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Posts posted by Kethevin
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On 8/29/2019 at 6:44 AM, LanderDude said:
IIRC correctly the devs changed the way the texture maps work at like 1.6 or thereabouts and in turn instantly broke the old suit texture mods... I hate it, I have a Soviet themed career that these were great for and I simply don't have the time to figure out how on earth to map the old textures to the new ones.
I was so proud of the suits I made. I'm not computer saavy so it wasn't easy, but they looked great. I have no idea how to get them back now.
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Was there a change? My custom space suit doesn't work anymore but I haven't changed anything since it did work a few months ago.
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CKAN claims this mod is no longer compatible with KSP. Is this temporary? :-)
Thanks.
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I have a silly question, but I can’t wrap my head around the whys and I know you all are math wizards.
It’s the age-old question. A car going 50mph has a head-on collision with another car going 50mph in the opposite direction…Now I understand that both cars receive an impact force equal to 50mph because it’s spread across both cars.
What I’m wondering is, if one car was going 30mph and the other 70mph, would it still be 50mph to both or would there be a noticeable difference?
Lastly, if the impact is divided between the two objects, why does a car going 100mph into a wall not distribute a portion of that to the wall but instead seems to take the full force?
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I recently returned to the game again and have really noticed the stutter. Mine is every 5 seconds. It's a brief freeze, but it's enough to ruin a close docking attempt or course correction. Worse, it's driving me crazy (granted, I don't have far to go there, walking distance really...)
I've played the game off and on for several years, I don't remember the stutter happening or at least being this noticeable before. It has seriously become game-breaking for me.
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I'm returned after a long delay and am trying to get up to speed on the changes. I do have one question. I had a global launch program where I entered data as I ran the program. I now get an error when I try that.As an example, my first line was "Declare Parameter H,AP" Where H was my desired Heading and AP the Apoapsis. So I would initiate the program by typing run (program name) 90,150000.Is that no longer possible?EDIT: Ignore all that. I believe I found the answer here:
"In order to avoid the issue of having uninitialized variables in kerboscript, any declare statement requires the use of the initializer clause."
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Forgive my ignorance, but now that this mod requires CommunityResourcePack, does that mean there is no longer a conflict with USI?
Do they now play nice together?
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53 minutes ago, AOA1 said:
Including an output_log.txt may or may not assist in some manner.
I loaded the game, re-created the issue, then exited and saved the output_log.txt file to Dropbox. I edited my post to attach the link.
Thank you for the suggestion.
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I do have a modded (probably way too many) game. But I wanted to see if anyone has experienced this before I start disabling them to figure out which one is doing it.
I was practicing plane flying and loaded one of the stock builds. It has an inline docking port that disappears after takeoff. I've tried going slow (thinking stress is breaking it) and fast. A short distance after takeoff, it always disappears. The plane flies fine, but the part is just gone.
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1 minute ago, Laythe Dweller said:
Why? Shouldn't it be obvious? They have just been accused of mistreating employees by a former developer, and the statement has even been backed up by Nova, and yet they remain silent over the issue.
They do not owe us an explanation. It is inappropriate for a business to discuss their internal affairs, especially on an internet forum, even their own. They've already explained that, on page three of this thread.
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26 minutes ago, Laythe Dweller said:
I don't know, but it seems kinda suspicious that SQUAD has remained silent over this.
Why?
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1 minute ago, Temeter said:
I'm just not really getting what's the point about even writing that down. It's like making a caveat that the current discussion won't necessarily change the world.
Feels kinda pointless.
I know the feeling.
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15 minutes ago, Temeter said:15 minutes ago, Temeter said:
Of course it is a part of the business/consumer relationship.
You are describing a business/government relationship there. They may have to follow governmental regulations, but they do not have to go to their forums and explain their internal affairs to their consumers. I believe that might be the point he was making.
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Just now, magico13 said:
Those "issues" are likely due to the manually installed mods not being controlled by CKAN. You'll need to remove KCT (and MagiCore) after the full release if you want it to be controlled by CKAN, but that's not too hard. The only data you might lose is the global settings, game-specific settings and save data is all stored in the save folder/persistence file.
Awesome! Thank you, I appreciate the answer. That's what I will do then. :-)
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9 minutes ago, magico13 said:
Yeah, KRASH is totally separate. I'm in fact recommending that people start using it now (hence simulations being disabled by default) so that any issues can be worked out before KCT's simulations go away for good.
Understood. Downloading as we speak, er, type. :-)
I read above that your prerelease version is 1.1.2 compatible. But I also read in the CKAN thread that "issues" appear when you use CKAN for some mod installs and manually install others. Do you envision your prerelease having one of those vague problems?
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3 hours ago, magico13 said:
It's still in there, as @stormy1997 mentions, but it's disabled by default to promote people switching over to KRASH.
Yep! It's still in there for now, but there's a good chance it'll be gone after the next big KSP update, so don't get too used to still using it
Are we able to get ahead of the curve and run simulations through KRASH now? (I've never used KRASH, so I'm only guessing)
Or will this switch be official on the next big KSP update you mentioned.
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This is the last of the mods I'm waiting on.
Out of curiosity, if I start my new career game now, and add this once it's released, will it break the save?
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Probably Sunday. Ippo's out of town and I have a BSA camping trip.
This is the last mod I'm waiting for. If I were to start a career game now, could I add this mod later without issue?
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I'm not sure if it's related to the above post, but I am unable to install Magic Smoke's Infernal Robotics.... it continually gives an error in the attempt.
Thanks.
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Do one of your gauges display hull temperature for the Deadly Re-entry mod? :-)
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1. No option to have it default to free camera.
2. Starting with 50% throttle.
3. Not being able to change my Kerbal's names without it also changing their vocation.
4. The persistent bug that causes the default flag to frequently show at the launch pad.
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They're letting me play in their world. The least I can do is keep them safe. :-)
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Thanks! I look forward to trying it out. :-)
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Is there anything that triggers these malfunctions or are they completely random?
If they are triggered, can you do inspections/maintenance to prevent a malfunction?
Name Change
in Prelaunch KSP2 Discussion
Posted
Is it possible to change my Kerbal's names?