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Ryds

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Everything posted by Ryds

  1. Anyone that is a regular poster on this forum is obviously a pc ksp player, like myself. I've no intention at all of buying another copy so I can play it on ps4, absolutely none. It is a perfect game for pc so I don't understand why anyone here is so bothered about the console version. It will be the same game, who cares about a different version if you own it already? - - - Updated - - - ...so, good luck to Flying Tiger and Squad. I genuinely hope you make the console version as good as the PC. But with that my interest ends. Really not sure why people are wasting time and hundreds of words speculating on something that they do not have a working knowledge of. Very poor thread.
  2. That does it, thanks for the tip DaMichel. It's a shame there'll be no reentry heating but I've got DRE installed anyway so G forces should still play a part. I'm just going to use 1.0.4 is a test platform for ideas and hope they finally fix it for the new Unity version.
  3. Is there a way to turn ALL heating effects off? I'm at the stage where I just want to play the game without random parts randomly blowing up at random moments. So I don't care about reentry heating any more - the calculations behind that just seem like plucked from the air nonsense anyway. Really very poor stuff from the developer. I've recommended this game to 3 of my mates, they've all bought it too - just before 1.0 was released so I feel pretty embarrassed that I recommended they waste their money on an unfinished "feature complete" release. As for me, any enthusiasm for this game is pretty much gone due to this mess, so if there is a way to get rid of heating I'd be grateful if someone would let me know. Thanks.
  4. Thanks for the comprehensive and helpful advice OF. I'll try those tomorrow and report back
  5. Hey, My game keeps crashing on ascent and I'm not sure why. My request is twofold: 1) Would somebody be kind enough to take a look at my player.log to see if they can identify the issue and, 2) Could they then post a short guide as to what they looked for to find the issue. I think doing that would be a great help to not only let the non-mod wizards among us self-diagnose but it may well help the mod creators themselves out by having to deal with less reports. The reason I don't know what's going on is that it just crashes and I've got about 60 mods running, in Linux on a 8GB 64bit system. I'm hoping that a quick look by someone that knows what they're looking for will narrow it down, saving me from having to add and test each mod one by one (which I think would be the final nail in the coffin for me and KSP! ). All pointers in the right direction are gratefully received - if it would be too much work to write out a guide for dummies then no worries. Thanks! Log http://www.filedropper.com/player Mods KSP: 1.0.4 (Unix) - Unity: 4.6.4f1 - OS: Linux 3.13 Ubuntu 14.04 64bit Filter Extensions - 2.3 USI Tools - 0.4.1 B9 Aerospace - 5.2.6 B9 Aerospace Procedural Parts - 0.40 CapCom Mission Control On The Go - 1.0.1.1 Chatterer - 0.9.5.86 Community Resource Pack - 0.4.3 Connected Living Space - 1.1.3.1 Contract Configurator - 1.5.1 Contract Pack: Anomaly Surveyor - 1.2.2 Contract Pack: Field Research - 1.0.6 Contract Pack: RemoteTech - 1.1.4 Contract Pack: Tourism Plus - 1.1.5 Contracts Window Plus - 1.0.5.2 DMagic Orbital Science - 1.0.7 Editor Extensions - 2.12 Ferram Aerospace Research - 0.15.3.1 Firespitter - 7.1.4 Interstellar Fuel Switch - 1.15 RasterPropMonitor - 0.19.4 KAS - 0.5.2 Kerbal Inventory System - 1.1.5 KSP-AVC Plugin - 1.1.5 Kerbal Construction Time - 1.1.8 Kerbal Engineer Redux - 1.0.17 Kerbal Joint Reinforcement - 3.1.4 KineTechAnimation - 1.1.2 Infernal Robots - 0.21.3 ModularFlightIntegrator - 1.1.1 Docking Port Alignment Indicator - 6.2 Final Frontier - 0.8.6.1370 Civilian Population - 1.7 PlanetShine - 0.2.3.1 QuickScroll - 1.3.1 QuickSearch - 1.1.3 QuickStart - 1.1.2 RCS Build Aid - 0.7.2 RealChute - 1.3.2.3 RemoteTech - 1.6.7 SCANsat - 1.1.4 SETI-Contracts - 0.9.2.1 SETI-CommunityTechTree - 0.9.0.2 SETI-Greenhouse - 0.9.2 SafeChute - 1.7.1 ShipManifest - 4.4.1 StageRecovery - 1.5.6 TextureReplacer - 2.4.7 Thermal Monitor - 1.2 TAC Life Support - 0.11.1.20 Kerbal Alarm Clock - 3.4 TweakScale - 2.2.1 USI Exploration Pack - 0.4.1 Freight Transport Tech - 0.4.1 Karbonite - 0.6.2 Karbonite Plus - 0.4 KSP Interstellar Extended - 1.2.6 Waypoint Manager - 2.3.4 Wider Contracts App - 1.1.2
