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Everything posted by malkuth

  1. only one thing really bothering me with the bugs in todays build. Seems like a lot of the same bugs that were shown by the youtubers when you had your big event at the ESA. That was 2 weeks before release day. Just seems like its a little odd that these made it into release after 2 weeks to work on them. I mean I guess you could argue that code was locked down for release, and you been working on the patch for this long now, and added some of the ones noticed after release. It is what it is though. anyway, seems to me that ships are not getting destroyed (incode) when leaving them, and are blooming up the save file.. Hopefully this is what's meant by fixing save file issues. Its also causing lots of the FPS issues.
  2. I agree with this. Can’t bring myself to use a 3rd party mod loader. And game needs work first.
  3. Hate to tell you guys this but GMG has had it for 15% since release day, because thats were I bought my copy. It has nothing to do with IG(T2) Green Man Gaming and others like Epic do this all the time to get the sales, they are giving up part of their profits to make more than they generally would vs Steam.
  4. You don't need to edit the file.. I feel like a dumb dumb.. Press T. They have a SAS on/off key.... And its defaulting to off when loading. Which is what the Autopilot true false is... Gah.
  5. You can pretty much ingnore below... Just press T. They have added a SAS on/off button and I guess we can still consider it a bug that its saving to the false, but just press T. Figured out the issue. I had a feeling it was a save state not being saved correctly in save file for Remote Pods. I thought it might of been an actual Module missing in save, but its much simpler than that. The easy way to fix it is to press T... I just found out checking key binds.. gaahhhh No editing needed. The part that says "autoPilotState" : false needs to be true. It defaults to false, and when you load that is enough to disable your SAS in all Remote Pods. }, "speedMode": "Orbit", "autoSpeedMode": "Orbit", "altimeterMode": "GroundLevel", "autopilotMode": "StabilityAssist", "autoPilotState": true, "isKerbalEVA": false, "isRCSEnabled": false, "flightControlsMode": "Normal", "actionGroupStates": null, "PhysicsMode": "Orbital", "currentTargetID": { "Guid": "00000000-0000-0000-0000-000000000000", "DebugName": null I also figure out the Time warp. If you have a vessel below 300K, your time warp gets disabled. Why this is still counting as a vessel when you go to Space Center and still locking you out is just another bug. And only esplanation for that is the vessel is never unloaded (or destroyed in coding world) and stay active forever. Most likely another reason for crappy save file curruption issues too, since vessels are not destroyed when unloaded. Man....
  6. Saved files are borked.. You might get a few days out of a save. Than it starts to corrupts. The more ships and stuff you have in space, the worse it gets.
  7. Yup same thing. Very annoying, because I launched a probe to go to Duna, went into orbit kerbin and my timer warp is locked only half way. So really don't have fast time warp. So I got annoyed and shut off game. Just started up and now I still have time warp issue + my SAS is dead. I'm going to take a guess and say that the save file for the Remote Part is not saving the Module information correctly for them in the save file. Most likely missing the SAS Module information. So when you load the game save your part is not loading the SAS data it needs.
  8. Launched at Probe (going to Duna) set in orbit of kerbin right now waiting on window to duna. at 100K orbit. Time warp can't go over 1/2 way mark. Even in Space Center. Got annoyed and shut PC down for night. Today loaded up save, and still can't time warp, and now my SAS is completely black out, can't select anything.. It was working fine when I launched, and now nothing. Brand new save, only craft in the sky. I don't even have any debris yet because my main booster is still attached to the ship (has fuel left).
  9. Devs should be working on game. Community managers on the other hand... Good question. They should head to the steam forums and put the fires out. Because the damage the haters on steam are causing is going to sting for awhile. And not talking about the generally upset person. I talking about the people actively telling lies, and causing mayem.
  10. Yikes. But.... I think its suppose to be rust from the cooling water that shoots out before launch... maybe....... Nothing to see here. Move along.
  11. So if you watch the kerbal list as you load up kerbals into the vessel your about to take off in, you will notice there is 10 Kerbals. When you move them out into the Pod they are replaced with new names. No big deal, but it really is because the list is locked at 10 kerbals only. So when you return, and your kerbals are added back to the list they are not listed. Now you can cheat the list by adding the kerbals back into the list if you cancel loading up the vessel, and you will have 10 + however many you took out. But now you have to wait for the list to go below 10 again for more kerbals to be added.. So to beat this (sorry for the long explanation) you can load up the MK3-5 Pod with bunch of kerbals, in hope that your lost kerbals show up in the list. when they don't or if they do launch the pod and than recover it.. This will put them in the back of the list past 10 again. I know its stupid.. Its just another bug.
  12. I would think that kerbin itself would be an unlimited resource center for all the basic resources needed to make the few first stages of rockets.. You know satellites + Mun landers. The next stage might need resources from say the Mun or Minmus to get kerbals to Duna and Jool system. And finally the Duna and Jool systems will be the last leg before resources needed for Interstellar. Oh forgot EVE... Im sure Eve will be a requirement too..
