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Posts posted by SwGustav
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Why is mystery goo so large? I'd love if it were tiny like in stock, considering science junior is small now. Also, there is no use for antennas without remote tech.
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Great to start playing with SETI again though I don't understand mod separation? Balance mod had a folder structure that allowed to customize the install so I don't see the point. Tech tree is already turning into balance mod itself with those part rebalancing tweaks. Why not keep it merged? Not only it's confusing (see posts above), it's more work for the same thing.
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Thanks for the fix!
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I am still have problem, I updated some of my mods and it came back. You wouldn't know what mod could be causing this?
If I understand that you're referring to odd Kerbin Texture, this is because of EVE city lights. Delete CityLights.dll in EVE folder
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Hello, I just had a bug when using stock transfer with realism mode off. I tried to transfer kerbal to lab from pod, but he got stuck in an infinite loop. His portrait was appearing and disappearing constantly and quickly. I could go EVA from pod, but not return back (it said it's full, when I switched to ship with kerbal outside his switching portrait was still there), going to lab through hatch puts him back into pod. When I sent another kebal to lab with the same stock method, he became the one "jumping" instead. Also SM window couldn't be closed due to active transfer. Problem was solved by going to space center and back.
Here's the SM log saved during this whole process. I didn't try to replicate and sent kerbals via EVA, but I can try again later.
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Ugh, I'm taking my words back, progression isn't any better really. There is more stuff to do but tech tree prevents you from it. This was worst Mun mission ever, I had to push my spacecraft in EVA for 15 real minutes to get back home simply because all 2.5m essential parts are in 3 different nodes. Then it's a science snowball all again...
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Hey there, this version seems to offset Engineer's report - screenshot
You can pull it down (which is also required to expand list), but it's annoying.
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I played through to first orbit on moderate difficulty and it seems.. alright? I have no idea how Yemo got 106k, I had ~70 after first vessel (still ridiculous but how can harder mode get you bigger amount??). While building upgrades cost more, you also earn more money, so you get essential stuff (conics, nodes, eva) in a better rate than 0.90 (BTW, most of this money is from records which are all done after first orbit). Contracts are great (tourism is nice), tech tree is much better (though not perfect). There is no reason to be upset about this update, especially when there are such progression changing mods as SETI.
Edit: Isn't it like now, easier to make tech trees?
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That's funny - Squad actually gave answer on recent AMA about career balance and they think it's good enough (though they also said more changes will be made in the future so don't give your hopes up yet) - link.
Maybe it's already different in actual release, let's wait and then see
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Suggestion for the mod list:
Also, USI Kolonization Systems is doubled in there; and you might wanna add recommendation of Ship Manifest for Station Parts Expansion, because the 1.25m cupola has no hatch or IVA making kerbal trapped in there.
Edit: Somehow I also noticed Ship Manifest is doubled as well, is this intentional?
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Requesting 0s to be added to the names of procedural fairings parts (including multiple engine plate thing, I keep searching for it every time)
Edit: Procedural Heat Shield is broken, it's stuck on 1.250m
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So another navigation suggestion - NavHud
I checked my old stockalike mod list and SETI made a good progress with a big chunk of now supported mods. Could I ask if Taurus HCV is on your list? Big capsules are something I want now..
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I'm not sure, but I think it was suggested already, though search does not come up with anything.
Might as well add this, it's by the same author and is really cool
Edit: I don't seem to have cones back? Structural and aerodynamics don't have them
And yes, they are unpruned
Update: I likely forgot to unlock them in R&D, so nevermind
Edit2: Hybrid/Solid fuel is close to my concept of modular SRBs: pic
It's basically a cone HRB with solid fuel only, and cylindrical oxidizer tank filled to 5% and matching ratio for HRB
Edit3: Though this particular design can be achieved by simply making a cylinder SRB/HRB and attaching a structural "skirt", but whatever
Edit4: Solid fuel segments could be probably achieved by making a new resource that has name and stats of solid fuel but can be transferred, however it's too much effort for such a minor thing
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I've got nvidia and already forced through panel. Damn, I dislike those pixel edges. But oh well, still worth it.
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Holy cow, modded KSP with 2.3 gb of RAM usage, now I've seen everything. Thank you, Lord Aurelius! However, I can't force anti-aliasing for some reason..
What exactly was fixed in habitats in that dev version? I thought they had life support added, but I can't see anything different.
Here is my latest project:
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It's perfectly capable of going to Duna (I think Ike landing due to lack of heat shield, though may be possible to land on Duna even without it), but needs to KOR and dock with habitat (launched on Proton-X) for life support, so if habitats do get life support, it'd be feasible.
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@Lord Aurelius
I changed textures from full res to half res and it works like a charm now (at least, so far). Only downside is, UI icons are pixelated, and some parts are way too awful-looking.
Always thought DDS loader is for improving load times, not RAM. Also I think it's not compatible with ATM. For Linux, I only have 4gb of RAM, so I doubt it will help much. And OpenGL is glitching for me as well, but I never heard about alt-tab fixing. Do you have 3/4 of your screen black on launch? If so, I shall definitely try OpenGL again.
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With this version, maxmods game has insane instability. I can barely play, crashes are so constant
Edit: Eh, I really don't wanna remove mods. So the only thing left to do is lower graphics.
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Back before I started installing mods, I used communotron 16 to imitate surface drill. Maybe use that?
So I have an idea of something called procedural service module. Four options so far:
1) An option for proc fuel tank, includes life support, monoprop, battery (you'll still need another fuel tank for LFO)
2) An option for proc fuel tank, includes 75% of LFO + 25% worth of life support, monoprop and battery (also maybe an additional version with LF only for planes)
3) Both of above
4) A new part (Procedural Service Module) with life support, monoprop, battery and a fuel cell
Such part/option would reduce a number of parts on craft, better textures (no different textures on each "piece" of procedurals stack), easier mission planning and assembly (eg just attach this to your ship, scale and there you go). Of course it's kinda limited once you go interplanetary, but it's expandable with whatever element (probably life support) you gonna need with their own procedural part. Great for Mk1 spaceplanes, landers, Kerbin system vessels (missions to both moons)
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@Lord Aurelius
IR rework utility has a surface sampler
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I had 2 crashes so far and both were when I touched procedural fairings stuff (if I tweaked them for long time multiple times). This also happened on my previous realism overhaul install. It's like they are eating the memory over time. Can anyone support this?
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So, um, any progress/anything new?
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Ah, I did not look within the Utilities package.
I did not touch the stock wheels functionality so far and I did not change anything about the stock surface sample, so it should work as before?
Well I meant tech tree placement, it seemed to me stock wheels were in slightly different nodes.
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I noticed that it provides a newer CIT util file, but does it also provide the ActiveStruts parts?
Yes it does, in more cleaner way and without hooks (which I find useless). It also has some parts from KAS, don't know about those, seem to be remodeled copies
Shouldn't rework utility pack be balanced for SETI? It's not just robotic parts, there are wheels and a new science instrument..
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Maybe remove Active Struts from suggestions? Since it's now basically comes with IR rework and its dev is halted
[1.3.x] SETI, Unmanned before Manned [Patreon]
in KSP1 Mod Releases
Posted
Will this break existing contracts? I currently have orbit+recovery accepted and munar flyby too I think