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Mutex

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Everything posted by Mutex

  1. If I'd already given them five years, I'd be willing to give them one more if it made the difference between a successful game, and eating a massive loss.
  2. I believe the reason for it is for multiplayer - one person going into their settings menu shouldn't pause the game for everyone. Perhaps for single-player it would be better if it pauses the game, though.
  3. This seems like a much more reasonable prediction than some I've seen. T2 know that the better state the game is in, the more sales there will be. They'll absolutely give the developers a good chance to turn things around before they cut their losses.
  4. It would be particularly nice to list the things KSP 2 has that KSP 1 never had. For example, finding parts in the VAB part list is so, so much easier. The favourites list is really helpful for newbies, as it by default lists all the basic parts one would need to launch their first rocket to orbit and back. The more I play KSP 2, sure, the more bugs I find. But I also keep finding things that are better than KSP 1, and that gives me hope for the future.
  5. At the ESA event, there was a bug where rotating/translating a part didn't affect other parts in the symmetry. So you'd have to manually adjust e.g. each wing individually. That was fixed, because it's a much, much higher impact bug than multiple yellow boxes appearing for a second.
  6. Ah, my lander was inside a cargo bay, might be something to do with it.
  7. Flatpak is a way of packaging and distributing Linux software so that it can run on (basically) any distro. It's the easiest way to install Steam on Arch.
  8. Went to Mun orbit and back, and somehow pulled quite a few gees, apparently. The splashdown was a little rough, but still...
  9. No struts between the lander and spaceship. Will try with simpler craft and see what situation causes it though.
  10. I made a spaceship with a lander attached using a pair of medium docking ports. Tried to undock while in orbit around Mun. 1st time, the undocked lander immediately smashed into the rest of the spaceship, destroying it. It was like the lander didn't inherit the orbital velocity of the spaceship. 2nd time, the camera just started flying away from the spaceship (with lander still docked to it), it was like the camera was pointing at a fixed, unmoving point, while the spaceship continues on its trajectory. I managed to switch back to the spaceship (with its still docked lander), the option to undock the docking ports is no longer there for either docking port.
  11. The specs also listed AMD cards, so, very confusing why people assumed an RTX card was necessary...
  12. For me I just had to change the Proton version to Experimental, and it works fine (I mean, no more issues than people on Windows anyway). This is on Arch + Plasma (Wayland), using Steam Flatpak, and AMD 6800XT.
  13. I press M to do both. What buttons do you have to press? Did you change any of the input settings?
  14. I'm using Linux + Proton Experimental, and an AMD 6800XT. There is a lot of graphical distortion on what looks like either a cloud layer, or the ocean. The ocean sometimes looks fine, other times it looks like the below. Another image here: https://imgur.com/lZkqUhf EDIT: Removed "[Linux]" from the title since people are seeing this issue on Windows. Perhaps the AMD driver is the common cause.
  15. Arch + Plasma (Wayland) - I just had to select Proton Experimental, seems to be working now
  16. I meet the recommended specs. Not taking into account any potential performance drop caused by using Proton. But then I probably have bigger things to worry about on that front, like say, if the game starts at all.
  17. I love how much more shiny and metallic looking engines look in KSP2.
  18. Another two weeks and no post. Hope everything is going ok with the development. Not that I wouldn't prefer them to concentrate on actual development than making progress posts for us.
  19. After a bit of testing, the issue appears any time I fire the engines, causing them to recharge.
  20. @Nertea Not sure whether to report this bug here or in DynamicBatteryStorage. I have a ship with 4 JX-200 Z-pinch fusion engines, and an FX-2 fusion reactor. At high time warp it was running out of electricity, and the NF Systems Manager was showing "Required Buffer: 0.00 Ec" under the compensation system. I also noticed Systems Manager was reporting a negative 3300 Ec/s Power Flow, even though this wasn't the case and the ship was generating plenty of power. Digging into the power consumption details, it turned out the fusion engines (which had Engine Charging enabled) were each reported as a 1000 Ec/s drain (the speed at which they're set to recharge). Even though the capacitors were full. I disabled then renabled the Engine Charging on all engines and the problem was solved, I have a positive power flow, the compensation sets the buffer to the correct amount and I can time warp at high speeds. Before disabling / renabling Engine Charging: After: Player.log: https://file.io/enqNkYKv5p2j Mod list:
  21. Should the Bussard particle scoop work while in Jool's atmosphere, at about 180km altitude? I have it harvesting, and the "Intake Flow" and "Resources" fields are both completely blank, and no resources are coming in. Despite the Trace Gas Analyzer and the Spectrographic Gas Scanner both reporting 7.3 units/meter^3 for LqdHydrogren, and my craft having space capacity in its tank for LqdHydrogen. The Bussard scoop is definitely harvesting, and has power and is cooled. I can provide my log / mod list, but first am I just misunderstanding how it should work? Thanks in advance. ETA: I'm using the Bussard as I also intend to harvest deuterium and He3, and it seems to be the only part capable of this. Neither of the scanners can scan for deuterium or He3, and the telescope can only look for deuterium, but according to the config files they're both present in Jool's atmosphere below 200km, so I'd have thought simply going into the atmosphere with the only part that can harvest them would harvest them? ETA2: With the Hoover Atmospheric Ramscoop I've managed to harvest Hydrogen and Deuterium, no He3 yet. ETA3: Managed to get He3 at about 103km altitude with the ramscoop, guess the ramscoop is definitely the part to use in Jool's atmosphere ETA4: I also realise now this was the completely wrong thread, and these parts are part of FFT...
  22. *rubs eyes* Am I seeing things or are the kerbals orange? I've got night light on my phone but that can't be it.
  23. But surely SQUAD had a contract with PJ which ensured they owned the IP for the work he did for them? It really doesn't make sense.
  24. It seems nothing came of this discussion and Xenon/Argon are still impossible to harvest from the atmosphere on any planet? Most recent CRP Xenon config: GLOBAL_RESOURCE { ResourceName = XenonGas ResourceType = 2 Distribution { PresenceChance = 50 MinAbundance = 0.00000005 MaxAbundance = 0.0000005 Variance = 5 } } GLOBAL_RESOURCE { ResourceName = XenonGas ResourceType = 1 Distribution { PresenceChance = 50 MinAbundance = .0001 MaxAbundance = 0.01 Variance = 50 } } PLANETARY_RESOURCE { ResourceName = XenonGas ResourceType = 2 PlanetName = Kerbin Distribution { PresenceChance = 100 MinAbundance = 0.00000009 MaxAbundance = 0.0000002 Variance = 5 } } So, only oceans have a harvestable amount and I don't think there's a tool to do that in NF. Is there any reason not to just change the MinAbundance to 0.001? That's still very tiny and takes forever to harvest a usable amount. Or have I missed something?
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