  6. Hey, I have a problem with PP. When the SRBs run out of fuel the rocket plume animation stays on indefinitely - it just doesn't stop. There is no thrust being provided, just the animation. I'm sure it's a mod but I'm not sure which one, could somone take a look at my mod list and point me in the direction of which one to remove please? Thanks! p.s. The stock boosters are fine and act normally. Tested with PP Booster/Stock Booster and a probe core. KSP: 1.0.4 (Unix) - Unity: 4.6.4f1 - OS: Linux 3.13 Ubuntu 14.04 64bit Filter Extensions - 2.3 USI Tools - 0.4.1 B9 Aerospace - 5.2.6 B9 Aerospace Procedural Parts - 0.40 CapCom Mission Control On The Go - 1.0.1.1 Chatterer - 0.9.5.86 Community Resource Pack - 0.4.3 Connected Living Space - 1.1.3.1 Contract Configurator - 1.5.1 Contract Pack: Anomaly Surveyor - 1.2.2 Contract Pack: Field Research - 1.0.6 Contract Pack: RemoteTech - 1.1.4 Contract Pack: Tourism Plus - 1.1.5 Contracts Window Plus - 1.0.5.2 DMagic Orbital Science - 1.0.7 Editor Extensions - 2.12 Ferram Aerospace Research - 0.15.3.1 Firespitter - 7.1.4 Interstellar Fuel Switch - 1.15 RasterPropMonitor - 0.19.4 KAS - 0.5.2 Kerbal Inventory System - 1.1.5 KSP-AVC Plugin - 1.1.5 Kerbal Construction Time - 1.1.8 Kerbal Engineer Redux - 1.0.17 Kerbal Joint Reinforcement - 3.1.4 KineTechAnimation - 1.1.2 Infernal Robots - 0.21.3 ModularFlightIntegrator - 1.0 Docking Port Alignment Indicator - 6.2 Final Frontier - 0.8.6.1370 Civilian Population - 1.7 PlanetShine - 0.2.3.1 Procedural Parts - 1.1.6 QuickScroll - 1.3.1 QuickSearch - 1.1.3 QuickStart - 1.1.2 RCS Build Aid - 0.7.2 RealChute - 1.3.2.3 RemoteTech - 1.6.7 SCANsat - 1.1.4 SETI-Contracts - 0.9.2.1 SETI-CommunityTechTree - 0.9 SETI-Greenhouse - 0.9.2 SafeChute - 1.7.1 ShipManifest - 4.4.1 StageRecovery - 1.5.6 TextureReplacer - 2.4.7 Thermal Monitor - 1.2 TAC Life Support - 0.11.1.20 Kerbal Alarm Clock - 3.4 TweakScale - 2.2.1 USI Exploration Pack - 0.4.1 Freight Transport Tech - 0.4.1 Karbonite - 0.6.2 Karbonite Plus - 0.4 KSP Interstellar Extended - 1.2.5 Waypoint Manager - 2.3.4 Wider Contracts App - 1.1.2
  7. What about keeping the science mode in it but tying the tech tree science unlocks to set missions that encourage exploration and moving outwards from Kerbin. For example these Goal Contracts could be to: Establish a manned base on Minmus that produces x amount of Ore, that also has x,y,z science experiments on it. You'll need to run the experiments to complete the contract then that would open up a tranche of parts in the tech tree that players (with a good amount of skill and understanding of the game) would be able to use to get to Duna. It doesn't have to even be one mission per body. Each body (or indeed particular biomes) could have 1,2,3 or more specific mission goals and once they are achieved then the next level of tech tree unlocks are made available. E.g. Minmus could have: 1) Construct one base with a particular set of science experiments 2) Return Ore from the Flatlands to help R&D with research for the nuclear engine 3) Create a 3 satellite network in a particular orbit 4) These are in addition to the the regular contacts that pop up. The regular contracts would be to raise funds, whilst the Goal Contracts would allow unique narratives to be created by each player as they expand their space program. It would take some time and thought with regards to balancing the gameplay, both from a narrative and sets of parts unlocked viewpoint but I think it would be great and would put the "Program" into KSP! It would of course work alongside the OP too.
  8. Good, you brought nothing useful to this discussion except untruths.
  9. Agree with the bolded comment and therein lies the problem. The devs have made an arbitrary decision about what "feels right" for the physics model. The aero is a subjective model that doesn't follow rules from the physical world. This is why everyone that doesn't use far starts crying when the devs decide to change the model to something that "feels" more "right" - the changes don't feel right to the people who had become usd to the previous arbitrary version. If Ferram had done the aero for stock right from the get go, these people would not be moaning now because even with its various iterations FAR has always "felt" right because it takes its physics from the real world. Squad should just model the aero on FAR - there will be a week of moaning, then people will see the light and then they will be safe in the knowledge that the "feel" of aero will never change again. Literally never in the game as it will be using real world physics. I've absolutely no sympathy for people moaning about feels when they have only an arbitrary experience to go on.
  10. It seems that way. Just tried it and it works great. Thanks Felger!
  11. Hi, I have a probe scanning for minerals around Minmus. I've performed the survey and the antennae has beamed the results back to base but in the map screen there is no button on the right that allows you to cycle through the resources and concentrations. Is anyone else getting that and knows how to fix it? I have all the USI packs installed as well as EPL. Thanks.
