Hevak
Members-
Posts
155 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hevak
-
This will be a bit long sorry, but I feel it must be said. @MacLeod-Industries first and foremost, don't ever let anyone tell you that you are doing anything wrong, incorrectly or that there is a correct way to do anything in ksp ever. There simply is no wrong or correct way. Ksp is a game, and on top of that it is a sandbox game. The most important thing is that you enjoy playing and have fun, and that you achieve what you want. This is evidenced by the fact that one user here almost only makes trains, others rarely go to space and simply make atmospheric aircraft, but you know what that is what brings them fun. now with that being said, there is a best, or better ways to achieve things. And there are ways to make some things easier, depending of course on your skill piloting your skill building craft. But keep in mind many of the people telling you the most efficient way to get to orbit are building craft made to fly the way the describe. There is not one single, perfect, "correct" ascent profile, unless you build your craft a certain way. Depending on what and how you build craft, your ascent profile may need to change. Of course this is dependent on your skills as mentioned above. Now if you want to push for the best, most efficient way to get to orbit, then I would definitely pay attention to a few of the posts discussing it in terms of efficiency, I find this difficult to achieve, and not fun as well. I play a game to have fun, not to do complex calculations, build a specific vehicle with specific numbers or twr and such. That doesn't bring me enjoyment, some people enjoy that aspect of the game though, and they thrive on doing the real math and stuff and achieving these results. If you were to experiment with various gravity turns and ascent profiles, you will find that the delta v difference is very minimal overall between them. Now this delta v could matter depending what you are doing sure, it also makes things easier to either have more delta V after orbiting, or even building a craft with only the needed amount of delta v vs. over doing it. Now your original way of getting to orbit would probably show a bigger difference in delta v usage compared to an ascent with even a sub-optimal gravity turn, but the difference between when you start a gravity turn will tend to be minimal. as one person mentioned here, the more important aspect is horizontal speed, and the reason I feel you want to worry about this more than anything is not because of delta v usage, but because it will make your circulization burn much much easier if you get some horizontal velocity going. the closer you get to orbital velocity horizontally, the shorter and easier your circulization burn will be, and the easier it will be to have your Pe and Ap close in altitude which is a much nicer orbit in most cases. my usually gravity turns start anywhere from the 4,000 meter, to 8,000 meter range depending on the craft I build and the orbit I'm going for with said craft. I try to be close to 90 deg flight well before my Ap is near what I want while balancing it enough that I'm not generating too much heating effects in atmosphere. How gradual my turns are also depend on my craft as well, but you always want to try not to get your nose marker too far from your prograde marker. Think of it more as just slightly pulling that prograde marker over, don't just go yanking on it. I have never once been able to make a craft the can execute its own gravity turn as some people say they do. But that is due to my skill as a builder and I know this, Now some people will slam this as incorrect, which it isn't because it works for me and I get to have fun doing what I want in ksp. I got into orbit and completed my mission I intended, so it worked. Now it certainly isn't the most efficient way, but as I said I'm not worried about that. I am not great at building spacecraft in ksp, and I especially have trouble when trying to launch any kind of payload into orbit. So my advice is to just take any information you get from the forums with a grain of salt, or a pile of it even. Try some things out that people mention of you want to and experiment a bit. The best way is to try and build a fairly decent and controllable craft and use that one over and over again with various ascent profiles and see what works for that craft. Then maybe try a few more different craft and see if it requires a slightly different approach. And also note the amount of delta v left over after trying the different ascent profiles. And find what works best for you overall. I can't achieve these perfect or so called "correct" gravity turns people tout, but I have found what works for me and is easily and consistently achievable. Also decide how serious you want to take things in ksp. Do you want to push for high efficiency, best ways of doing things? Or do you want to just have some fun, build what you want and do what you want with Ksp? The best or perfect efficiency in doing things is in no way required to achieve anything in ksp. But achieving a decently efficient even if sub-optimal way to orbit will certainly help a bit of course. I'm pretty bad at building and flying things at times. But I have no problem getting around to most of the kerbin system and even building bases on mun and minmus as well as giant space stations in orbit using part mods. So certainly don't disregard some of the things said here, but don't ever feel you have to do things the way people say are the best, or real way, or the way the math says it should be done. First and foremost find what works for you, and then if needed or wanted you can always refine your techniques and/or look into more efficient ways to do it if you want to worry about that. Above all, just find what makes you happy and allows you to do what you want in ksp. And never, ever let someone tell you that you're doing something the wrong or incorrect way. There simply is no such thing in this game.
