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KSP2 Release Notes
Everything posted by Harrekin
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I think you're still just completely missing the point, to be honest. How is any of this even vaguely relevant to the original topic in the slightest?
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I manually added the metadata to the two smaller Konstruction ports based on the packed volume of their stock docking port parents. So good being able to pull them out of stock inventory and attach to an existing ship/station...then being able weld the parts together using the mods functionality. Should probably be a stock thing, but USI mods are the best mods, period.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Harrekin replied to RoverDude's topic in KSP1 Mod Releases
Had a quick look through the Development branch changes... Pretty excited for the next release with Stock Inventory support Great work! -
Am I the only "Glass half full" guy around here?
Harrekin replied to MrZayas1's topic in KSP1 Discussion
People act as if 1.0 is radically different, I've had all the functionality of 1.0 since playing modded 0.24 (Except the mod functionality was moar detailed). Not being negative, just the hype from the diehard fanbois isn't constructive. -
Go on, quote me where I said that. I said the rush to release despite the Devs saying they haven't included all they wanted/intended is concerning me. - - - Updated - - - So if it's not finished...why change from early access to "release"?
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Or perhaps they're just other players who love the game like you and are concerned at the rush to release when several glaring things are missing from a "release" game, especially when they've stated themselves that some of the things they wanted in aren't in.
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I'll gladly eat my words if/when a multiplayer option becomes available, but considering we got this in early 2014: "Multiplayer's First Steps This isn't so much a feature at this point, but it's worth mentioning in any case. We're starting work on the core components of multiplayer now, so by the time we're about done with Career Mode, we'll already have a solid platform to start building multiplayer features on top of it. Right now, the primary goal is to write the server backend that will run things. There won't be much to show of this for a while, but we'll keep everyone posted about the progress being made." http://forum.kerbalspaceprogram.com/content/250 And we've heard nothing since...
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It's claimed to be, but once theyve declared "released" they are under no obligation to provide it at all/for free. Call me paranoid, but the rush to "release" has me suspicious.
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Still no multiplayer... How many games nowadays have NO multiplayer on release? This isn't the 90's anymore. Love KSP, kinda tired of playing it by myself tho and part of me suspects it'll never happen now that the Early Access obligations are fulfilled. Might play 1.0 when the mods are updated.
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My speculation was wrong, oh well, it's back on DMP so. Funny how a mod can do what the Devs can't/won't.
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That's obviously not what I'm saying, it's been something they've been "looking at" for over a year.
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But... You can still only play by yourself.
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Thats hardly a "feature" and it took a dedicated 2 days? The let-down is intense with this one... So essentially 1.0 is a polished version of 0.25 with other people's mods added to vanilla and that's their "release"...? I love KSP, but damn.
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I'm hoping for multiplayer, it's the biggest missing feature, everything else is a bit "meh" to be kept a secret. Bizarre it's lack of implimentation, the first time I launched in KSP I thought "this would be awesome to play with my friends"...get her done Squad *Flame shield up!!*
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Care to cite where they catagorically say it's not? If you can't, let the speculation continue. A 1.0 release without Multiplayer is like a gun without a trigger nowadays.
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"Erection?" "Check..."
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"Lastly, I’ve dedicated a couple of days here to implement a feature which I think has been missing for far too long from the game, and I really didn’t want to leave it out of our 1.0 release. More on that one later though… I’m very happy I got the opportunity to implement it though. I feel it wouldn’t have been a proper release without it." From the pre 1.0 dev log... Multiplayer?
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If it's what I found then it seems the positional tracking. Even when trying to line up for a circularisation burn, the RCS jets start turning you, the vessel jumps it's heading back a bit and loses all momentum. Then the RCS thrusters fire again and just start the turn again. It's uses RCS fuel as normal until it "jumps" and time ticks by as normal. On bigger, less manoeuvrable ships it essentially makes changing heading nearly impossible. It seems to be when the server is pinging the ships position. Hope this helps, I've no log.
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Fixed already? Legendary.
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There's a very good chance KAS with DMP will cause massive explosions. I'd advise against using them together for now. The mod author is aware of the problem, so hassle him on mIRC so he'll look into it quicker
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I always hit "Backup Server" when I'm shutting it down or when I've built something important and don't want to do it over. Did you back yours up?
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Is it entirely based on Kerbals in the workshop, the launchpad or the entire vessel overall? Cos that would explain why it'd build undocked from the station but when I dock it won't work. I Googled a lot for the answers, when I get a bit more in-depth with it I might do a Wiki, there's a strong lack of non-YouTube instructions.
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So why does the workshop/launch pad module I built work when it's on the ground but when I launch it and attach it to my orbital station it won't work? I'll use crew manifest to edit my Kerbals and see to be extra sure, thanks for your help.
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As I said in my last post, it won't build "in orbit". Deploy the launchpad2 on the main launch pad or anywhere on the ground and it works. If I undock a launchpad2 it from my station in orbit it works mysteriously, but when docked in orbit I get nothing. EDIT: That's the orbital dock and the launchpad2 btw. Haven't tried the runway cos frustration kicked in at that point.
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Whats the issue youre finding? I find orbital dock/launchpads dont work in orbit, seem to work then progress stays at 0%. But maybe thats just me.