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KSP2 Release Notes
Everything posted by Warp11
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I never play out of the steam install for that exact reason. You can just copy the Game Folder anywhere and play it from there, that way you can have as many installs as you like and don't have to worry about accidental updates.
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What will 1.0.5 mean for RO, RP-0 and so on? Are you gonna update or do you just ignore it because most of it is in RO anyway? (though the buoyancy would be nice to have, better buoyancy was always a bit wonky on my install) Thx
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I have a problem with the early controllable core and Remote Tech. It gives Avionics control when Avionics is switched off, when I don't have a connection and in all cases without signal delay. All buttons on the craft do have signal delay. I first thought it was a general bug but after it apparently worked normally in Scott Manley's latest video it seems like this is just a problem on my safe. Any ideas? Thank you EDIT: It seems to be a general problem, I just never used anything else past LEO.
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Just letting you know that a similar thing happens with the early controllable core. It displays "No Connection" and you can't execute any right click menu functions but you still have full attitude control. Signal delay for attitude control is not there either. It looks to me like steering is just bypassing remote tech on it.
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I got one that is quite early in the career, before I had a satelite in orbit. Is that too early? Anyway, I uploaded the current save file (persistent) and the old one (quicksave #2) here: https://www.dropbox.com/sh/8lqvje1c55exw54/AABKM06IITrMXNmblYoOKBzya?dl=0dd Also, I just realized that I don't actually have FASA installed. So the fix you provided is probably not for the right part? What I got is the first LES you get in the basic capsules node together with the Mk1 Pod (it still doesn't have a decoupler)
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Ok, what exactly do I need to change in the safe files? There obviously are the contracts in there. I suppose it will be in the progress tracking, but what exactly do I need to do? And many thanks for these awesome mods and the immediate support every time someone has a problem. Amazing work, sometimes I wonder how you still have time to work for squad PS: If the fix for the Launch Abort System decoupler is really simple would you be able to quickly share it here?
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Is the early Launch Abort System (Mercury) supposed to have a decoupler? In the description it says that it will detach on staging, but staging just fires it. I tried copying the moduleDecouple from one of the decouplers but it didnt show up in the VAB after that, but curiously it did in R&D, with the correct Decoupler module in the details. Is there a way to get a decoupler on there? It would be really nice to have a working decoupler on it because adding a stack decoupler one just screws up the shape and it also has this nice space to fit stuff underneath it on top of the capsule, which you can't really use with a stack decoupler underneath. I am using RP-0. Thx
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Sry to bother you, but my contract system is completely screwed up now and its already been a couple of real life and a lot of in game days. All the milestone contracts are completely wrong. I got a probe in orbit around the moon now (without completing the flyby/impact missions first). My current milestone contracts are: Pass the Karman line (uncrewed) and brake the sound barrier (crewed) but I have done these before. Also I kept getting the first flight contract but now I just completed it. For stock contracts I am not getting high or geosynchronous orbit contracts any more (I completed one of the high ones already) only LEO. Is there some way of getting this right by editing save files or something like that? Thanks EDIT: I also had a look at the config file for the first manned orbit contract. In there it says: REQUIREMENT { name = ReqCapsules type = CanResearchTech tech = enhancedSurvivability } There doesn't seem to be a node called enhanced survivability, only survivability. Is that a remnant of the old tech tree?
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Anyone know how I can get the Moon Flyby/Impact Contracts again? I didn't accept them when they were offered because I wasn't ready for them yet and now the game seems to think I am already past that and is offering me Lunar orbit contracts. I was getting the Launch Pad issue as well, restarting the game didn't help though. Thank you.
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I'm having some trouble upgrading to the newest version using CKAN. I also just updated RO and CKAN says that I am trying to install a mod that conflicts with another. Is that just a metadata issue or are the newest releases of RO and RP-0 really not compatible? Thx EDIT: All solved, just had to delete biosample.cfg before updating.
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I will play around with it a bit and see what happens, but there are no other engines on my craft. But if its a known bug that's all good. Nathankell: Congratulations on joining the dev team! That sounds awesome. Are you allowed to tell us what you will be working on? And will you still have time for all the Realism Mods?
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Warp11 replied to DuoDex's topic in KSP1 Mod Releases
unfortunately that did not help either. Just to clarify, I am just sitting on the surface of the moon and every time I make a change to the surfaceSample.cfg I reload the game and then the save and just take a few samples. Every time I get the first one about breccia and melted materials. Same happens for crew report with different reports. Thx for you help guys -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Warp11 replied to DuoDex's topic in KSP1 Mod Releases
Sry, did not work. Any other ideas what could be happening? I appreciate you help, thx for that PS: I love your Avatar. Fezzes, Bow ties and stetsons are cool! -
Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
Warp11 replied to DuoDex's topic in KSP1 Mod Releases
Hey, I'm trying to make science reports work for the new Real solar system and encountered an issue you might be able to help me with. I put a bunch of reports into the appropriate .cfg but only the first one in line gets displayed even after several repeats of the experiment. Is the game just going into the file and takes the first report that fits the situation? Do you know how to fix that? It would be extremely helpful in getting Realistic Progression going. Thx a lot code: http://pastebin.com/Q0er08fb (look for the Moon ones, I'm testing there) -
Would you like us to put in the same text for multiple biomes if it fits or is someone going to go through it and do that? It just takes a long time for us to do that in the google form because you can't just select multiple biomes. And also, I think it is sensible to write pluto reports based on the New Horizons data, assuming that they will make sense when the textures are updated. EDIT: just saw that that you can select no biome. Would that be good as indication that it is meant for all? Awesome news about the nearing release and the pre-release. Super excited, thx a lot.
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Sure. But its not enough to counteract the rotation caused by the offset thrust. Besides it would waste a ton of fuel to counteract that constantly even if it was enough. I am pretty sure the LM isn't supposed to be thrust offset. (Nice profile pic Jack Wolfe)
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The Apollo Lunar Module descent stage seems to have an offset centre of mass. When I tried to fire the engine it sends the ship spinning. I am using the saturn V apollo assembly as given by the mod. Am I doing something wrong or is that a bug?
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It is way easier to install this using CKAN. That does all the installing for you. (CKAN is a mod that helps you install other mods, shouldn't be too hard to find)
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Hey, the old problem where the game crashes every time I try to return to the space centre or load a save is happening to me again. Wasn't that fixed in a recent version. The fix used to be to set loadonmissing in rsskopernicus.cfg to false but that's been done in default now. Any ideas?