-
[1.12.x] Custom Asteroids 1.9.0 - January 24
Hevak replied to Starstrider42's topic in KSP1 Mod Releases
Thanks for the response. I'm not quite stock so I won't be need that folder. thanks for all the work on the mod. -
[1.12.x] Custom Asteroids 1.9.0 - January 24
Hevak replied to Starstrider42's topic in KSP1 Mod Releases
Hi. Just getting around to trying this and a few other mods. What is the standard setup folder all about? Do I need it? If so do I just put it into gamedata folder, or inside the custom asteroids folder that's inside the gamedata in your zip package? -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Hevak replied to TriggerAu's topic in KSP1 Mod Releases
No worries I know you're working on the bug tracker and other stuff. It's not a huge issue either. If I find out anything if think may help on that part when I do a clean install I'll post it here. Thanks for all the work -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Hevak replied to TriggerAu's topic in KSP1 Mod Releases
Are you saying you can't repo the ARP replace function reverting? Or you can't repo the behavior I mentioned where it hides other buttons and then will basically fix itself? if you can't repo either of these then that leads my thinking to some sort of mod conflict interaction. I do use real chutes, usi, Mechjeb and scan sat all which add buttons to the stock toolbar. Though I hide the MJ buttons and use toolbar mod for those. if I get a chance I'll try and go clean with just ARP and then build out my game data and see if I notice anything else. -
[1.12.x] Custom Asteroids 1.9.0 - January 24
Hevak replied to Starstrider42's topic in KSP1 Mod Releases
Ok looking for some clarification on the "doesn't interact with kopernicus" part in the op. Was looking into trying the outer planets mod, which requires kopernicus. They outer planets mod says this is a recommended mod. So if this doesn't interact with kopernicus, then it won't interact with outer planets since outer planets uses kopernicus to run. So im a tad bit thrown off by this. Why would they recommended this and what happens with all 3 of these mods installed together? -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Hevak replied to TriggerAu's topic in KSP1 Mod Releases
I know the problem has been acknowledged, I just wanted to add a bit more to the behavior I'm noticing in case it may help sort something out. I looked back a few pages but didn't see if all this was mentioned. So as noted if you leave the game after replacing the stock button it reverts back. But if you simply just launch a vessel from VAB and then quickly revert the flight back to VAB and launch again the replace function goes right back like nothing changed. I didn't need to go in to the ARP settings and tell it to again, just simply revert the first flight you launch, or even fly it and the second launch you do will be fine. also whatever is happening in this bug, while the replace stock reverts after restarting the game, it also hides the KER and KAC buttons from the stock toolbar. Once you do what I mentioned above, all the buttons come back. So I just wanted to add a little info in hopes it may help track something down with this issue. I'm in no way rushing you or anything. This isn't a huge problem as it sorts itself out easily while playing. Thanks for all the work on your mods. -
I'm only going to respond to p4. As I'm not going to keep going around in circles. im not trying to or going to try to convince modders of anything. And if you agree that restrictive licenses should have never happened, then ckan should have been a nice member of the community long before that happened. The only reason that happened is because of the attitude of ckan. Just because you can rightly do something doesn't mean you should do it. If ckan really cared about the community at all they would have stopped listing mods of the authors that asked a long time ago, regardless of license. Because sometimes what you're "allowed" to do isn't the "right" thing to do.