  13. Only way I got it to work was to go back to space center. Than back to the kerbal and try again. And I don't even know if that was a fluke.
  14. Its funny when people look back at KSP1 one and say how great things was.. But everyone seems to forget that most of the stuff added right before 1.0 and beyond was done by modders. The contract system was done Arsonide that developed the FinePrint mod. Rover dude has a big hand in all post 1.0 stuff. As does A bunch of others. In fact that 1 year that they hired all those modders (before the controversy) those guys fixed so many things Including Modding tools and stuff like AutoStruts it was insane. Bugs that KSP1 was ignoring for years. So yeah we can look back on KSP1 and say how great it is.. And it is. But it had its issues and a lot of the community helped fix it. No contracts system in KSP2 no big deal, cause there people like me and Arsonide (Or new lot of modders with better ideas) that will add money.. Don't be so concerned. But it might just add more grind, we will have to see what they do. I mean resources might be the new money, and be enough.
  15. You have to edit the Settings.Json file with notepad in this directory.. Users\YOURUSERNAME\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Global It works because I had same issue and its fine now. Just make sure that any changes you want to keep are all done INGAME settings before editing the Settings.Json. Because you might reset the Res again, since it still won't show up even when edited.
  16. I think whats going on (guessing) is that the Kerbals count is locked at 10, and the game makes a new kerbal the minute you recover a vessel in the game. Pushing the kerbal you just brought back out of the list. You can kinda cheat it, but its annoying as hell, by building just a pod (3 kerbals seats) filling it and launching it.. Than recover your pod. It should reset the names again, and possibly bringing back your lost kerbal. Pretty much just proved it by testing it. Its locked at 10, but if you say use the MK3-5 cockpit and click on the kerbals really fast you can kinda break the max 10 kerbals and they will show up again. Interestingly if your kerbal is dead, he stays dead. I would have to check save game file to see if its referenced like in KSP 1.
  17. Well with the limitations with the missions its odd to get weather contract on moon but all you need to do is follow the mission objectives. I have not played for a bit, is there something that is stuck?
  18. KSP 1.12 Version Is up and running (didn't have to do much) 1. Updated for KSP 1.12 (Would of ran without the update I believe, didn't have to change a thing) 2. Did get rid of more of the debug code.. I will keep looking for more errors. But my active development is pretty much done. 3. If you find bugs please just report them in a PM to me and in this thread. I really not that active any more in the KSP world. You get download off the front page via GitHub And should be showing up on CKAN.. If thats still a thing?
  19. When KSP 1.12 comes out I will update to make it work. But that it. No more active development on this mod from me. Quick way through this is to clear out older contracts you don't want. KSP still uses a weight system, and can only have so many contracts showing at once. Sometimes just clearing the ones you know you don't want can help get things moving again.
  20. Ah just debugging stuff I forgot to shut off.. Nothing major.. Ill get rid of it for next version.
  21. Well I was working on the new UI for Kerbal Space Program for a month or so now.. And well Fs2020 came out, and now I find myself enjoying flight in that game for now. I will come back to Mission Controller I guess when I get bored with FS2020. But for now I'm releasing this version as an alpha.. Its pretty stable.. I think I squashed most bugs. But I'm sure I still have some. Anyway the changes. 1. New UI for Repair Window. 2. New UI for Satellite Window. 3. Repair contracts have been changed and are now a little more fun because of the New UI. 4. Same with Satellite window. All changes can be done on the fly now, even in flight.. Other than changing the Satellite Type and Module type.. These can be setup from Editor window or on the flight pad before takeoff. 5. Bunch of changes made to the code, and small fixes that I can't remember everything right now. 6. The Revert feature in Mission Controller has grown. It now charges like before, but It also charges extra the More you do in the flight. Bringing revert Feature more in line with a Test feature. Still WIP. 7. AVC File Updated for new version. Note I don't include AVC just the File.. Mostly for other reasons. TODO in future if I come back. Finish the New UI for Custom Contracts (sorry ran out of time, more complicated than I thought) Still have to add hangers Mod Exception for Satellite contracts.. Sorry.. Its on the list again. You can download new version at my Github page.. Please if you find bugs (if anyone actually plays anymore) tag me in this thread.. And send it to my Github page.. I usally look at KSP forum for about 5 seconds to see if I have a tag every day or so. If not I move on. Alpha Version Screen shots of new UI.
  22. From my understanding they are using a feature thats pre-made vessel from space? And can't be edited to adjust to a new contract? So they saved a Pre-Made vessel with Value A,B,C... But when they get a new contract the contract ask for Values D,E,F but the pre construct is still A,B,C.. Normally you just edit the ship and set it to D,E,F and launch like normal. I guess I would have to check out Hangar mod to see how it works to see.
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