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Noname117

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Posts posted by Noname117

  1. I should've probably let you know earlier (like, I discovered this around a year ago), but the P80 booster with all of it's solid fuel removed is free.

    Going into the config file, it seems like you accidentally set the cost to 850, which is below the cost of the solid fuel in the booster. I think you intended to set it to 1400, which is right now set as the entry cost and would be in-line with the costs of the other boosters in the mod.

    Just a quick bug report that should have a quick fix.

  2. 18 minutes ago, Lisias said:

    One thing that now and then happens to me is an unintended (and unattended) "quick click" over a file while moving the mouse - sometimes, the computer is overloaded with something else and then it takes some time to process the "unclick" event - and then acts as we were dragging the file. Kraken knows how many times this happened to me.

    (on MacOS, the information used by a process are retained for some time in the case the user closed the program by accident, but this completely screws us up when we close the a big program like KSP purposely and then open it again - or another version of it - damn, this royally screws me up, as the memory consumption goes into the stratosphere and the machine gets sluggish, making it more prone to the problem)

    Yeah, that might've happened.

    Anyways, reinstalling Firespitter and removing that file seems to have fixed this issue. Also just did another reload to fix a few more issues (why does Ferram have an extra Scale_Redist.dll file in it's plugins folder???) and everything seems to be running well enough! Thanks much for the help!

  3. Thanks very much. I'll do and get back to you. Just wasn't able to find the most recent Firespitter link it seems and got an outdated version.

    EDIT: I'm actually now really extra confused how the rogue DLL got in there now. I have an extra folder where I basically got everything together and then copy+pasted it into the KSP GameData folder, and with only the Squad, SquadExpansion, Custom Flags, and ModuleManager files kept in the KSP GameData from my previous mod removal. I didn't find the rogue DLL in the folder I got everything together in, but it was somehow in the main GameData folder.

  4. Tried to get this to work on KSP 1.12.5 with a fairly large modlist. Got an error on initial game load:
     

    Loading has failed due to an unhandled error
    
    Failure in subsystem : Part compilation
    Part: e50 Electric Propeller Engine (KAX/Parts/KAX_electricProp/KAX_electricProp/KAXelectricprop)
    
    System.NullReferenceException: Object reference not set to an instance of an object
      at ModuleResourceIntake.GetInfo () [0x0002d] in <4b449f2841f84227adfaad3149c8fdba>:0 
      at PartLoader.CompilePartInfo (AvailablePart newPartInfo, Part part) [0x0024e] in <4b449f2841f84227adfaad3149c8fdba>:0 
      at (wrapper dynamic-method) PartLoader+<CompileParts>d__56.PartLoader+<CompileParts>d__56.MoveNext_Patch0(PartLoader/<CompileParts>d__56)
      at KSPCommunityFixes.Performance.KSPCFFastLoader+<FrameUnlockedCoroutine>d__62.MoveNext () [0x0006c] in <c08d6ea084ba41369dbf89fe1fba85db>:0 

    Any idea what is causing it, and how to fix it?

  5. Spoiler

    3bSLOki.jpg

    Spent several hours flying around not finding it (I wish I had brought a scansat) and actually had to have a friend find it on their save on a scanning satellite, then still couldn't fly it, had them confirm that it was it on their save, and even after having him guide me to the location I still overflew the area a couple of times before even seeing it. I kind of feel bad about posting it here since it doesn't feel legitimate, but hey, I put in the effort to get a propeller plane to Laythe safely from having not ventured beyond Duna before, so I'm still posting it for that effort alone. This was difficult to find. Not sure what I'm going to do for the others. Definitely will bring along a scanning satellite though.


     

    Spoiler

    7kCoZL3.jpg
    I think Samny is jealous of this ride compared to his.
    tn6DIhn.jpg
    He's even trying to drive it instead of his normal rover

    So, this one I planned better for. I was even building the scansat before the hint was given. I sent the scansat and lander on 2 separate launches with tons of spare dV at the right times. They launched 2 and a half hours apart and arrived 3 and a half hours apart despite a different set of maneuvers performed, particularly in regards to the Munar assist, for each craft. Unfortunately since I haven't done much with space outside of Kerbin's SOI I didn't realize the scansat needed a strong antenna or relay to actually scan, and although I could control it because the lander was always close enough for direct control it couldn't function as a relay and as such the scansat itself was effectively useless. I had to send a relay out over there, and my first try was actually going too fast to slow down. I thought getting there faster with more dV expenditure would be better, but it led to a 50 minute burn which had the spacecraft going so fast that it needed 10000 m/s of dV to slow down while only having 5000 m/s itself. Anyways, I need to make less mistakes with these hints. At least I can make a quick fix to the next scansat and get it to work.

    Honestly, it's weird. I'm not even sure I want a JEB plushie. I just want to do this for the fun of it, and because I watched the threads for the earlier easter eggs back when the solar system got expanded but never participated in said hunt. I guess it feels good trying this with new ones that are only *barely* spoiled.

