FreeThinker

[1.7.3/1.6.1/1.5.1/1.4.5/1.3.1] KSP Interstellar Extended 1.23.1 Support Thread

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13 hours ago, TheOrqwithVagrant said:

Having a very minor but also quite weird issue with the latest (at least I only just now noticed it) - thrust warp won't happen if I go to warp in map view. No error messaage, throttle gauge stays in place, but no accelleration occurs. I start warping in vessel view, it works fine, and continues to work fine when i switch back to map view. Super minor, easy workaround, but... odd.

I have a frazillion mods and a campaign save that's been going since 1.3.1 or arounds, so I'm *far* from sure this is actually KSPIe's 'fault', mostly posting it in case someone else runs into it and haven't 'noticed' the easy workaround :)

Intresting, I'm trying to figure out under what condition this happens. What operating system do you use, do you have any exotic/luxury keyboard? how fast is your computer? do you have any key logger software installed?

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Edit: The forum should add a "delete post" feature.

Edited by Raptor22

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12 hours ago, FreeThinker said:

Intresting, I'm trying to figure out under what condition this happens. What operating system do you use, do you have any exotic/luxury keyboard? how fast is your computer? do you have any key logger software installed?

OS: Linux (Fedora 30)

HW: Ryzen7 1700X, 32G RAM, NVidia GTX 1080 ti

Keylogger: Definitely not :)

 

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On 9/14/2019 at 8:49 PM, Raptor22 said:

Edit: The forum should add a "delete post" feature.

So, you solved the  problem with the Warp Engine?

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On 9/11/2019 at 11:46 PM, OOM said:

"A rough diamond that must be processed to shine." Probably the best philosophical explanation of KSP. Whatever it was, but KSP 2 capabilities are greater, some textures of parts such as fuel tanks and Daedalus are already present in the game, which will reduce the work on creating models. In addition, they said, KSP2 is better suited to modding than KSP1.

If you do a careful examination of mod added models and textures, you'll see that the mod added ones are not only higher quality but also better organized, take better advantage of unity and ksp features, etc. I would not count on a daedalus texture added in stock ksp2 saving modders much if any time and I have doubts as to ksp2 being "better suited" to modding just because one of the public facing team members (who doesn't generally code) said it. I look forward to the refactoring they've supposedly done to the physics system, I hope they stop shipping obfuscated code and/or document the interfaces available for modding, and ship a non-horrible UI modding framework. I'd say colonization systems are as likely to be worse than mods already available for ksp1 as not. Interplanetary systems I give a lower chance still although calculating thrust while unloaded would be a big improvement. 

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Indeed. Having well documented Interfaces would directly translate into better mods. Currently the only way to figure out how they work is by trial and error and worse they change behaviour between versions.

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