-
That's funny. Cause I was referring to some of roverdudes thread. I used to help with support in that thread. I used to field many of those exact discussions in that thread, and I've seen it in many others even with 1.13. And in every case where ckan screws up the mod author never put it there, and many times they don't want their mod on ckan. But ckan doesn't give a crap at all. Yeah manual installs have that happen. But nowhere near as much as ckan. And it's usually new users to either ksp as a whole or to that mod that do that. But still the overall attitude is tell modders to F off and deal with. Real good way to ingratiate yourself to the ksp community you care about. Restrictive license should have never happened. And they do nothing but hurt the community, if you can't understand that there is nothing more to say.. hey ckan thanks for screwing the ksp community over. I appreciate it. It's clear ckan only cares about ckan and nothing else Nothing more to say here. I'm done.
-
Lowly ole mod users here. Didn't bother readin past first page, cause yeah it was going how I expected. lets see. Insult some modders? Check tell some modder you'd wish they would take a hike? Check tell them if you don't like it do something about or shut up? Check modders start to react with the more restrictive licenses? Check modders start disappearing????? good job ckan. if ckan really cared about a damn thing as they so claim to, they wouldn't be acting like something I can't say here. Seriously this is just stupid. And please stop acting like ckan only causes a few problems to a few people. I see so many problems pop up on threads of mods I use. It goes something like this. hey this mod doesn't work, can you fix it please. ( sometimes it's nice sometimes it's not at all). Then it goes on to something like, all these parts are missing, this isn't work right, your mod broke my game. usual response from someone giving support. it's likely an install problem because it's working fine here. Let me see your game data folder. User repsonse, It's not an install issue I used ckan. support response, please try installing manually and not through ckan. User response, I can't be that I used ckan. support repsonse, please show me your gamedata folder, and inside your mod folder. user response, posts pics. support response, yeah you're missing (this) please install manually User response, ok thanks that worked, can you fix ckan please? support repsonse, I have nothing to with ckan, I didn't upload my stuff to ckan. just about every single mod I have used has had a exchange similar to this. Sometimes the modder already knows that's what happened, because ckan decided not to install a dependency, or links to an old version, or just plain screwed up the install some way or another. Yet all of us who don't use ckan don't have those problems. save for maybe a handful of mods that tend to get updated quickly after a new ksp update, most take a few days or longer. I'm still waiting on some mods I use to update. Most modders tend to extremely stretched for time. Yes if you want to be like that, all peoples time has the same value. But I give a little more value to the modders time, they are doing this for free, taking up their free time, as well as often taking up their ksp time. When a new ksp update drops I get to play it immediately, good modders have to get the mods fixed usually and don't get to just play right away. If you can't grasp that then idk what to say. but it appears ckan's only interest is doing what they want no matter the negative effect its going to have on this community.
-
Me just, exploder, explodey, big boom, Jebs gonna die. really I just usually name them after what they are for. Or what they are doing. Mostly so when I have many craft in flight I can easily find what I want in the tracking center lists, and to easily find what saved ship I want on the VAB list
-
[Solved] TT18A launch stability enhancer
Hevak replied to Lsdsoft's topic in KSP1 Technical Support (PC, unmodded installs)
Do you use the EPL mod? If so remove it until it's updated. And if so, taniwha is working on it. if not then I have no idea, EPL caused this issue for me, because it modifies the clamps. and once removed I have no problem with the clamps. I had no issue in stock or with a fairly modded install so it's got to be something non stock. And yes I know this is the unmodded section. But the op never said if they used mods, and it was moved here by the moderators. -
So as my previous post says it appears rcs build aid is functioning still in 1.13. But I do have a bug report. i know previously this bug had popped up, I think it got fixed at one time but I'm not sure. When you first enter the VAB and start to build a craft, if you go to action groups or crew mode then back to build mode it will pop up the CoL/CoM marker from RCSBA. If you then open and close the RCSBA these go away. As long as you don't leave the VAB you can switch to action groups or crew mode and back to build mode without these popping up again. But this will happen again if you leave the VAB and then come back in.. So it's only the first time you switch modes. not a big issue, but just wanted to report it.
-
Is it true that most KSP players never go interplanetary?
