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Everything posted by Clayel

  1. Yea I wasn't able to see the runways, even when I adjusted the visibility settings. I'm opening up a new RP-1 save, so we'll see how it is in the new save.
  2. Yea, I've seen a couple people using it in the RP-1 server, so I wanted to try it out for planes. By clicking on bases, do you mean in the map view? Also, do you know of any way to view the bases (like make waypoints or something) through kerbal konstructs possibly?
  3. Strange, since sending that message all of the airports have now disappeared from the map view. I even enabled those KK settings and they still aren't here.
  4. I'm a bit confused on how to launch from these airports? Haven't seen any options to do so ingame.
  5. I like the info that stuff is being done and addressed about current bugs, but what about problems that have persisted for a very long time, even before release? I've heard repeatedly from very qualified people (aka GotMachine, who had to dig into ksp 1 for his mods) that some of the critical systems that were said to be changed in KSP 2 were similar or exactly the same as KSP 1. Are new implementations of these systems being addressed, and why weren't they dealt with before being implemented originally?
  6. What is your response to those that have dug into the code and found that many of the systems are similar or exactly the same as ksp1, with the same problems? This seems to be very concerning, as I thought that the systems would at least be new.
  7. I can't wait to see a dragon-styled crew dragon
  8. Hey, you lied when you said it wouldn't be a big list of fixes! I'm glad.
  9. Sadly, there are only options to change the pitch and yaw of a craft, not only its roll. (at least, not that I know of)
  10. Does anyone know of a way to only control the roll of a craft using Smart A.S.S? Disabling the pitch and yaw for a specific mode (for example, surface negative velocity) only makes it so mechjeb won't go to that specific pitch and yaw, but it will still try to maintain the current pitch and yaw. How do I make it so that it only controls the roll, without touching anything else? (without manually disabling pitch and yaw actuation controls in the PAW for rcs)
  11. Can I request a setting to make ascent guidance appear when launching a new vessel? Would be really useful instead of me closing the window after the ascent is done and then having to re-open it again every single time. Adding onto that, could we have a setting to open any module on launching a new vessel?
  12. These are new? I just noticed these a few days ago after scrolling down to the bottom of the page and thought they were always there. Nice to see development on an old forum page! The dark mode especially is very welcoming.
  13. the flying kerbal is hilarious!
  14. woah, how fast is that rocket going? those are crazy heating effects
  15. 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
  16. 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
  17. i believe you can use decimal places, you can see this demonstrated in the "soft physics warp"
  18. 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
  19. the graphics update is very much appreciated, the game seems to take much more performance than the graphics would suggest
  20. 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.
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