All Activity

This stream auto-updates     

  1. Past hour
  2. All ship equipment is fine, next docking attempt on Monday, at 08..09 o'clock (Moscow time). The close approach radio equpment has minor issues to be repaired soon. Skybot The Fedor feels nice, is monitoring onboard situation. But he was not trained to dock himself, so he can't into docking. A space expert is guessing that the ship has about a week for attempts due to the limited fuel, though was equipped to spend a year being docked. He says that if it can't dock, it probably will be deorbited and sunk in the ocean (so, Fedor will be Aquabot). The docking issue could appear due to the new approaching & docking system, not enough debugged.
  3. Got a 2015 iMac for my gaming. I'm also interested in the support but I'm worried about optimization.
  4. @pingopete Since I can see you read the post I'll add this rather than edit what I should have realised earlier. Not long up, needed more coffee clearly. Getting B9 Proc Wings to play nice with TU will probably take a bit of work as it will be using custom shaders for the recolouring it includes. If there is a way to disable that, then you could possibly replace it entirely with TU shaders. I imagine it probably needs a rewrite of the B9 dll.
  5. Basically. Sometimes it might be justified, like if the heat shield structure doubles as something else. Like recently, I sent a support orbiter to Eve, with lots of little sub-probe landers hanging of the back of the shield. The sheild was BD armor panels, so idk if more fuel and a lighter structure would have been more optimal, but I did it that way for style. Aerobraking might be more popular than it should be as in the pre-release days, it was by far the easiest way to capture, thanks to the Crude aerodynamic model, and lack of heating. When those came about, continuing to use the technique became a real challenge.
  6. 90% of the coding process is figuring the right way to do what you want, correcting mistakes and not obvious interactions. When you need to write a class/method that achieve a specific purpose, if you have access to some stable, well tested code (and yes, KSP 1 has that) that is doing exactly the same thing, you can save a lot of that time. First, that will give you an insight of all the "traps" that you need need to take care of. And even if you are doing things differently because you want to get ride of some limitations that are present in KSP, looking at the code gives you an answer at how not to do it, which is usefull in itself. And there are a lot of things of KSP (examples : orbit solver, delta-v solver...) were most of the work is understanding and figuring out the real-physics equations and turning that into an algorithm, which is obviously a lot easier if you have access to some code that is already doing it. In the end, KSP2 is still an Unity game, it still is build upon the fundamental concept of building vessels out of parts, it still use them as rigidbodies, it still need to handle orbital mechanics and timewarp. It would be nonsense to just blindly start over without building upon the 8 years of work put in the KSP 1 code.
  7. Just because XBO and PS4 are planned later than Windows, does not say anything about Linux or Mac. Linux and Mac do not need extra certification by the platform operator, and do not require 100% of the UI to be controller friendly. (There is of course some platform-specific work involved, but if one plans to support more than one platform, one already sets up the project and the CI right from the beginning in a way that platform specific issues do not accumulate.)
  8. Artemis Program in RSS. SSTU parts used in nearly all components. The Advanced Exploration Lander is modified from the prototype replacing the SuperDRACO engine with the SSTU AJ10-190 to allow multiple firing in the re-usable components.
  9. Nah, still getting errors. Log is here: One of the errors I'm seeing: [ERR 09:03:01.820] ADDON BINDER: Cannot resolve assembly: CustomPreLaunchChecks, Culture=neutral, PublicKeyToken=null [ERR 09:03:01.821] ADDON BINDER: Cannot resolve assembly: CustomPreLaunchChecks, Culture=neutral, PublicKeyToken=null [ERR 09:03:01.827] AssemblyLoader: Exception loading 'KerbalKonstructs': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'KerbalKonstructs.Core.LaunchSiteChecks' from assembly 'KerbalKonstructs, Version=, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KKPrelaunchSizeCheck' from assembly 'KerbalKonstructs, Version=, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KKPrelaunchMassCheck' from assembly 'KerbalKonstructs, Version=, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'KKPrelaunchPartCheck' from assembly 'KerbalKonstructs, Version=, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<>c' from assembly 'KerbalKonstructs, Version=, Culture=neutral, PublicKeyToken=null'. Going to try it on a stock install quickly. It's probably a mod interaction causing me problems.