Hevak replied to KerikBalm's topic in KSP1 Discussion
This is a personal view. Because I think that's why sandbox is inferior in every way.. But that's the good thing, people get to play how they want, in every way. -
Is it true that most KSP players never go interplanetary?
Hevak replied to KerikBalm's topic in KSP1 Discussion
Well let's clarify first. Like you mean I actually planned going interplanetary and made it? Or those few times early on when I messed some things up and sent some kerbals to infinity and beyond? Lol. I had a few accident that sent some kerbals off in to some solar orbit/flyby that they were never returning from, enough to be interplanetary but I never encountered one. then personally I have only been to the next closest body out from minmus. I'm sorry I don't know the order of planets in ksp of the top of head. I think a few people have hit on why many may not. It takes a lot of planning. Some require utilization of launch Windows to really be successful. Plus I think it's difficult for the more avg players that may not use mods to build a competent rocket with enough delta v to get anywhere beyond minmus. Even minmus can be tough due to inclination. And I think it does take a bit of knowledge to make those farther journeys happen. Also the whole maneuver node system isn't exactly what I'd called easy or intuitive for setting up encounters beyond the mun for the more average player. Personally the reasons I haven't been Is because I am horrible at building rockets, and the bigger reason is probably I tend to play in a slightly hard career mode all the time. Less rewards, and well I've had almost every save that o was getting far enough to have parts etc to get out there get ruined by updates. Also I have an aversion to killing or stranding kerbals. Im always trying to get to that point. As far as is it true that most don't? I'd say that's really hard to definitively answer. But it certainly is not easy, you need to learn at least basic orbital mechanics to have any real chance in my mind. -
Well every consumer has their preferences. That's sort of the point. As my first post on this thread said, some people wouldn't have bought the game if not for steam. I do find it interesting that people who hate steam often generally can't give a decent reality based reason why, or those that can are usually the anti drm crowd. And it always makes me wonder why. But the spreading of incorrect or outright false information to try and hurt a company you simply don't like is wrong. And if someones get even one person to not buy a copy of ksp by doing so, it hurts everybody involved. it makes absolutely no difference where ksp is bought. I'm tired of hearing people bash steam and often anyone who uses it. The only question that needed answering here was what the perceived life of ksp is for an interested purchaser. Why must the anti steam crowd try to push people away? it sounds like to me the OP who has 5 posts here is new. They said they wanted to buy the game because it is on sale on steam. That is why they want to buy. This is the most important thing here. But they quickly get messages slamming steam and contempt for them. This is the first introduction to the ksp community. Might that affect their decision to buy? It could. And as I said if anyone ends up causing one person to change their mind, then they are doing nothing but harming all of us as well as squad, the company they so claim to love and want to support. true support of squad would be to put your personal bias and hatred aside when that information is not relevant to the discussion at hand. All that should have been said here is. Squad has no plans to stop development for the foreseeable future. Which is what squad has said. You could give an estimate of a time frame you think it will last. You could give the person a nice welcome to what is generally a wonderful community for a game these days. true support of squad would be to accept that they have chosen to sell their games on steam. True support would be accepting that and not attacking where people by their games because of personal bias. Because that is what ends up coming across, because while this thread hasn't most that discuss where to buy end up starting to insult steam users. And in the end you are attacking a decision squad made for the health of their business. i have had zero issues with steam. Ksp on steam is ran just like it is from every other source it's sold on. There is no drm on steam for ksp, and that is all that matters here, since that is the usual anti steam argument. So the point of where is "better" to buy is moot. My purchasing decisions are based on my safety of the transaction, and the trust had in a company. my personal views are such. I don't care one bit where people buy Ksp. I just happy it's still pulling in new customers willing to buy the game. That benefits all of us, no matter where they buy. Where they buy is going to have minimal affect to squad in every way, other than them making profit and selling more units. The two biggest measuring sticks in