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  1. I am worried looking at the dates of Youtube videos. It's kind of like launching a movie promotion campaign a year before it comes out and suddenly stopping it 5 months before the premiere. The videos were appearing quite regularly, I bet I wasn't the only one checking if there's a video that I missed. And I stopped doing it. This should not happen in a proper promo campaign if they're not moving the release date again. As an example, Civ VI had a great promo Youtube campaign. They started it about half a year before the premiere and they posted videos regularly, keeping players interested right to the release date, building up the hype. It actually made me and my wife get a deluxe preorder and the game turned out excrements, so we kept playing CiV V. Imagine if we only now started getting all the 2021 videos regularly until the game releases 6 months from now. They cold keep the hype building up. The fact that KSP2 promo campaign got halted is worrying. But if they put it back on soon, we might get the game in 2022. Probably not optimized well until several major updates.
  2. It's been some time since the latest YT video. I'm kind of worried some performance issues will be hard to address. In the last video we've seen rather easily noticeable LOD transitions and it all was choppy, while only showing landscapes without constructions on the surface. And these were probably recorded on high-end PCs. I'm not an optimist when it comes to predicting a release date and I hope they wouldn't release the game unpolished. Unless we get a video showing huge progress very soon, some actual gameplay with complex rockets and constructions working smoothly, I'm betting on 2023 release date.
  3. The stock "replacement" feature is incomparable to the mod. Especially if you're playing with life support mods and delta V isn't everything.
  4. It looks like there's some issue with AO scaling or something. On small probes I see "tree rings" . There's alos huge AO around KSC buildings. Changing AO Radius setting doesn't seem to do anything. It would be super cool if you considered updating the mod now that we got the final KSP update.
  5. Another unrelated question. There is a "SciencePack" inside of "ExpPack". It includes a lot of science parts. Are they balanced in any way? So far I avoided using these, because it feels like cheating. Currently I literally have more of these parts available than stock science experiments parts. Does it do anything besides making science easier, letting me unlock stuff faster? Do you maybe have some recommended science % value to set in difficulty when using the mod? How much science does it provide compared to stock?
  6. Hi. I'm using (trying to) USI bleeding-edge1 release in 1.12.2. I removed all the folders from GameData besides USI, USI tools (and Squad stuff), but still the game stops loading at UmbraSpaceIndustries/ExpPack/PackRat/Parts/PackRat_Mk2_Generator_01/PackRat_Mk2_Generator_01. Any ideas what's wrong? Edit: After I removed the file, it now stops on FTT/Parts/FTT_DuctedFan_Atl/FTT_DuctedFan_Atl. So it doesn't look like a problem specific to the exploration pack. Edit2: After I removed the FTT_DuctedFan_Atl file, now it's yet another file. Also the game loads fine with all the mods from my modlist installed except for USI. Edit3: Ok, nevermind. Didn't realize Community Resource Pack was NOT included. My bad.
  7. I don't know who's responsible for this, but CKAN shows a dependency on "Celestial Body Science Editor", which is an old mod not listed in this thread, I don't think it's correct.
  8. I see I posted about this myself in the past. Just lost over an hour, I switched vessels multiple times and then got back to KSC just to see everything I did reverted and my Rocket back at the launchpad. How is this not listed as a known issue in the first post? I like the idea behind the mod and I'd like to use it sometimes, but it's ridiculous that I have to remember about this one mod ruining my game when I DON'T really use it's functionality.
  9. If only I didn't have 10 GUI windows on my screen at all times, I might notice the small FMRS panel.
  10. The contracts bug is still there. What's worse - I didn't even use FMRS during this playthrough. It's just installed. I never reverted to any stage. BUT there's another issue - sometimes when I wasn't focused on the ship that I started with and clicked ESC > Space Center it reverted my last flight instead. From what I've been reading here, the contract bug happens when reverting flight. I wanted to go reusable at some point, but had to remove the mod instead.
  11. Ok, I connected this part to space station and all robotics stopped working. Even other parts (not only pistons). Undocked, they're still not working. I've got connection, I've got power. All that robotic thing wiggles. Hinges are loose (motors are enabled, tried disabling and enabling), pistons extend and contract with station movement. Not sure if it's caused by RT, but seeing what kind of issues there were, my bet is this is related. EDIT: It just... fixed itself at some point. I mean I still can't move pistons, but they're retracted and I can control other robotic parts.
  12. Thanks, actually few minutes ago came up with the idea to cheat it with F12 as it was for low Kerbin orbit anyway. I just created the thing with extended pistons and teleported it to orbit. Next time I face this issue I'll try what you said.
  13. [EDITED: pinpointed the issue] Does anyone have a good workaround to use pistons on a probe? I need to use them just once on orbit. If I have both probe module AND command pod, pistons don't work. They only work when there's no probe control modules on ship. I tried disabling RT in config, didn't help. Removing RT, leaving only parts doesn't help either as then there are missing modules.
  14. A little question/suggestion, cause something is not clear for me. There's that requirement for probe contracts: "Ensure that your vessel's name is tagged as a PROBE". Why? It already checks if the vessel crew capacity equals 0. I had to cheat completion of one mission cause I forgot to check the tag. I don't understand why is it important. Maybe this requirement can be just removed?
  15. Ridiculous. Still not patched. I feel like after deploying that ground science stuff I started getting some other issues too. Like several seconds freeze to switch from ship to map view. Not sure if related to Breaking Ground, 1.7.3 update or some mod though.
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