  12. Looks good! I'll definitely be keeping an eye on this when I start my career game. Is it compatible with FAR at all?
  13. Brilliant! A lot of inspiration for my future designs in those pics, thanks!
  14. So am I and everyone else but it would be nice to have a freeze on the current version, once bugs are fixed, so that we get the chance to actually play it for a few months.
  15. I haven't played a career game at all since 1.0 due the fact that I realised the bugs in each iteration would probably generate career ruining patches. It has been most frustrating. When I say "haven't played", I mean have started but then dropped them once the bug reports start surfacing. I'm pretty bored now of doing the initial grind on a contract game, just can't raise the motivation knowing that there will be a Unity upgrade soon that will also send everyone back to zero. This Unity upgrade, going on past experience, will then lead to more game breaking bugs and career breaking fixes. Squad needs to fix the bugs when they are reported, whether the fixes are game breaking or not, so my frustration is purely personal in as much as I cannot play my favourite mode of the game to completion. On the other hand, Squad if you're reading - you would do everyone a massive favour if you would commit to and state something along the lines of: "We will keep tinkering with 1.0.4 until all the bugs are sorted - after that we expect there to be at least a n month wait until 1.1 on Unity 5 is released. This will give career players an approximate time to enjoy the career mode and modders to catch up without worrying about having to start over again after 4 weeks." It would allow everyone involved, from yourselves to modders to players, to catch our breath and get back to enjoying the game for a decent amount of playtime. Thanks!
  16. I would have thought that the ablator would have varied in speed of loss, greater friction, greater loss until it reaches a point where friction heat build up is so fast that i̶t̶ ̶s̶t̶r̶i̶p̶s̶ ̶t̶h̶e̶ ̶a̶b̶l̶a̶t̶o̶r̶ ̶a̶w̶a̶y̶ ̶r̶e̶a̶l̶l̶y̶ ̶q̶u̶i̶c̶k̶l̶y̶ the ablator is not stripped away fast enough and the heat shield then feels the r̶e̶a̶l̶ full friction heat - which is transmitted to other parts in the vehicle - which why it is important to test my craft in order to find the optimal reentry profile - which is around 22-25k on Kerbin. Kerbal Construction TIme is a great mod that allows you to run simulations of your craft from defined altitudes, as well as adding value to career. It's not really hyperedit as you can only run simulations on planets you've discovered. http://forum.kerbalspaceprogram.com/threads/92377-1-0-x-Kerbal-Construction-Time-1-1-8-(06-18-15)-Unrapid-Planned-Assembly
  17. I'd be grateful to see that design from different angles too Balto, it looks very interesting.
  18. Hello, I've downloaded the latest version of FAR. The AVC log at startup says it is loaded but there is no FAR icon in the VAB or flightscene. I'm not sure if screenshots will help but I can supply them to show the FAR installation and the AVC confirmation if they would help? I'm certain that I've downloaded the master from GIT and installed the copy from the Gamedata folder. Bit of an odd one, as I say I'm not sure if screenshots will help but let me know which ones you need if they will. Ubuntu 14 KSP 1.0.4 FAR 15-3-1 A few mods, in particular Blizzy's toolbar which is not updated to 1.0.4 but would that cause the issue? Many thanks! EDIT: I forgot ModularFlightIntegrator, all works fine now, sorry!
  19. Could someone please point me to a guide that tells you what to do in order to level up the classes ? Thanks!
  20. It should be stock, I have no idea where the sense of achievement comes from by launching craft in stock.
  21. What's your PE for reentry? The sweet spot seems to be around 22 kilometers. If you spend too much time in atmosphere with a high PE then you'll burn up due to heat build up over time. If you come in too steep you'll burn up due to excess velocity being transferred to friction heat.
  22. +1 for allowing us to grab previous version mods. But it's not the CKAN team's fault, 1.0.4 is what 1.0 should have been, no wonder modders can't keep up in a timely fashion. Super frustrating for the players and mods alike. Thanks for your efforts.
  23. Ah, I see. With the info I read about auto-updating and patching I was expecting some sort of patch file. OK nice, I've just followed the above and put the old gamedata files (-Squad) into the new gamedata folder. I'm not expecting all the mods to have been updated already but this seems like the best way to do things. I've a feeling that it will break CKAN but AVC should keep me updated with mod changes. Thanks Padishar!
  24. A lot of views on this but no one has updated KSP before and can offer some advice?
  25. Thanks for your reply Grumman. I will recover my ships, that's good advice. I wasn't clear with my question I think, sorry: How do I update to 1.0.3? I have always started a new save with each iteration in the past but I just don't fancy starting again and downloading my 60+ mods. In the Launcher there is an update button, I clicked that and it turned grey but nothing seemed to happen. There is a zipped Patcher file in the KSP folder but that has no files in it, when I click to extract it says "An Error Occurred While Loading the Archive." Edit: I bought the game direct from Squad, not Steam.
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