the gaming industry. And guess which is number one. Units sold. Not how much it made. World of warcraft was never saying we made 2 quadrillion dollars a month on subs did they? No they reported subscriber numbers and copies sold because that equates to success in the game industry. Since most companies price their game well enough to insure profit if it sells well. And the number of people playing or buying is what tends to tell other customers, hey this is a good game. And what did Blizzard do when sub numbers started to drop significantly? They stopped reporting sub numbers, because it would "appear" as a negative. But I guarantee they are still makin an ungodly large amount of money off what is still one of if not the biggest MMO games out there. But people leaving the game gives a negative impression. So they don't announce those numbers anymore. Steam is doing nothing different, it's in no way different from Best Buy, or GameStop, or the now defunct circuit city, or wal mart etc. they are a reseller plain and simple. Like middle men or not, resellers are a vital part of the enconomy. Or do you all hate the grocery store and avoid it? Why not go directly to the slaughter house and the farmers, or Pepsi, or Frito-lay, nestle, on and on and on. Do you hate Amazon? eBay? Steam is doing nothing different, this has been going on for centuries. And it works. For the record I am very much anti digital distribution I just don't like it. I still buy as much music as I can on cd's instead of iTunes. But it has became a neccesary factor in the gaming industry these days. i also find it funny most of the anti steam people have no problem at all being forced into only buying their digitally distributed console stuff from PSN or Xbox live. They don't seem to slam those companies near as much as steam, and in my eyes the do more harm than good. They have a monopoly on their platform they actually do screw over both publishers and consumers far more than steam. Because no one has a choice. But they have come to accept that. They also forget that almost every single console game is DRM'd these days. So again the vitriol against steam isn't based on reality often times. No matter where you buy this game you are making the exact same transaction, plain and simple. Any in true reality, and as been showing many times, Steam is the superior platform for ksp. Since they tend to get updates faster and easier, and squad used it for their only pre release test so for. Oh and that went very well too from what I saw. Squad themselves have said their infrastructure at the store isn't quite up to par, or capable of handling large amounts of traffic. And it has clearly shown at times. All that said if some one came in here saying they were going to buy the game from squads website and wanted to know about they game, I wouldn't throw squad under the proverbial bus over their storefronts short comings. If someone came on here and asked which would be the better place to buy ksp, I would simply tell them I have it on steam. I have no problems with it, it's drm free too and you tend to get updates a bit sooner, and you will get updates downloaded much faster often times from steam. And I would recommend that. But any of them is good, you'll be happy you bought no matter where you do. If they asked for further information, I would just say, well GoG has a longer review process for updates. This tends to delay by an hour or more compared to other platforms. And squads updater from their storefront is reported to have problems at times. But it really doesn't matter where you buy it, as people are happy with all three choices. because that is truly supporting squad. And that is a true unbiased view and recommendation. I never told them where I would or wouldn't buy it. I never told them where they should or shouldn't spend their money when it really makes no difference in the long run. I didn't throw in any personal hatred for a company that tends to rub off towards their customers. No it was simply just a factual, relevant response. And really most people already know where they are going to buy something, what they usually need convincing of is whether they should buy something at all. That's what should be focused on here. As I said all consumers have their prefrences or bias. The majority of decent video games that died an early death did so because of vocal minorities that feel the need to spread biased falsehoods about one thing or another involving the game. Just think of all those games that have had their community ruined by people overreacting or flat out trying to divide the community into one side or another, driving people away, or keeping new people away. If you want KSP to continue development for as long as possible, if you want to have hope for a KSP 2 or who knows what they may make, then let's drop all this bs over where is better or how evil steam is. Who knows maybe Felipe is out somewhere on a nice tropical island enjoying a moment of success after 4 years or so of working on his life's passion and being wildly successful. And