Jump to content

Unfawkable

Members
  • Posts

    157
  • Joined

  • Last visited

Reputation

25 Excellent

Profile Information

  • About me
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600 6-Core Processor (12 CPUs), ~3.5GHz | GPU: AMD Radeon RX 6750 XT | RAM: 32768MB RAM Title: After docking my craft in the Orbit of Mun, my Orbit lines disappeared. After leaving SOI of Mun, the research zone was showing to be Kerbin Mountains, even though I was evidently nowhere near those Severity: Med - Couldn't fix this by reloading, had to cut my mission short. This has been a persistent bug since launch (Orbit lines that is) Frequency: Med Included Attachments: .ipsImage { width: 900px !important; }
  2. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Pro 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 5600 6-Core Processor (12 CPUs), ~3.5GHz | GPU: AMD Radeon RX 6750 XT | RAM: 32768MB RAM Title: Upon opening the map with the M hotkey, and closing it to return to the craft, the camera is fully zoomed in every time I do this. Severity: Low, you can just Zoom out, just annoying Frequency: Low, first time it happened. Description: Unsure how to reproduce, it started happening after I saved the game right after lifting off from the Mun and making a low Mun Orbit. Then I saved and quit there. After loading later that day, this behavior started. Included Attachments: ZoomBug.mkv .ipsImage { width: 900px !important; }
  3. Can confirm this happens as well. The vessel doesn't even get undocked, and the option to undock disappears.
  4. While this would be awesome, especially if we could walk around in buildings in colonies later as well, I can live without it if it would impact performance a lot.
  5. I second this a lot. Even this weaker variant is far more powerful than the realistic counterpart. If they don't stay the way they are, at least add it as a difficulty option.
  6. Might just be wishful thinking, but I'm participating in the Darkest Dungeon 2 Early Access, and though they had slower update periods of 4 months early on, they've ramped up to 2 in their couple of latest ones. Here's hoping a similar ramp up in speed can be expected. Though KSP 2 is a game of a much bigger scope and development requirements, so here is hoping it at least doesn't cross the 4-month threshold.
  7. I can see a good portion of people is losing their minds, as expected. I'm by no stretch of imagination happy about at least tech tree and science being included, but I do get it. I'd really like for the science and career progression system to be better than the rudimentary one in KSP 1, and though I hate waiting for it I understand why they'd want to hold off until the first impressions feedback. The price is steep sure, but not a deal breaker. Maybe wait for the actual Early Access product to judge whether or not you want to pitch in or wait. Crying without knowing the actual product firsthand or from reviews is meaningless. As for hopes, I only hope the Early Access updates will at least be every couple of months, and not closer to half a year.
  8. Awesome mod, can't believe I played career without it before! I have a feature request if you would consider it, currently it's super annoying that I can't see which experiments I did in the Mobile Lab, and this mod looks like a function like that would fit it perfectly. Like an orange dot next to experiments that have been put in the mobile lab would go a super long way. Thanks for the awesome work.
  9. Can someone help me out a bit with using this? Not the basics, but I don't truly understand all the info it provides so I think I'm not fully utilizing it. What are Phase angle, Ejection Angle, Ejection Inclination, Insertion inclination? I know what some of them mean, but I have no idea how to utilize these in game. I tried searching, but found nothing. A link to an explanation would also help.
  10. Can I have a bit of help here, I can't find any pointers on how to use any of the ore scanners, like the BG-OMD2 for example. What are the differences between all of them, is there any documentation on it?
  11. Could someone help me out, I'm not sure if I'm doing something wrong or if it's a bug. I built a station with an orbital shipyard around Kerbin, and stocked it with Rocketparts, Liquid Fuel and Oxidizer, and a workshop with 3 non stupid Engineers (I have productivity of 11). And everything goes okay, I select a small test build which costs 90 parts and is built in 5 minutes, I click finalize build and it appears, but then before I click release, regardless of where I move the fuel slider, the craft won't get any fuel. It stays empty. However the fuel from the storage is spent, it's no longer there. I could go around this by docking the craft manually and fueling, but it's a bit of a bother. Any help? Edit: If anyone has a similar problem, I've currently circumvented it by disabling fuel crossfeed rules in the options and setting the sliders to 0, so I just refuel the craft manually while it's still attached to the shipyard.
  12. I'm having problems finding this, the 0.13.2 is the latest version from the links in the official thread. Where should I look? Edit: Never mind, found it on github
  13. Got the EC depleted bug as well. My ships count down as if losing electric charge when above 50 warp when the ship is in focus, and lose it always when it isn't in focus. I'm using 0.13.2 Need logs, or do you have plenty already on this bug?
  14. This did occur to me, but I still wanted to have a concrete example. It occurred to me during coming up with the ideas that it would be a suitable tool for modders, a framework for a skill system that everyone who mods can use it however he wants. That would actually make the job easier, I'd just have to come up with a better number system. If it was to be done in a manner of a tool for other mods, I think it would be best to actually keep both options. To choose how many classes you have and how skills are given, or no classes at all.
×
×
  • Create New...