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KSP2 Release Notes
Everything posted by yorshee
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Here's a commission I did.
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In 1.1, if you disable all of the electrical charge on an unmanned craft, you can't re-enable it and you completely lose control of it. Before 1.1, you could disable and enable resources on a craft even without control. This change now makes it impossible to put probes into hibernation if you're sending them far away. Sure I could stick some solar panels or RTGs or whatever onto them so they're constantly running, but that's not the point. I like the idea of putting probes into hibernation mode while they're coasting through interplanetary space to their destination, like real-life space probes.
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Constant crashing
yorshee replied to TampaPowers's topic in KSP1 Technical Support (PC, unmodded installs)
I've been having this issue too, it seems to happen the most when clicking stuff in the VAB/SPH. I would post the crash logs but they don't have any useful information in 'em It just...stops. -
I'll certainly be checking this out soon! It combines a lot of my essential mods into one!
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[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
yorshee replied to Pkmniako's topic in KSP1 Mod Releases
This is an awesome mod! However, I'm playing career mode and I haven't sent a manned mission to Duna yet, but I'm getting contracts asking me to go to Cercani. Also, the game is thinking Cercani is a planet, and its planets are moons. Those are just little nitpicks though, I love this mod.- 211 replies
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- planet pack
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This is just the mod I've been looking for! I can't wait to use it in my 1.0.5 file. A question: Is there a way to pick and choose what planet packs go in their own star system and which ones stay at Kerbol?
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Thank you! For the 'be right back' image, I wanted to show something that moving quickly - a visual message for saying 'the streamer will be back as soon as possible!' Reentry is a thing that happens quickly, so a Kerbal riding a heatshield was the first thing that popped into my head in regards to that
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
yorshee replied to TaranisElsu's topic in KSP1 Mod Releases
I skimmed through this thread but couldn't find the answer to this question: is it possible to make a base/station self-sufficient with this mod? I'm using USI Life Support right now but I might switch over to TAC if this is possible. -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
yorshee replied to nightingale's topic in KSP1 Mod Releases
This is happening to me too, not sure what's causing it. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
yorshee replied to Albert VDS's topic in KSP1 Mod Releases
This was in 1.1, and I didn't have any struts attached to any physicsless parts. -
[1.1]Hullcam VDS - mod adopted by linuxgamer
yorshee replied to Albert VDS's topic in KSP1 Mod Releases
I had this mod installed and I made a rover with a camera on it, and as I sent it into orbit the camera was slowly getting more messed up as the rocket ascended. It seems like the centre of mass was slowly getting shifted toward the back of the rocket, and it kept going until it was completely behind the craft and I would have to zoom the camera at weird angles just to see it, because the camera was focusing on the buggy centre of mass. I uninstalled Hullcam, booted up the game again, and made the same craft minus the camera, and it was fixed. While the bug was happening, the debug log was being spammed with this line: [Exception]: TypeLoadException: Could not load type 'Vector3d' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. -
[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
yorshee replied to magico13's topic in KSP1 Mod Development
I found out about this mod the other day, though I don't want to install it because I'm playing 1.1. Is this mod compatible with 1.1? If not I'll wait. -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
yorshee replied to MatterBeam's topic in KSP1 Mod Releases
I've been waiting for a mod like this for ages! This is awesome! Thank you! -
What if Kerbals don't really have a concept of genders and the 'male' and 'female' Kerbals that we see are more like different races to them. It would be interesting.
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If people want to imagine scenarios and relationships between their Kerbals, that's up to them. I think building your own backstory and personalities for your crewmembers makes you more attached to them so it's upsetting if you kill them. I have personalities in my mind for the four orange suits but I imagine the Kerbals as an asexual race so there are no romantic Kerbal relationships in my mind.
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I would rather wait a bit longer and get a more polished feature. KSP is past early access now so Squad can't throw in unfinished features into their updates anymore (like the old pre-1.0 aerodynamics for example). Plus we always have AntennaRange or RemoteTech for now.
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@fredinno I think you'll like this thing I drew!
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The only time RTGs have ever exploded for me is when I have a ton of them inside a service bay/cargo bay/fairing, so the heat they produce can't escape. If you have KER or any other mod that tells you the thermal information of your ship, and you have ignore max temperature enabled in the debug menu, does anything blatantly buggy show when they're overheating (i.e. temperature going to infinity)?
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Anyone Else Recently Build A Bad@** PC in Reponse to upcoming 1.1?
yorshee replied to scribbleheli's topic in The Lounge
I really want to! My computer is both really old and not even a gaming computer. I don't have the money though -
A YouTuber/Twitch streamer I'm a big fan of played it several years ago, and me, being obsessed with space, found HarvesteR's idea of making a game out of orbital mechanics and rocket science genius! Only last year (well, December 2014...) did I get around to actually playing it myself. Best £30 I ever spent!