     

    Spoiler

    wUothOb.jpg
    Oppy is so small that it was really hard to spot. Another frustrating egg to find for me.



    Alrighty I got the kerbal there now instead of just having the reaction wheel probe.
     

    Spoiler

    pI7eAHB.jpg

    Spoiler

    WXPrIys.jpg
    And now I have to admit to slightly cheating and looking at someone else's screenshot to find this. After exploring all of the possible easter eggs away from the launch sites, of course. Which included landing an aircraft designed for hypersonic speed in a mountain range. But alas, I should've been looking closer to home, and specifically at this one specific airfield which I didn't check while checking the other two despite flying aircraft from it a couple of times. Honestly, it feels like I had a lot go against me this whole egg incident, from inexperience to constant mistakes. Honestly, I'm not happy with my KSP exploration abilities after this.

     

  6. I know the mod isn't updated for 1.11.1, but if you're using it there recovering a craft will give you funds no matter if you recover to VAB, the SPH, or just normally. With VAB or SPH recovery this basically results in free funds. The normal recovery only causes free fund issues when combined with Scrapyard, but that's a different mod and not an issue here.

    Did something change with the way recovered funds are given to the player in the recent version which renders old mods like this not working properly?

  7. So I installed this mod along with it's 2 dependencies, and I'm not seeing it pop up anywhere in my KSP game when I am in the VAB/SPH. I'm worried I may have installed one of the dependencies wrong (there are several files in toolbar controller where I don't know where they go, I basically put the one file in the gamedata folder), or maybe there is a conflict with one of the other mods. Can anyone help me figure out what to do? I did not use CKAN for this (and the title page doesn't say this mod is updated for it anyways).

  8. For multiplayer, why don't they just include several options for the server owner to pick from when configuring the server? A "one-size-fits-all" for Kerbal multiplayer seems like a bad idea given how different people play it different ways.

     

    EDIT: In my opinion, Kerbal needs to revamp their campaign in some way to make it not feel like just an expanded sandbox. There is still a disconnect between how science is gathered (exploring planets) and how it is spent (on new parts), which makes little sense. Being able to instantly launch rockets after construction makes the Kerbal space program develop unbelievably quickly. Starting with manned launches, like you're basically required to do, is a huge disconnect between how real life space programs developed and KSP. There's no competing space agencies to fight over contracts with, or to compare your progress against. And the endgame is basically just unlocking all the parts, which is done through exploration. The point of exploration in the campaign doesn't have anything to do with learning more about the system, but entirely has to do with progressing further. Which I feel just removes the depth from exploration.

     

    I guess what I'm saying is that the campaign feels like it lacks management depth or a proper goal, both of which a good management game needs. The challenge of campaign mode comes from engineering and flying a space program, with very little coming from managing said space program. Sandbox mode is basically the same, except with that little bit of management gone. Kerbal has the potential to be that nice mix of a management game, construction game, and flying sim, but really only gets 2 out of the 3. And in today's market it seems like most similar games do the exact same. And honestly, I think that bit of management depth (and maybe exploration depth) is what KSP needs the most to truely live up to its full potential.

     

    That being said, the current solar system does feel like 2/3 of a solar system. Those outer planets we've been expecting for years kind of need to be added for the KSP solar system to truely feel complete.

     

    So although what Squad has done in the past couple years has been nice, it's all been little improvements to the game which fail to address the core issues surrounding the game and the major areas where the game feels incomplete.

  9. Built a new experimental fighter, and so far I'm happy with it's performance. It can go 300 m/s at low altitude with it's afterburner and 216 m/s without, which isn't bad for a custom-cockpit fighter, and is very maneuverable with a low stall speed (meaning that if you turn too hard and the plane starts to stall it is very easy to recover). It's also one of the prettiest fighters I've built. Now I just have to actually get around to naming and releasing it, which is the hardest step in all of this.

    oHAfDFV.jpg

    uzJx2YU.jpg

    g3IpYyj.jpg

  10. 35 minutes ago, LoSBoL said:

    As you raised your voice, YOU DON'T KNOW EITHER. 
    You are right that T2 is in the lead, and can basically do what they want with mods. Yet nobody (as of yet) has expressed any critical succes factors for T2 to do so.

    So, I have a question...

    Sell it to me... How would T2 make money out of KSP? How will they leech us? Envision me a business model in which the community, which has made KSP with modding, will be prone to empty their pockets?
    And don't just reap  'microtransactions!', If you think it is?  Then give it a foundation.

    Build KSP 2? Build more games involving kerbals? And DLC content (which could mean they kill off mods but does not necessarily mean they will).But yeah, a KSP 2 could be highly profitable and small kerbal-related games could make them some money.

     

    EDIT: I'd argue that we should not be worried about them screwing with KSP modders unless they begin to screw with Civilization and X-COM modders. If that happens be very worried. If that doesn't happen then I think KSP will be fine (although a KSP 2 might have some issues).

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