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wizisi2k

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Everything posted by wizisi2k

  1. If he is asked to do the ENG audio for tutioral, it would probably be near the date 1.0 goes gold so info is in stone. That said, if he does the ENG audio, there will probably be people asked in the other languagues that the majority of players speak. No more than 7 but no less than three. Things like "You should've checked your staging." I could imagine being recorded and used when you screwup outside the tutiorals.
  2. I read I believe on IGN that the aim is to have it out before the fiscal end for take two which is 3/31/2020. Of true, that gives an end date. I may be wrong tho so do not quote as gospel
  3. I am concerned about having the game do a CTR remake patch one (or more) months after launch. THAT had no premium currency at launch but was added in a month after launch. All I can hope is the devs stick to their guns of not allowing microtransactions AND US law eliminates lootboxes/premium currency from $60 games NOT rated AO USD gambling (which would exclude it from a few states for sale). I also do not want to see a DLC that enables modding. That would spite people
  4. Kopernicius tells you straight-out that it won't work with 1.4.4. Outta curiosity, is anyone else only seeing the update on Steam? When are the KSP store builds being updated?
  5. I bought KSP on Steam (not the DLC which I have free from KSP store and install on top of the Steam install) and am unhappy ish with the introduction of workshop. Make it so GOG users/KSP store legacy owners can download the mods as well (and for those like me, download stuff that according to steam we don't own the DLC to use). I would be much happier using CKAN to manage my mods like I am now. Craft files are shared but not via CKAN-you-tubers put links to their stuff in video descriptions. Just make workshop open to all KSP owners and I might be happy. Squad is trying to fix something
  6. I have multiple installs. One is for DMP and is 1.3.1 because DMP doesn't support higher versions. Another is Steam install on 1.4.2 with MH installed from KSP store downloaded .exe. A third is GOG install (1.4.3) with MH from KSP store (why spend $30 when you don't have to). I think I have another with GPP installed. Steam's install I just got OPM installed on top of others. How would YOU cache the mods for each when there's incompatible mods with 1.4.3? Where would you cache anyway? I just download the mods for each install as I want them because it's the easiest way to make sure the
  7. I have a problem. I installed Making History over Ksp 1.4.1 from Steam. I have mods like deflateable heat shield that show up as incompatible despite it being compatible for 1.4.2. I am not spending $15 on the DLC from the store. Something is wrong as my compatible mod list in CKAN does not show many that are compatible. If anyone knows how to resolve without paying cash, please PM me. I am using the latest CKAN build but no logs as like I said it is probably an indexing issue.
  8. well, it showed up. Must be a late night but sending the recepit e-mail to them may have worked. That or their hamsters are dead from exhaustion
  9. I sent a e-mail with my original purchase receipt forwarded because they told me 3 hours ago they were adding it everyone but taking some time. I bought in Febuary. If I am having problems, how many others are as well?
  10. no. It was if you bought before may first 2013 you get the DLC free. He qualifies.
  11. I also am not seeing the DLC on my KSP account page. Purchased Febuary 9, 2013. I send a e-mail to support and they said they were swamped. Cannot transfer as I bought the game again on Steam.
  12. the reason I mention kolonization power generation rather than near future is what if you wanted to setup the LHC in orbit of say, Tylo or Duna? You wouldn't have the amount of power you would with solar. Also, the reactors take uranium for fuel and not ore so no trips needed to refill those for a while. The tricky part would be the H2 because it's bulky to transport. Ideally, you'd setup at a spot where you can make H2 the easiest and have dedicated power to it with a storage tank for the H2. I don't think the LHC could run for long (30 min tops) even with a large, full h2 fuel tank used
  13. problem with this is if you make it use a insane amount of electric power, the only things that can power it are modded parts. Do you want to rely on kolonization's power generation stuff (all the reactors to keep this thing operational all the time would be high on part count). That or put on a station near kerbol inside the orbit of moho with tons of solar panels and radiators. I think the max electric charge input should be probably 100 units/second unless you wanna make your own reactor.
  14. I would say personal parachutes need to be deployable like regular ones. Maybe cut the altitude the deploy at but still like stock parachutes. The time when you are coming down too fast on re-entry having past 900 m/s but have no real parachutes=time to grab what science you can, let go, and deploy
  15. it does have an atmosphere? at what height. Probably inside the range where you'd need the cheat ignore max temperature to do anything. The delta-V required would mean gravity slingshots to its atomsphere. Odds are good parachuting onto the sub WILL A: result in kerbal schiskabob. B: be impossible due to heat. C: same response as jool.
  16. probably like any other DLC on GOG. Example: I bought gal civ III: Crusade on there despite owning it on Steam (long story I won't go into). The DLC showed up in my library a extra installer and downloaded with the base game in galaxy. I would 100% bet on it showing up and the download will be like any other. I just wanna know how KSP store users who purchased seperate copies at each retailer will have their free expansion redeemed.
  17. just a note regarding DLS: be VERY careful with dependencies as you might find them not on the DLS and need them, thus having you do a google search for the KUID and maybe finding nothing. There's a site that charges $15/yr which provides a list of where you can find the KUID. If I was you, I'd see if you could incorporate ALL the dependencies into one big .cdp and put it on spacedock (hey it's KSP just rebuilt in another game and as a rail line) as well as make it available on the DLS.
  18. it all depends on if the parachutes work outside a atmosphere. My bets are you cannot deploy them outside a atmosphere. Otherwise, I think we'd see a lot of videos of jeb parachuting down to jool. Maybe val too. Bob and bill might want in on the fun too.
  19. I have a few questions about why it's worded the way it is for getting the free expansion and what if you already own the game on Steam AND GOG but didn't do a key transfer? From the announcement, is sounds as if early purchasers only get this expansion free and have to pay for all future ones (hope I'm wrong on this part). Rudeii, workshop is useless as you would be excluding people who have the store version and GOG builds. There's a reason spacedock and CKAN exist for mods and workshop doesn't-it's so multiple installs can exist (I have one heavily modded, one for DMP, one for Galileo pl
  20. I got a LOT more mods, 32 GB RAM, 64-bit.exe, and same error. BUT 1.3.0 Here is my error logfile. Also, because of the amount of mods, here's the CKAN (add in galileo's planet pack and depdencies if they aren't available via CKAN): https://mega.nz/#!bJFU0ahI!i-QuI_AkRS7K0sJmm4zcMn00UWso2iniBS7quJ1i2K4
  21. I'm having a problem with CKAN. It keeps telling me "cannot install HangarExtender, module not available." Problem is I don't have HangarExtender installed. If I can get help, here is the installed mods CKAN: https://mega.nz/#!nJt12IoZ!2Bjep0mXs0FFEsy9pn2Dcn6IBf_087IPLJvcuz-mPC0. Crash log: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** CKAN.ModuleNotFoundKraken: Cannot install HangarExtender, module not available at CKAN.CkanModule.FromIDandVersion(IRegistryQuerier r
  22. Tried the decouplers. Does not kill the kerbals on ejection. Decouplers were supposed to be life support shut down by computer.
  23. not seeing it in CKAN at the moment. Do you know the name of it perchance?
  24. any chance on a recompile for 1.1? The missions in pre release only showed the very first 1-none after that
  25. I did-it's the contract pack itself AND it occurs with the non-dev build for remote tech. Other dependencies accounted for (I can select the contract packs no problem). I posted the full text of the exception in the CKAN thread.
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