  10. Ladies and Gentlemen, our second, and final episode of Occupy Duna has been released on our Youtube channel. Like @Alpha 360 said, many of us do not have the time nor energy to continue making something of this magnitude. Managing PR reps, editors, voice actors, script writers, and graphic designers just put too much strain on us and reluctantly we had to shut the project down. We do hope that in the future our staff, or hopefully, someone else with the ability to take on the amount of work from Occupy Duna, will resume the project. From all of us here at P:E we thank you for the amount of support and feedback we have gotten from you guys. It has been so helpful and has kept us going. Fly safe. -Lo var Lachland, Former PR rep, Project Essence
  11. In the old version of KAS we didn't have to do anything. Pylons and pipes stayed between quicksave and leaving and coming back and everything. So what.. I have to put a mechjeb module on every pylon now to get it to stay? I guess that's not too bad.
  12. From the game's perspective what was created via KIS is "debris" unless there is a command control module attached to the part. It's of out of KIS control (not even KAS!). Either adjust your game settings to persist debris between saves, or attach a control module to the pylons. If you don't like the mod, you're free to stop using it. This kind of statements motivates noone.
  13. Acabo de tener el mismo problema con un avión (IL-28) descargado de kerbalx, he cambiado el tren de aterrizaje y en pista resbalaba hacia un lado a esa velocidad. Pero creo que he hallado la solución, hay que aumentar la fricción en las ruedas o en el sistema de aterrizaje; para eso hemos de activar en las opciones de juego los "advanced tweakebles" para poder acceder a los ajustes de las piezas, en el tren de aterrizaje puedes ajustar la fricción, fuerza del muelle y fuerza de amortiguador. Espero que te sea de ayuda
  14. That's where I saw it too, but was hugely surprised. When I saw the Developer Story Trailer, I asked myself why wasn't HarvesteR in it.
  15. Or on social media. (Which might be even worse.)
  16. KSP2 is going to be a completely new game with completely new game engine with completely new features that could never be implemented into the original game because of its old architecture. You've gotten 8 years of free updates already and some people have even gotten free DLCs, is there anything better to ask for? The amount of new features and enhancements completely justifies them charging you for it and marketing it as a completely new game (because it is one).
  17. He said so here Assuming I got the right link on my phone interface to Reddit which is not sure by any means.
  18. I noticed in one scene this engine shows only a sort of smoke effect, then in the next scene as its landing it has an engine flame This could be a SFX thing in the cinamatic trailer or it could be that this engine has two modes.
  19. I've tried using that tonight and I'm trying to figure it out. I laid out about 200 meters of hose with pylons and I wasn't able to make the last connection. So I hit tracking station.. and back to KSC to launch another craft. And when I launched it and came back to land it on Duna.. the 200 meters of hose I had laid out with the pylons was all gone. Pylons gone, hose connectors gone, hose gone, all gone. So apparently that option doesn't persist between leaving the area and coming back. So I tried a 3rd launch back to Duna with more RTS connectors and laid out more hose and I hit quicksave this time then decided to quick load. After quick loading.. RTS gone, pylons gone, hose gone. Is this a bug or what's going on here? What's the point of even wasting time with this if it won't persist and stay? Is RCS just a temporary thing as long as I'm within the area? I guess you really don't want us to have any form of long distant, permanent connection anymore, is that it? Super depressing. I thought about rolling back to an old version of KSP to get the old KAS working where we had pipes.. but I don't know if I can handle that either, there's just no solution here. I'd almost rather stop playing KSP if we can't use KAS to build colonies and remote base / facilities anymore.
  20. Will KSP2 have native VR support, or allow for VR via a mod?
  1. Load more activity