasn't just root though, it seems like any autostrut will reproduce the bug. Turning off autostrut fixed it immediately. Thanks!
  21. @Rudolf Meier I've been having a very consistent bug show up will all moving parts within this mod. They always work fine in the vehicle assembly building, but about half the time when it is being used outside of the assembly building the part will get stuck on something and not move to its target position. This has been happening for at least a few months, and happens with basically every moving part I could find, I just happened to use the pivotron in the video. Reloading the save does not fix the bug. Can this be fixed? Update: Removing kerbal joint reinforcement and rejoining the game does not fix this bug either. KSP.log: https://drive.google.com/file/d/19xG6f6kCpqBvsAlpO4TbA0fwd8psKyKo/view?usp=share_link Player.log: https://drive.google.com/file/d/1ZXnxk7X2nnQbIt45NorUPaLtoRUFD_UD/view?usp=share_link Video of Bug: https://streamable.com/urnz9r
  22. Make sure you have a probe or capsule on the craft so you can control it
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