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About jamqdlaty

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  1. 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.
  2. If only I didn't have 10 GUI windows on my screen at all times, I might notice the small FMRS panel.
  3. 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.
  4. 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.
  5. 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.
  6. [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.
  7. 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?
  8. 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.
  9. CoM of this part is still not fixed. It sounds like a bad joke.
  10. Sure, let's never do any sequels for any games, cause if the sequel is better, people who paid for the first game will not have a reason to play it. OR AT LEAST LET'S MAKE SURE THE SEQUEL IS WORSE THAN ORIGINAL.
  11. Might be just graphics settings. There is not antialiasing on the screenshots, but there's no reason to assume it won'g be in game. My guess is - the game still struggles with optimization to the point where they can't comfortably take screenshots with better quality settings or they don't have some stuff implemented yet. Also I think the cloud on launchpad on one of the screenshots looks fake - not sure if it's photoshopped or just clouds don't drop shadows yet.
  12. Hi. DEVS, just wanted to let you know that there are issues with polish translation of the steam game description. All of it feels weird, I don't think the person translating the text knows what he/she is talking about. 1. First sentence says that KSP 2 is a sequel to KSP which was created by Star Theory, which is of course not true. 2. "Improved onboarding" was translated like "more interesting beginning" and it doesn't make much sense. 3. Later in the text it also says that players will be delighted to take on a challenge of constructing new engines, parts, fuels etc instead of "Player
  13. Wanted to leave some feedback to contracts too. So - I don't think returning probes home is something that should be in basic "Explore planet" contract. I rolled my eyes a bit when I saw there's that goal to achieve in this contract. Who would do that? Why? I'll probably just remove the contract by alt+f12 after landing a probe on the planet. It's an obvious goal for crewed missions, but for probes it doesn't make much sense. I'd really prefer to have ORBIT goal after flyby and before landing instead of returning the probe home.
  14. I'm playing with Remote Tech and I find it weird that antennas that reach inner solar system are that far in tech tree. I'd expect antennas to be a bit simpler than some other tech. I believe nuclear engine is cheaper (in terms of science) than antenna that reaches EVE at all times. I'll need to science the $#!^ out of Mun and Minmus before I even send a probe to another planet. I think antennas should come earlier in the tree.
  15. I do hope. Yesterday I planned to start a new game wit the expansion pack, was a bit hyped. Downloaded few mods and then I noticed RT is not working with the new parts. Here's accurate events reenactment of what happened to my hype:
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