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  2. Thanks! It should be out by the end of January if I don’t have too many problems.
  3. it's all well and good saying you'll make the first mod, but the problem is the only thing that's been known is PBR textures. Starting work on it now is futile, even if the game's built in unity, the only things you can do now is come up with the models and the sounds. All the same, best of luck!
  4. The "grown up" reason is that there aren't many options for a space SIM as niche as KSP (only KSP itself, actually) and the user base only willing to pay 5$ every 8 years is a big part of the problem. The typical modern day "AAA" is a 15-20 hour walking simulator with most of the budget spent on useless wallpaper details like voice acting or graphics instead of entertaining gameplay (making a movie wannabe is less risky than trying something new), here we're talking about a game that at least will be a modern and professionally made KSP remake with some of the most popular mods (like MKS and Near Future) integrated in the gameplay.. We're talking about 1000 hours at minimum of gameplay at 0.06$ per hour, and that makes KSP2 the cheapest form of entertainment I will have in 2020.
  5. You've just made a couple of invalid assumptions about how KSP works: First off, you assumed that the night passing would affect EC usage and generation. It doesn't *unless you're currently watching the ship.* If you go away before it's night, and come back during the day, the game will implicitly assume all the intervening time was daylight. Secondly, you assumed that you can extrapolate the current conversion rates on it's own. Again, not quite correct: They will depend on radiator efficiency, and storage of any intermediate resources. A miner converting to say MaterialKits may run out of RareMetals before it runs out of anything else, and that will shut down production entirely. Or it may run out of Machinery and degrade over time. Or it may overheat and slow down. (Or it may reach optimal heat and speed up...) Thirdly, you've assumed that looking at the ship/base in normal view will extrapolate directly to how that same base produces in time warp. It may not - Again using the same base, the player may think to plan for a 15-hour Mun night, but only have small 'transitional' storage for some of the intermediate products in the production chain. If you switch away and come back after the night, you'll find that the base was mostly shut down - as production occurred in 'batches' over 6-hour periods, and if they didn't have enough intermediate storage the entire production shut down. These are all common conceptual issues on how KSP works in the background - and typically it doesn't matter. However once you start predicting what resources you'll have in the future, you start running into these all the time. (This is a common discussion point for players new to USI-LS, for instance.)
  6. No need, I know what the issue is. It's trying to call some debug stuff that doesn't get compiled into the release version and falling over when it can't find it. I forgot that it doesn't compile that code in Release, I thought it just hid it. Sorry about that. Oh Scrap 2.0.1 Released Fixed NRE Spam and slowdown
  7. No, the versions that are available on Steam or the store are the only legally available versions. For anyone else to share any other version with you would technically be a EULA/copyright violation. As the others have said, there are legal historic versions out there, but I'm not sure if they all install properly at this point -- and 1.0.5 is the oldest. IIRC, I had problems when I tried to install 1.0.5 from steam.
  9. I noticed an issue running KSP 1.8.1 and this newest version ( on an existing save (along with Scrapyard, of course). With the newest version, the scene never loads. This error shows up in KSP.log: [EXC 11:09:36.456] NullReferenceException: Object reference not set to an instance of an object OhScrap.BaseFailureModule.Initialise () (at <a6ec50f290af4da2b6f40211fa3cb8f5>:0) OhScrap.BaseFailureModule.FixedUpdate () (at <a6ec50f290af4da2b6f40211fa3cb8f5>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) If I roll back to Oh Scrap 1.7.1, everything is good to go. I have a saved KSP.log and mod list if that helps. I noticed I can get a scene to load from the tracking center, but then KSP slows to a crawl.
  10. (1.8.1) OK, now to switch over from a KSP career with no Kerbal Construction Time to this one with it. Now I need to "Kick off Space Tourism" and I have to bring Tito Kerman into space for 4 hours. So into orbit he goes. (Note, this pic is one from the simulation image with Jeb. Afterwards, Val finishes the mission.) Val seems to take alot of vacations and when Jeb does too, your always stuck with the engineers. Thank goodness there were none here. Here Val does her thing and gives Tito a tour he cant imagine. What does "No vessel currently matching parameters" mean..anyways? I finished with no problem. Eject engine and return home..
  11. Congratulations on completing the Jool 5 Challenge on level 2! I liked the robustness of your lander, but was the most impressed by the extra-mile you put in by recovering the lander from Kerbin orbit. Another thing to note, adding the separate imgur albums for more technical screenshots was extremely useful. (Also that launch stage was pretty epic looking.) Adding you to the leaderboard now!
