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webward

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Everything posted by webward

  1. Thank you for the update, Nate and Team! I work in software myself so I understand the challenge that managing expectations poses, and I appreciate that you're working on ways to increase transparency. As early access purchasers, we become stakeholders, we put our money down as an investment, and we're looking for a return in the form of a game that veteran KSP players will recognize as a meaningful step forward from KSP1. Transparent communication about both your progress and the obstacles you're facing goes a long way toward making us feel good about our investment and bolstering our confidence that the ROI we were promised will be realized. For my part, I will try to exercise patience and remember that until anything is actually released, it's a work in progress and issues that keep a fix or a feature out of a release are sometimes discovered late in the QA process. I hope other members of this community will join me in extending that patience and understanding as our end of the increased transparency bargain.
  2. I don't know if this is a known issue, or if my installation is screwed up, but I have the Constellation 2021.03.12.01 release installed, and there is a part with the same model as the WOLF Transport Computer that appears to be missing its localization information. Is this part important? Is it a dupe of the TC? Looking in the file at GameData\UmbraSpaceIndustries\WOLF\Localization\en-us.cfg, I don't see any entries for #autoLOC_USI_WOLF_CONNECTOR_PART_TITLE (or the #autoLOC_USI_WOLF_CONNECTOR_PART_DESCRIPTION or the #autoLOC_USI_WOLF_CONNECTOR_PARTMODULE_INFO) The file that contains these references is GameData\UmbraSpaceIndustries\WOLF\Parts\ConnectorModule.cfg
  3. A big thank you @linuxgurugamer for picking up the torch and maintaining the mods that so many in the community rely on for their Kerbal experience.
  4. @Snark I just popped open a new 1.8 game, and your mod (plus module manager 4.1.0) are the only mods that I have installed. There's some weirdness with the texture selection on the 3.75m Kerbodyne tanks.
  5. DasValdez got me over the learning curve, personally. I'm so happy I did because I actually have a foundational understanding of orbital mechanics now, and it makes IRL rocket launches soooooo much cooler. I'm excited that they are aiming to improve the onboarding experience for new players. Hopes: Better Robotics: I love Squad for Breaking Ground, but robotics are still janky. Less Noodly Rockets: the trailer has me worried about that one. Meaningful Science Progression: I like career mode, I like contracts. It would be great if science played a larger role in unlocking specific parts with more relevant experiments. Real Wheels: wheels that work like real wheels would be nice. Life Support: a stock life support foundation including ISRU, maybe focused around a single resource, but that can be easily modded to be more complex.
  6. It looks like the editor gets VERY unhappy if you use the S.L.O.T.H. rover body as the first part on a new vessel. The console shows an NRE: Object reference not set to an instance of an object The editor then becomes basically unresponsive until I exit back to the main menu, and reload the save. If I use a different part as the first part in a new vessel, and then add the rover body, there's no NRE, and everything seems to be okay (at least in the editor).
  7. If anyone using USI LS has noticed that the Universal Storage: Recycling Module part doesn't appear to be working, I've put up a gist with a modified config that appears to resolve the issue, the file that you want to modify is "KSPRoot\GameData\UniversalStorage2\Parts\Processors\WaterPurifier.cfg": https://gist.github.com/w3bward/30f281b50234b747dc5d3bdabef82bdc
  8. Sooo... The wolfhound may have been changed, but it definitely appears not to be fixed. RCS Build Aid, and Kerbal Engineer both show torque in the VAB, experimental testing confirms that without SAS enabled the vessel will do flips in a vacuum. https://imgur.com/a/EQ53t
  9. Woohoo, purchased on April 18, 2013. Confirmed that it shows up in my Steam purchase history as Early Adopters. Thanks for the tip.
  10. I really loved this mod, basically gave up on it after the 1.0.x release because of the random issues. I'm glad that community fixes are available, but I agree that it just makes installing this mod a much more confusing, and frustrating endeavor. It seems like this mod has fallen off of Kyle's and Winston's radar, which I totally understand, I appreciate all of the unpaid effort that went into creating a mod that helped me create some of my best missions pre 1.0... With that in mind, is there any chance of an official handover to a new developer to maintain this mod?
  11. Uh, from what I've seen there does actually appear to be a bug... I've seen the "decoupler" explode on re-entry... like it's leaving some trace of itself on the bottom of the stage above it, my heatshield in this case.
  12. When launching vehicles from the SPH, they appear to load clipped into the runway, once physics loads the craft will "bounce" enough to be concerning, and possibly enough to flip or break a vehicle. I copied the craft file from my modded install, and created a new sandbox save in my unmodded install specifically to reproduce the bug, and take the attached screenshots. The linked craft file is an example of the problem, but I have experienced it with other crafts as well. Because I discovered the issue in my career mode save, the vehicles have all used the new Cessna style landing gear (other gear untested) and the problem has been seen on the level 2 and 3 runway (level 1 untested). KSP Version: 1.0.2.842 Link to Craft on KerbalX
  13. Thanks for the update, can't wait to install it when I get back to my computer! 1.0.x has been a drag without this.
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