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NovaRaptorTV

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Everything posted by NovaRaptorTV

  1. Man, you guys deserve a raise! Thank you guys so much, and get some much needed rest whenever you guys can!
  2. Reported Version: v0.1.3 (latest) | Mods: Node Manager, BepInEX, Manuver Node Controller, UITK | Can replicate without mods? Yes OS: Microsoft Windows 11 Home 10.0.22621 64-bit | CPU: AMD Ryzen 9 5900X 12-Core Processor (24) | GPU: NVIDIA GeForce RTX 3090 (24340MB) | RAM: 65480 I have to press the abort action group twice. Once to decouple, and again in order to actually light the LES. I am not sure if this is intentional, or if this affects action groups as a whole, but it could be worth mentioning. Included Attachments: AbortActionGroupnotWorkingasIntended_logs.zip
  3. I second this. As well as for the Orbital Decay issue. Heck, put them in the same update if it's possible/feasible.
  4. Reported Version: v0.1.3 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 5900X | GPU: Zotac Trinity OC NVidia RTX 3090 | RAM: 64GB DDR4-3600MHz I love the newer fairing editor, but is it supposed to be clustered together as seen here? I am having a bit of a harder time trying to accept or decline the fairing with the 'add new section' option being on top of both. Included Attachments:
  5. I just... Don't know what to say... While I agree that wobbly rockets are funny, they outstay their welcome within the first hour of gameplay and become more discouraging as time goes on. I know there is the argument of 'add more struts', but I really want to be mindful of the part count on vessels. Especially when they get more and more complex, like say, making the Space Shuttle, interstellar vessels, colonies, etc. Granted, I started doing more advanced builds when KSP2 released, like my Saturn V-Centaur I made for the JUICE challenge. I also understand not everyone is going to try advanced building like what I took on, or what creators like Matt Lowne, EJ_SA, or ShadowZone have been doing for years. However, I think wobbly rockets do need to be reconsidered. As should the inclusion of autostrut in KSP2. But that's just me. On the plus side, wobbly rockets are somewhat accurate. Look at SLS's onboards during the launch of Artemis 1. But the wobble was in the first couple of seconds of launch, and then the vehicle is stable for the rest of flight. If there is wobble, but it doesn't impact vehicle performance and is only for cinematic effect, then I'm okay with it.
  6. I'm no longer going to be using this account. I will be switching over to a brand new account to better match my twitch channel, and my youtube channel when it comes time for me to go update that.

    1. NovaRaptorTV

      NovaRaptorTV

      The new account I'll be using going forward is NovaRaptorTV

    2. NovaRaptorTV

      NovaRaptorTV

      Please disregard

  7. Fantastic update! I cannot wait for the new engines to finally be put in! These engines look incredible, and the have fantastic performance. Seriously, you guy could not have picked a better base for these puppies, because the RL10 is a beast! *guys, lol
  8. Are some of those engines being shown from other mods? I believe we are still waiting on updates. I installed it through CKAN and noticed no changes. I personally wouldn't mind the option to edit the plume in both the VAB and in flight
  9. I am still encountering an issue with the launch escape system after staging. I have the bug reporter collect the necessary files, but I cannot seem to get it to work. So until I can get that working(awesome mod BTW), I'll record what I got, and upload my findings to YouTube.
  10. Thank you all for your time today, and for answering my question -NovaRaptor
  11. Yeah, this is after the update when I tried to stream myself doing the weekly challenge. I encountered the issue with struts and docking ports after loading a quicksave around the Mun. The attempt before I tried to undock so I can get ready to land, but that ended in the termination of the vehicle. And yes, before anyone asks, the CSM is an EJ_SA design. I copied him while he was building it to try and pick up some new tricks for building craft in KSP2. On that front, I would like to apologize for copying. I just needed to do a bit more to actually learn.
  12. To add on to this, even though this is a separate bug, the game doesn't remember the setting I put in for options. I set it to borderless, and then when I switch screens, it goes back to full screen. What gives? Oops, meant to say scenes, like if I go from the VAB to either a runway or launchpad.
  13. As pictured below, I thought that this would have been patched out. I was streaming this mission on my twitch channel, where I have the whole vod of numerous bugs still present after the update yesterday. https://imgur.com/B1R6oyO Here's the link to the image. Sorry about that.
  14. I remember coming across this! As for coming across that level of nuance for servicing telescopes in stock: yeah, you're right. However, I also would not mind that level oddly enough. I just want to have it to see if (or rather how) I can pull it off. Plus, the news of a Dragon mission up to Hubble also gave me the idea for it. However, the main reason is to service it with the Shuttle. Sorry, went off on a tangent there... What I'm trying to say is this: I want space telescopes in the game. I also would not mind the responsibility of upkeep for them if there is one.
  15. I think what would make interstellar travel really cool, or what can be a great to set up for it, would be the inclusions of space telescopes in KSP2. Think about sending up a shuttle with something like the Hubble Space Telescope in the payload bay, and have that go on to discover star systems like Debdeb. Not just that, but also have the ability to service and upgrade it later down the line on orbit by conducting EVAs, like on STS-61 or STS-125. Obviously, that statement holds true for something like Hubble. If they player wants to do a mission like Kuiper or James Webb, that should also be an option. It can be a very cool way to conduct science experiments, and get points needed to upgrade the tech tree in KSP2. It can also give the player incentive to try a mission that they have not done before, and can be relatively easy-ish to pull off. I can imagine something like Hubble or the James Webb Space Telescope being instrumental for progression in a future patch when we get closer and closer to interstellar travel.
  16. When will this official update be released on the forums and CKAN? I cannot wait to get my hands on this!
  17. Will this essentially replace DIRECT launch vehicles as a mod? And is it compatible with the Shuttle Orbiter Construction Kit?
  18. Actually, I believe that is indeed what happened. I changed the physical time warp while firing the nuke engine, and I received that message.
  19. I tried using the physics warp rate while in space above Duna. And I was met with that error message. And yes I was firing the nuclear engine while doing so. I forgot to add that in this message.
  20. Okay, I'll elaborate more. Whenever I am trying to burn with the nuclear engine, I am not allowed to use timewarp since I get the message of, "cannot warp faster than 1x while under acceleration." What I am trying to ask is, is there a way to work around this issue? Yes I am trying to timewarp with this mod while using an engine at the same time, this is on me for being a little impatient.
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