  12. Most impressive! Especially the lander recovery!
  13. Hi I'm having the same problem, version checker gets stuck, started happening with 1.4.1 Log file: I see error like this don't know if it's related [ERR 17:57:12.950] ADDON BINDER: Cannot resolve assembly: KSP-AVC.XmlSerializers, Culture=neutral, PublicKeyToken=null [ERR 17:57:12.950] ADDON BINDER: Cannot resolve assembly: KSP-AVC.XmlSerializers, Culture=neutral, PublicKeyToken=null [ERR 17:57:12.950] ADDON BINDER: Cannot resolve assembly: KSP-AVC.XmlSerializers Thanks for your time and contributions!
  14. I spend most of my time in Notepad++ working on my KOs scripts, but after that it's rockets
  15. Hello, I am lovingly using this wonderful mod, but unfortunately the RA-100 Relay Antenna's second small light is not compatible with the @Nertea's ReStock mod. I know It's been asked about before, and @Tonka Crash and @Avera9eJoe were talking about it here, but I couldn't see any solutions or workarounds in conclusion. Is there any way that I can edit some files to disable or move that second small light, only in that particular part? I believe the related file is called "largeRelayDish.cfg" in "GameData\IndicatorLights\Parts\antennas" and I'm guessing that the mentioned light is defined by these values; Would it be OK if I removed all of the above part? Would I have to edit anything else? Also, would it still work if I moved the "largeRelayDish.cfg" file into my "Personal Tweaks" folder, so I wouldn't have to redo or lose it in case of an update? I would much appreciate any help or guidance about this issue and thanks in advance... EDIT: Using this guide here I decided to make both versions available, but I won't delete this post in case anybody else is interested.
  16. yes only appear in AVC 1.4.1, I believe that is something related with the link used by AVC to check the release, when that link don't exist any more, or don't exist yet , that probably might happen only for development releases? Was easy to replicate the scenario, after update AVC from to 1.4.1 I will pack it now. Logs:
  17. I may be missing something, but just updated to 1.8.1 and still having the issue that all the parts are there, but I can't seem to drop them into the container inventory. Basic SC-62 under a MK 1 pod just to test. Can't drop wrench, KIS manual, or anything else into the container. Any help is greatly appreciated!
  18. Theoretically with proper materials that has super insulating properties? Sure. There is no way in hell that I would personally fund this or want anybody to try this. The risks are just too high.
  19. Not only are both of us busy with school, but the home system isn't the top priority right now. We want to release our updated NK system, then the Kepsilon Kirilani System, then the home system. Judging by how long we take on each system, I can tell you it's 100% impossible for us to have a home system by New Year's, even if it was top priority
  20. Today
  21. Is it possible for human to survive atmospheric reentry in free-fall? Most manned reentry capsule in use has blunt body shape with heat shield, with the crew inside seated in specific position in order for them to survive the massive G-force during reentry. Now here's the scenario: 1. Assume that the person is wearing a space suit/ space marine/ power armor/ whatever that's strong enough to survive atmospheric reentry 2. There's no joint lock on the suit, the limbs are free to move during the reentry. There's no main thrusters in the suit, but there's RCS thrusters like those found in the space suit 3. There's parachute and airbrake flaps that could be used once in-atmosphere at safe altitude and velocity Now assuming that this guy starts at suborbital trajectory and just about to enter the atmosphere, assuming this guy only have this suit and nothing else (reentry angle at 45°), would it be better to position his body with arms tucked back like those in skydiving? Or spread his arms and legs like flying squirrel? What's the effect of G-force from reentry on human body on positions like that, especially when not seated like those in proper reentry capsules Oh and the last, this is unrelated, but assuming we have the suit like this, does the KSP stunt of "strap the heat shield on your back and pray to god you'll make it through" possible to do in real life?
  22. I'm well aware of this Quite possible, yes. Yeah, big bug hunt, you mentioned earlier. As I said: I just found it pretty odd and thought to let you know, that's all
  23. Despite what it seems like, i have never actually done any manned moho mission ever, not even landed on moho in any way whatsoever, so good job getting there and back so early into the game. About overengineering stuff, i tend to do that in kindof the opposite way to most people, as i dont feel like "more boosters" really fit with my personality very much. Instead i tend to focus on effective upperstages and multi layered gravity assists. (I really like the near future mod that adds more ion engines and stuff) I also overengineer on my gravity assists and flight plans, i also use the principia mod for n-body gravity as that makes orbits so much more interesting in my opinion. So one can say that i overengineer my orbits instead of overengineering my rockets.
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