maybe Felipe will come back one day with ides for some other crazy off the wall game. Or maybe he is ready and re inspired to make the next KSP and blow us all away again with an amazing game. i find squad to a bit of a refreshing change from other game developers. They have done things a bit against the norm, you have to admit. They are fairly active and vocal with their customers. Face it some games go days without a single word from anyone from the developer. I'm sure every one of you can recall an instance where developers tend to avoid their community. i don't care where squad sells their games, I don't care what platform squad ports their game too. I don't care where anyone buys their version of ksp. I just care that people buy it and that squad stays successful, so that we might get some more goodies for ksp for a couple years to come. And who knows maybe after the get on consoles and reach an even wider customer base, and become more well known as a game developer, we might end with a couple more amazing games. Food for thought. Kerbals don't have to be confined to space. Kerbals could easily become a franchise theme. Who knows where a funny, cute, slightly whacky, little green creature could pop up. They have only just began exploring their own solar system. They have only just began to reach for the stars. Their future is completely unwritten and wide open. Same with those monkeys at squad. (Its their logo people)
-
Oh and here really let's break this down. And I'll use the avg numbers i see thrown around the forum a lot. Note this is all hypothetical as neither steam nor squad releases any numbers. It simply illustrates the business aspects in play. I hear the random number of steam takes 30% from squad and other developers a lot. Never seen any proof but ok let's go with this. I hear most people saying they paid in the $20 range for early acces. Some were more some were less. I paid 26.99 for one of my copies. So let's use an avg price of say $23 the current sale price on steam. Well it's 23.99 but still 23. There are currently right this minute 2,213 steam users in game according to steam. 2213 X 23 = $50,899 in sales. If steam is really taking 30% that = $15,269 which means squad made an extra $35,629 just from the people playing right this minute. That's more than double what they spent for access to steam customers. They spent roughly $6.90 to sell each copy through steam. there are 30,346 reviews of ksp on steam. As far as I know you can't review games unless you have it in your library on steam. If you're wondering 776 are negative. If every copy was sold at $23 that = $697,958. Over a half a million dollars in sales. Minus steams supposed 30% of $209,388 that still nets $488,570. Still nearly a half a million dollars. Still more than half what they spent for access to steams customer base. Again they spent $6.90 to sell each copy of steam. In essence they sold copies of ksp to steam for $16.10 and steam turned around and put them on their "shelf" at a price of $23. How do you think Best Buy and gamestop etc works? I'm sure many have heard the old adage sometimes you need to spend money to make money. That is exactly what squad did. Now add in how many people probably paid more than $23 on steam and those numbers increase. Or let's take what I feel is a generous leap and say half of those steam users would have gone directly to an unknown game developer's website that has never once made a video game, and wasn't even orignally in any way a video game company. That is if they ever even happened to hear of squad or ksp. Even with that shift squad still made a ton of extra money from steam they otherwise wouldn't have. Last time I heard, squad said that finances were not in any way a problem. And that were wildly successful. So how stupid is squad for using steam. Cause all these steam screws over small developers and anti steam posts are basically saying squad is stupid for using steam. They made a very basic, and very wise business decision. And it's one that squad I'm sure didn't just enter into on a whim. In this hypothetical they paid a company $209,000 to get their product in front of however many Customers steam has. They paid $209,000 to sell 30,000+ more copies of their game. This without a doubt made them much more successful than they would have otherwise been. At the very least it made them much more successful in a vastly shorter period of time. These are really basic business concepts here Would squad make more money if everyone bought from them directly? Of course. Is that ever going to happen realistically? Never. how much would they have never made if they didn't use steam though? Enough it probably would of hurt them much more than they are being hurt or held down by the big bad steam monsters. Note: some reviews may not neccesarily be actual copies bought from steam. They could have been transferred over by people who bought early enough from squad. And all numbers here are complete unknowns as sqaud and steam don't release any true figures. the point made is still valid though.