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I only use Sandbox for testing crafts out, and Science mode is too grind-y for me. I pretty much only play my heavily-modded Career mode as I do think the stock Career mode has a lot of issues. I don't like the tech tree progression at all (you start with a manned capsule???) and a lot of the contacts are dull and uninspired - I don't like the 'test this part in x situation' at all because they're boring and don't challenge you at all and are generally impractical (why am I firing an SRB in a suborbital Munar trajectory?). The 'haul this part to x situation' contracts are a bit better because you just have to get the part there so you can use it in tandem with other contracts you have going on. I installed Contract Configurator specifically to disable the contracts that I don't like because I was getting so sick of seeing 'em clogging up Mission Control. Another issue I have with career is the lack of a stock alarm clock feature means you can't multitask very easily. With Kerbal Alarm Clock I can send a satellite to Eeloo and set an alarm reminding me when I need to do the next correction burn or when it enters Eeloo's SOI, and while I'm waiting for these things to happen I can do a lot of other contracts while I wait without having to worry about forgetting about the satellite. If I did the whole mission in one go via timewarping then I would be getting barely anything done in the same amount of in-game time that I could be doing if I could multitask more easily. The admin building is pretty useless to me too - at the beginning of the game you don't have enough funds/rep/science to take advantage of the strategies, and later in the game I have way too much funds/rep/science so I don't need the extra help anymore. I have no idea what could be done to remedy this, maybe remove it altogether? I dunno. Also I also don't think career is immersive enough - sure it's fun, but it doesn't really feel like I'm running a space program which is an issue considering the game is called 'Kerbal Space Program'. I made a post with some of my ideas for expanding career mode a while ago, I figured it's relevant to copy and paste here (with some modifications as my opinions have changed): There should be a more managerial-y feel to career mode, like you're actually the head of the space program. One way that could help achieve this would be the addition of an extra building, or an addition to the administration building. In this building, you can choose how you want the program to be run. You can choose between being public funded and private funded. With public funding, you will receive a certain amount of money every Kerbin year or so, the amount depends on your reputation. You can still do contracts but the rewards for them are lower than what they'd be like if the program was privately funded. Most of the contacts you get will be ones like 'Retrieve science data from _____' or 'Set up a space station in orbit of _____', and less part testing and visual surveys. If you screw up a mission and a Kerbal gets killed or anything else happens that damages your reputation, be prepared to take a big reputation hit! Much larger than the reputation hit from being private funded. This in turn will affect the amount of money you get every year. If you choose to be private funding, you get the full scope of contracts and much larger rewards for doing them, but you don't get the money every year that public funding gives you. Reputation hits from catastrophic failures are lower. Also with private funding, you can choose the sorts of contracts you want to do. If you want to focus on visual surveys, then you can do so, and the generated contracts at Mission Control will be 75% visual surveys. This way you can choose to do the types of missions you want without having to spam the decline button in order to find one you want to do. Another feature of this building is something like a suggestions box that members of the Kerbal public can put their opinions of the space program into. These tips will help you improve the space program, and they'd be more strict for public funded programs. For example, if you're been doing nothing but Kerbin system missions for 5 years, you'll get a lot of suggestions like 'What have these scientists and engineers been doing all this time? Isn't it time to go interplanetary now!?' or if you have lots of astronauts in the Astronaut Complex, but none of them have been on a mission in a while, you'll get a suggestion like 'What are these astronauts doing all day? Playing video games?'. If your space program is doing well, the suggestions box will praise that too, but its main purpose will be to point the player in the right direction for what to do next. (Also, this would also give Squad an opportunity to introduce a new KSC staff member who runs the building, who could be female.) Another idea I had is one I already posted here, but I want to expand upon it. I like the outpost-building contracts because I like building space stations and stuff, but it sucks because...well, nobody actually uses them. I put this space station it orbit around Jool? Cool! ...Now what? I will get the occasional boring contract to adjust its orbit but as far as I'm concerned, it's useless space junk once it fulfils its contract parameters. It would be neat if you had contracts that would have you ferry tourists to these space stations and bases, dock to them and spend some time there, and then get 'em home again. It would be even cooler if these contracts had a time limit too - if they don't get there in time, or get home in time, you fail the contract. Not only could tourists visit these outposts but scientists from the agencies could want to use the science facilities of your outposts, and could yield a little science rewards too. You'll only get these types if you actually have an outpost set up, like if you don't even have a space station around Eve you won't get a contract asking to ferry people to an Eve outpost. I have some mods that let me do these kinds of contracts but they really should be stock.