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RickJM694

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  1. Issue resolved thanks to munix, thank you
  2. Downloaded a few mods with CKAN, thinking it would be the best option since I used that for KSP1. But patch manager isn't working, all of its dependencies are installed, and it's keeping a few other mods from working. I have uninstalled and reinstalled it multiple times and it still won't work. Am I missing something?
  3. Docking ports are still completely broken. So I wouldn’t say perfectly.
  4. @Intercept Games can we get another….well anything? It’s been radio silence for over a week now. And the current state of the game is….frustrating at best.
  5. This is great, and I’m glad so much is being looked into. But honestly craft falling apart on decoupling/undocking is making this game completely unplayable. Since there is only sandbox mode right now, the only thing interesting to do is more complex mission building larger craft. I’m trying to build a ship to go to laythe, comprised of 2 pieces docked together, and 2 landers docked to that. I had to dock the landers 6 times. Loaded from an earlier save, because this glitch kept popping up. Y’all really need to focus hard on this bug. It’s honestly complete bull, and is so extremely frustrating.
  6. So I ended up doing a full reinstall of windows and that worked. No idea what caused it
  7. I can't even assemble a simple craft in orbit. For the last 2 days I've been building a craft in orbit that consists of 4 parts that have to dock together, 2 parts are the mothership broken into the crew area and the fuel/engine area. Then 2 landers that dock to the crew section. The plan is to take it to Laythe. I dock the landers and then refuel them using the leftover fuel from the orbital stage of the crew area of the mothership. Then when I decouple that leftover stage from the mothership, one or both landers fall off of the docking ports, but the parts manager still thinks they're connected. If I try to undock one of them and then decouple, I simply lose control of everything. Even if I could get this thing assembled in LKO I have absolutely no faith that I could actually get to Laythe, land, and return. Not because I don't know how, but because this game has 1000 bugs. I used to be on the train of "oh just give them time" but I cannot say that anymore. I can play KSP1 for hours on end, but I can only play KSP2 for maybe an hour before I get so frustrated with the plethora of game-breaking bugs that I quit. It is absolutely ridiculous that craft spontaneously break apart when decoupling, that the navball markers when set to "Target" get all wobbly and half the time your relative velocity to target is incorrect. The next patch better fix most of these bugs because I am so very close to doing a chargeback through my bank for this absolute pile of garbage that they have given us. Yes. It looks amazing. Yes, I think it has a ton of potential. But as of right now, I can't even do an Apollo-style Mun mission without encountering at least 3 separate game-breaking bugs.
  8. I am having an issue where KSP2 will not load properly. When I start the game it opens a fully white screen with a title bar and then the Intercept games logo appears, but it takes about 20 seconds for it to go through its animation, and then it takes about 30 seconds to get through the private division logo animation. On the loading screen, it seems to load at a normal speed, and then the health and safety screen is extremely laggy, it takes about 15 seconds for the game to recognize that I clicked accept. The entire time this is happening, KSP2 is using ~85% of my CPU. This has only recently started, and before this KSP2 used only about 10% of my CPU. I have verified the game files in steam, I have uninstalled, then reinstalled. I have rebooted and unplugged my PC. I am at a loss.
  9. That’s awesome, but can we fix crafts just randomly falling apart? I’d like to be able to *make it* to Duna reliably
  10. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel I7-4790 @360GHz | GPU: MSI Gaming GeForce RTX 2060 6GB GDRR6 | RAM: 16GB When orbiting Duna, and attempting to return to Kerbin, I encountered a bug where the maneuver nodes show the opposite effect of what they actually do. So a node that should show you decreasing your solar orbit to return to kerbin, shows you increasing it. once you execute the burn, it still shows this as your trajectory, but once you exit Duna's SOI, it corrects itself. This bug is making it extremely difficult to get my brave kerbals home. I have attached videos of both a burn that should take you back to the inner planets in relation to Duna, and a burn that should take you to the outer planets in relation to Duna. Both nodes show the opposite happening, and trajectories are incorrect until exiting Duna SOI, at which point they correct themselves. severity is low, as it is still possible to do returns, but it is extremely annoying. Included Attachments: Desktop2023_06.28-00_08_34_05.mp4
  11. Now I might just be dumb, but I’m having and issue with the hydroponic parts added by this mod. They all produce oxygen and water, but they’re aren’t producing food. They also aren’t consuming minerals, but they can turn food into minerals. In the VAB the part’s description also says that it consumes “0.00 minerals/day” while active. I’m using the TACLS mod for life support, and have uninstalled and reinstalled both mods, and KSP itself, and they still don’t work. I also make sure that they’re fully crewed if they can house crew members. not sure if this is a bug, or if I’m doing something wrong. Any helps in getting them to work is greatly appreciated!
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