-
I'm sorry this is utter and complete bs. I would have never bought ksp if it wasn't on steam, and I know a few others who wouldn't as well. And please if squad or any company was really being hurt by doing this they wouldn't. Squad sold thousands of more copies of ksp on steam. They made a lot more money because of steam. In fact I'm willing to bet the only reason squad still exists and is still developing ksp is because of steam and gog. Squad was a complete unknown, and still is to many. They never would have sold as many copies from their own storefront. So,yeah it did absolutely nothing to increase the financial power of squad. In fact I'm sure they lost a ton of money by using steam. That's why practically every game developer is on steam cause it's so evil and horrible. yep you've nailed it. Lmao Also anyone who was in early access and says don't buy ksp from steam cause they take money from squad. Why don't you go send squad an extra $20-30 since you didn't pay $40 for your game like they are charging now. Since you're so concerned with them losing money. Because you took a lot of money from squad by being early access. Surely you should pay full price now that you have a full game to play.
-
Just wanted to report that it appears that EPL is borking up the launch clamps in the game for 1.13. I added this mod and the clamps are no longer stagable so they launch with you. And they don't actually extend the proper length in the vab like they should either, they stay really short and end up in the launchpad. Removed epl and everything is fine. I know A similar problem with clamps came up quite a long time ago, and I remember you had some real tough issues just getting clamps to work within EPL at all back when you introduced that in the mod as well. I had a slightly modded install with everything fine until I added EPL. Removing it made launch clamps work normal. i also did a clean install, no mods at all except EPL and the launch clamps get borked until EPL is removed. Hope it doesn't become too much of a headache like it was before to get them to work again. Thanks for all the hard work continuing to maintain this mod.
-
Thanks for the response IgorZ. I do use a couple mod that have rovers that can be assembled in the field so it sounds like I have needed then both this whole time. So now I know.
-
parts [1.2] Karibou Expedition Rover [0.3.0]
Hevak replied to RoverDude's topic in KSP1 Mod Releases
Well that is weird. I swear I'm not crazy lol. I just went to it now and it's working. So I don't know what that was about. I did the usual link from the mks page and then clicked latest release I got the weird thing I posted before. Anyways seems to be working on my end now so who knows lol. Thanks for responding -
parts [1.2] Karibou Expedition Rover [0.3.0]
Hevak replied to RoverDude's topic in KSP1 Mod Releases
As always great work on your whole suite of mods. So I went to start updating usi mods. This mods link on git hub wants to download a file called %2fs3%2faws4_request&x-Amz-date=20160623t034734z&x-amz-expires=300&x-amz-signature=f That is the file name I would be saving, note it doesn't even have a file extension and doesn't show as a zip either. this is not the usual file I am used to downloading with your mods, it's usually named like the mod is and a zip extension. Mks download from github gives a similar thing as well. So does karbonite. has something been corrupted or what? It just not the file name I'm expecting to see. -
Sorry I responded to a post and didn't look at the date. My response couldn't be what their issue was. But I will report that it appears this mod is working in 1.13. I had to start a new game though because it seems old saves have been messed up for me. the vab window comes up. In sandbox the markers all seemed to function and change as I moved rcs. I just didn't actually test to see if any craft was actually balanced under rcs during flight yet though, but all appears to be working as expected so far.
-
First off this is a great mod, been using it for awhile now, so thanks for all the work. But I'm wondering a bit, there has been no word in this thread from the maintainer in over a month it seems, so I'm just curious if this mod is still alive? Also just want to report It appears to not be working anymore for me in 1.13. It seems this update was more than expected and has caused a few issues with several mods. Neither the enhanced darkness of the vacuum of space or the planet shine part seem to work, nor do the sliders do anything. Has anyone else had better luck?
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Hevak replied to cybutek's topic in KSP1 Mod Releases
I had this problem in a save game, it was the mission control and VaB for me and with only a couple mods and KER was not one of them.. I simply started a new test save game and the problem was not present with the same mods installed it was only with my old savegame from the previous version.. So if you are using an old save, I think it more something in the save than an actually mod. Just my guess. Of course I had removed and updated some mods, as some were causing other problems like launch clamps not releasing, so I think the save is looking for something and it cant find it. I don't know much about modding, but just wanted to give my experience is all since it was the same issue. edit:. Want to add that I just started a new save intended to be my new game for 1.13. I add a few mods including the KER version on the first page, and I have no issues leaving any of the buildings. It was only my old save from 1.12 that had this issue as stated above even without KER.