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KSP2 Release Notes
Everything posted by Citizen247
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Kerbal Space Program 2 Speculation Thread
Citizen247 replied to NSEP's topic in Prelaunch KSP2 Discussion
You get that reduction in a universe that's already scaled to 10% as stock KSP is, was my point. Why scale the universe to a larger size to then scale it back down? It makes more sense to keep the stock scale and distances. That way while reducing travel times you're also keeping the vast difference between interstellar and interplanetary distances intact. -
Kerbal Space Program 2 Speculation Thread
Citizen247 replied to NSEP's topic in Prelaunch KSP2 Discussion
I'm not sure I see the point in increasing the universe scale and decreasing it at the same time. Why not just keep everything at a consistent scale? I suspect colonies aren't built from parts. The way I'd do it is allow the creation of PQS statics by the player, so rather than slapping down colony parts you "build" a static by gathering local resources and building them on the surface from an editor like interface. -
Unity
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If there's automated station keeping it might not be so bad. It would give a reason to decomission satellites and replace them with newer models at least. Having said that, I doubt there'll be N-Body physics.
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Discount for Veteran Players?
Citizen247 replied to ChickenCoop24's topic in Prelaunch KSP2 Discussion
I've sunk thousands of hours into KSP, I got the original game early access but paid full price for the DLCs. All told I've had my moneys worth several times over, even if I'd paid full release money for the base game, which I didn't. I don't understand this expectation of discounts and getting stuff for free. Most veteran players have got more playtime out of this game than people get out of most £50-60 AAA titles at a fraction of the cost. We've had plenty for the developers time already. -
Well, yeah. But it wouldn't be fun in a game and you're immediately removing kerballed missions to the stars.
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Can't do intestellar travel on chemical rockets, even at one tenth scale.
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Kerbal Space Program 2 Speculation Thread
Citizen247 replied to NSEP's topic in Prelaunch KSP2 Discussion
I would personally like large planets, I play exclusively on a 10x scale. But, I doubt it because it'll make things much harder just reaching space. If they're adding in intestellar travel you've got vast distances added there, so it would seem to be unlikely they'd increase planet scale as well. -
I've just noticed that I'm getting warnings like: [LOG 12:43:31.423] PartLoader: Compiling Part 'AirplanePlus/Parts/Engine/Early/51/part/AJEE_NapierLion_Prop' [WRN 12:43:31.428] PartLoader Warning: Variable base_diameter not found in Part [WRN 12:43:31.428] PartLoader Warning: Variable AJEE_thrustTransformName not found in Part Spammed for every part AJEE loads. This is strange because: A) I know those variables are in the parts, I put them there Defined like this: base_diameter = 1.25 AJEE_thrustTransformName = #$/MODULE[ModuleEngines*]/thrustVectorTransformName$ And used: @rescaleFactor = #$@AJEE_TEMPLATES/AJEE_NAPIERLION/diameter$ @rescaleFactor /= #$@PART[AJEE_NapierLion_Prop]/base_diameter$ ... @MODULE[ModuleEnginesAJEPropeller] { %thrustVectorTransformName = #$../AJEE_thrustTransformName$ } B) The values those variables represent are being applied to the final part. I'm not sure what those warnings are talking about, so I'm a little worried even though everything seems to be working as it should. Is this just part loader throwing spurious warnings because those are custom variables it doesn't understand but modulemanager deals with them as it should? As I say, everything looks like it's working as it should. Just for my own peace of mind I want to know what those warnings are talking about.
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AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I somehow managed to miss out the exotic engines in the last release, so they're now added back in: Download -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Great news, thanks. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Bug fixes uploaded. DOWNLOAD I've not checked every engine, just checked the known broken ones and checked a few of the previously working to see if I've broken anything obvious (with over 200 configs it's a big job). If anyone finds any new or existing unsquashed bugs please let me know. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Hmm. I wasn't able to replicate for the R-1830 but it does appear that the 3350 has the issue. I think it might be a problem with the transforms. I have some time today so I'll hopefully be able to sort it. ETA: Yep, looks like it's a thrusttransform problem, at least for the R3350. That one has an experimental fix on it on my test install and is now working fine. I'm going to try and create a more general patch to see if I can fix all the engines and release ASAP. It's an oversight on my part which I would have thought would stop all piston engines from working. Not sure why some did and others didn't. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
Citizen247 replied to blowfish's topic in KSP1 Mod Releases
When I worked on nk12 settings for aje-extended I found the aje really doesn't like high powered engines. Anything over 10,000hp seems to flip out and cause some really odd issues. I've spent many hours trying to get something to work and never got anywhere. In the current version I've just capped the hp. It's also optimised for piston engines, you can't use turbine RPMs and gear ratios, you have to sort of kludge it a bit. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I'm stalled at the moment. Lots going on. I'm pretty sure all the Fuel tanks work with Real Fuels, I'll look into Intestellar compatibility ASAP. -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I think that's one that's already on the list. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I believe airplane plus and sxt also use firespitter and they work fine, so I think it's got to be something to do with KAX models (or my config setup for them). -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Ok. I have managed to replicate this issue in some circumstances: it appears KAX engines don't work. I was able to get the lower powered engines (like the Kestral) which use models from other mods to work, but the ones from KAX have the issue where they don't produce thrust and overheat anything they're attached to. I'll look into whether something has changed with regards to the KAX model transforms and get it resolved ASAP. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
The immediate issue I can see is that you've got AJE-Extended installed to the root folder: "AJEExtended-2.0.0". It should be just "AJEExtended". I don't think that's the root cause, there's no errors thrown in the log but the new system does have a lot of cross referencing going on so there's the possibility that some references aren't being properly formed. I have seen issues like this with clipped and tweakscaled parts causing phantom forces, so it might be worth checking nothing like that is occuring here. What version of the game are you running? I'd like to set up a test install on my machine to see if I can replicate the issue. Could you also upload the test craft file? -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Can you provide me with your log file? -
MAD - Aerospace Parts (v0.6.1) KSP 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Good call. I needed a short section for a craft I built recently. I try and add one in the next update. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
I've just noticed that variant themes allows entirely different models to be loaded as variants (rather than just alternative meshes in a single model file). I'm wondering if that would work better than overriding, so a variant switch could, say, switch between SXT and Airplane Plus models for the Rolls-Royce Merlin engine. I'm going to look into it. -
AJE Extended Configs v2.0.4 - KSP version 1.8+
Citizen247 replied to Citizen247's topic in KSP1 Mod Releases
Yes, to get other engines to work with RF you'll need an engine pack like stockalike. But AJEE configures it's own engines with fuel settings, so all you should need for AJE-Extended engines are Real Fuels, AJE and AJE-Extended.