Jump to content

Spazmataz

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Spazmataz

  1. I wonder if they released the correct build. There's still a lot of bugs. After updating, I did a quick Mun mission. Nothing fancy. (a) Attitude control failed in Kerbin orbit. Craft would change attitude just fine if I clicked on the attitude icons (prograde, retrograde, etc.) but manual controls using the keyboard (W, A, S, D) were completely unresponsive. Saved, quit to the main menu, and reloaded: didn't help. Completely quit the game (back to windows), restarted and reloaded, and that fixed it. Finally. (b) Made it to the Mun, then back to Kerbin. Parachute deployed as expected, and eventually fully inflated as expected, but once fully inflated, it failed to slow down the ship. Ship careened into Kerbin about at 70 m/s. Jeb, Bill and Bob are all dead again.
  2. For what it's worth, every time I recover a vessel (even ones that completely unscathed) it kills all the kerbals aboard. Or if it doesn't kill them, maybe they resign in protest, never to fly again. I don't know. It just seems that for whatever reason for me, kerbals only fly once in KSP2. (I'm sure it's just a bug that will be fixed soon). If the kerbal in question hasn't been "recovered" (i.e., killed) yet, and you're building multiple vessels in the VAB, check all the vessels you're working on in the VAB. The kerbal might be hiding in a command pod. --- I don't know much about how they are stored in the JSON save files, but here's something I've noticed. In terms of the save file specifics, I've noticed that if the kerbal in question is a main kerbal (e.g., "BILL_KERMAN", "BOB_KERMAN", "VALENTINA_KERMAN", "JEBEDIAH_KERMAN", or "TIM_C_KERMAN"), and alive, they'll be in both KerbalData {Kerbals {} } and KerbalData {CustomKerbals {} }. But if they are recoverd (killed), they are removed from both of those and placed in KerbalData {CustomKerbalRefresh {} } I'm guessing -- although I don't know for sure -- that if the kerbal in question is not one of the main kerbals, and is just a random kerbal, and is recovered (killed) , then that kerbal is simply removed from the save file altogether. Have you tried searching the save file for the kerbal's name? (Nevermind. I see you solved it.)
  3. I agree. Another reason to allow control of debris is merely to allow the player to see what they're going to destroy before they destroy it. Putting it another way, as it stands now you can see in map view that you have a lot of debris, but you have no way of knowing what that debris actually is. The auto-name convention doesn't help at all, and there's presently no way to figure out what any particular piece of debris actually is. Allowing the player to "control" debris would solve this.
  4. Yes, I look forward to that too. And along with that (of course), some sort of method to toggle the display of different types of vessels in the map view (to reduce visual clutter when you have a lot of vessels). But right now, the way KSP2 is in its present state, I can't even reliably change the name of a vessel, much less its type. (It appears that you can change the name of a vessel in the tracking station, but the implementation is bugged and broken). So that would need to be fixed first, of course.
  5. Made it to Dres (no cheats -- did it the old fashioned way). Dres has rings! Figure 1. Bob Kerman (left) and Valentina Kerbin (right) gathered on Dres' surface at the totem, secretly conspiring to ritualistically sacrifice Bill Kerman (center) according to custom. Note Dres' ring system visible from the surface, arching across the sky. Figure 2. Flyby of Dres' rings, before heading back to Kerbin. Okay, Bill gets to live another day. Figure 3. Another shot of Dres' ring system during flyby.
  6. Yes, it happened to me too, both on Mun and Minmus. In the case of Minmus, in what started as a low, circular orbit, the periapsis would mysteriously decay into the surface, -- but here's the weird thing -- the apoapsis would mysteriously rise too. This is not consistent with atmospheric drag. The rocket had no RCS available, and I made sure that the engines were not firing at all, even a little. So I have no explanation for the orbit decay, besides just being a bug, I guess.
  7. I hate the look of the navball (I don't mean the whole cluster, just the navball itself). I said the same thing to myself regarding the navball when first seeing KSP2, "Dithering?! really?! Is this some sort of joke??" Developers: You have access to real, 3D shaders. Please use them for the navball. I look at the navball all the time. Not only is "simulating" 3D with dithering pointless when you have actual 3D shaders at your fingertips, it hurts my eyes. Please bring back a true 3D navball.
  8. You might be able to miraculously find/reviver her! (If it helps mentally, think of this process as a something like the upcoming movie The Martian.) Browse your KSP local files, in the folder "saves" and then navigate to the subfolder specific to the instance of the game your are playing (same name that you click on when the game starts and you click on a particular saved game). In that folder you should see a file called "persistent.sfs." Open that folder with notepad. Find the section called "ROSTER" There you should see all your kerbals. You might notice that in Valentina's entry, there is a line that says something like, "state = Dead" or "Missing" or some such. Change that line to "state = Available" such as is the case with your other available kerbals.
×
×
  • Create New...