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Sonny_Jim

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Posts posted by Sonny_Jim

  1. Whilst I think it's great that they introduced a new game mechanic with heat being a thing we have to worry about, I find it slightly perverse that they didn't give us any parts dedicated to dispersing heat....

    Yes I know, bury some wings in there and attach some solar panels, but it's akin to someone telling me to knock a nail in with a shoe because they didn't give me a hammer :-p

    Personally, I'm using the debug menu to completely disable heat production until I get some radiators.

  2. If it was 1.0 Release, this thread wouldn't even exist

    To be fair, it's better to release something with known bugs and has been tested, than to fix the bugs and release without testing, as you might inadvertently introduce more critical bugs.

    So, either Squad thinks that it's OK to break saves for people using the supposedly finished commercial product

    No one said it was finished and I'm pretty sure the readme says to expect game save breakage between versions. They've also said they are planning to release a few 'free' updates so really it's not as bad as you paint it.

    Overheat? No warnings? WAIT, WHAT?

    Even as a seasoned player, I found this *very* annoying. It's almost perverse to implement a heat system and not give the player some way of monitoring or alerting them to problems. It does seem to tie into the whole Squad fixation with "It's more fun to guess if something will work with trial and error otherwise KSP will turn into a spreadsheet game".

    I've run into a few new bugs myself (ISRUs stuck at 100% overheat, Ore contract bug) and some old ones are still there (navball map view filter bug) but all in all I've been very happy with v1.0. Constructive criticism does get listened to by the devs.

  3. My ISRU convertor is stuck at 100% overheat, so I looked using the debug menu and it's temperature is 434. Is this too high for it to operate? It would be nice if the overheat figure went over 100% so I had some idea as to how long it's going to take to cool down.

    Also, does anyone else find it a bit strange that it's possible to overheat the convertor so badly that it's going to take literally months of game time for it to cool down?

    lYVLxRK.png

    EDIT: Apparently this is another known bug. For now have a look in your save file for the following:

    HeatThrottle = 1.261169E-44

    And change it to 0.5

  4. I've got a miner on Minmus, the contract parameters are "Extract 1200 units of ore from Minmus". It gives me a message when I get past 75% complete, but when I get to 100% (ie 1200 units mined) the contract doesn't complete?

    EDIT: Screenies

    http://imgur.com/foot9pC,igHPsdB#1

    EDIT2: Yes it looks like a rounding error, if you have exactly the same amount of ore capacity as the contract is asking for, you end up with slightly less when tanks are 100% full:

    totalHarvested = 1199.58720591814

  5. I've got exactly the same problem. It first started with the KSP update that had asteroids (can't remember the version number), all other textures seemed fine apart from asteroids, which were pitch black. The problem persisted in every version since then, affecting only the asteroid texture.

    Tried out v1.0 yesterday and there's a lot more textures that are broken now :( I guess it's because I've got a potato for a graphics card (Win 7/i945GM)

  6. The docs do say this:

    Once a vessel is more than 100,000 meters away from mission control, by default it cannot access the files on the archive. Commands such as SWITCH TO , and COPY FROM will fail to work when trying to access the archive volume while out of range. This can be changed by putting antennae on the vessel. With enough antennae it becomes possible to reach the archive drive from farther away. Using this method it is possible to alter the software stored on a vessel after launch.

    I'm not sure if it still applies as I've never run into it.

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