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KSP2 Release Notes
Everything posted by Delbrutis
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All sorts of collide'r physics are wonky in 1.4.2 I have no Idea what Squad did but they really screwed stuff up. This version is way worse than 1.4.1 . I just got done Obliterating the back half of a Saturn rocket with the decoupler and fairing staging. I had not even fired the second stage motors. And it didn’t just break the first stage from to much force. The stage was just gone like the Kraken ate it whole. I think one engine out of nine survived to tumble away. 1.4.2 has issues 1.4.1 is running way better if that helps. It has problems but it seems playable. I am not wasting my time bug testing another patch until I read on these forums that it actually fixes more things than it breaks.
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Yes I was aware of the joystick débâcle. I cant play on my main monitor or use my Thrustmaster "yeah!" . So I was willing to be a little patient and give Squad a chance. I only really bought the DLC to support them. I have zero interest in the mission builder. I was going to stay on 1.3.1 until things got sorted. With it I don't have to change my second monitor to the primary to play . Then Squad comes out with a real quick patch announcement that no one saw coming. I read the patch note's "FixVabmenu " Fix Unity shader Mac Linux" "Fixed off centre Wolfhound" I thought great let's give it a try. "WOW I think WOW I'M just totally speechless" Not only is hardly anything that's listed as fixed working for me! This broke so much more stuff and made it worse! 1.4.2 is a total joke as a bug patch. I just don't think it's possible to be more disappointed. Right when I load the game I run into a bunch of graphical glitches that were not there in 1.4.1! Massive texture tearing in the VAB. And I'M ruining V-sync enabled "Tried it all three settings of V-sync And turned AA on and off" Made no difference. Massive texture Z fighting It was kind of bad in 1.4.1 now it's off the chart . So resolution bug aside once I set the game up 1.4.1 was at least playable. I brought over a mini Saturn rocket I built in 1.4.1 to test frame rates and check out if a couple of bugs got squashed. Loaded it put it on the pad AND clamps let go------ It drops! LOL New engine plate for engine's no longer feed's fuel to said engine's I rebuilt this rocket a half dozen times to be sure. YEP Works in 1.4.1 broken in 1.4.2. So not to be denied my fraps test I push on ! With new fuel lines run individually to all 9 engines I'm ready for launch. First stage is a go surprise it works. second stage separation and KABOOM. Fairing’s blow up " No' No' Not just blow apart" But completely obliterate a full Saturn first stage. I had not even fired the second stage motors. Bravo Squad how very Kerbal I have not laughed this hard since the good old .24 days THE KRAKEN HAS ARISEN. Good times People you can only keep on smiling through the pain. I now cristien this patch 1.4.2 Repeating History. OK my bad I went back to look at the patch note's and I was totally wrong Looks like it said something about parachute Shader being fixed not unity shader and it said something about overlay in map menu not the VAB menu bug. Totally me being stupid and not reading things carefully enough. I guess I need to step back some and cool off. SORRY SQUAD. That being said I think most of this post is justified. No DLC should Ever! Break its base game code so badly. This level of plain bad should never get though testing. And post 1.0 release the game needs to be Engine complete at some point . I bought the DLC because I wanted to support you guy's. Not because I was really all that excited for the content . Make some more cool DLC to sell us great! Just Please stop breaking the base game. Oh and as a side note. This has nothing to do with MODS.... I have never ever asked a moder when will it be done or said you have to fix something for me ever! This is about a Version release and the accompanying DLC Completely ruining the base game. At least for a minority of players. Hey Linux and Mac users paid money to play the game! I hate to say this but maybe if you guys cant handle it you need to be honest and say 1.4+ and DLC for windows platform only? How much of a disaster would this be to the reputation your trying to rebuild if this kind of release was on consol? I feel like I just spent $15 to wreck my game so I could take part in a beta to find bugs for a upcoming XBOX-DLC release. Were really sorry we had a bad consol release We will make it up to you! We want and need your business demographic! "We will just #!!%##** all the Linux users" That's a really small demographic and we already have their money. Sorry if this is really harsh I just felt it needed to be said.
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So I guess I'm a little late to the party with this one. I was working on other things and was not ready to try this new build yet. So did I not read in the release notes for this patch that it fixed the VAB menu misalignment? And they recompiled the new unity Shader for Linux? Well I still can't run in anything but native resolution? When I try to edit the resolution the game locks then I have to Alt F2 and kill it with the task manager. I then go to restart it and i get a blank screen and have to delete my config file or edit it with note and set the resolution to native full screen. 1.3.1 runs fine in any resolution. Just having this problem with 1.4+ . Anyone else still getting this or is their something I'm missing with my system? I would like to go back to enjoying playing on my 4K TV but that's not going to happen until this #$&## gets fixed. I wiped my install and downloaded a clean new version from steam. And Oh yeah Still have this.
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Well if it's a Squad bug then that's why they don't have a texture switch on any part with a flag . With this installed any part with a flag gets "overridden" essentially looses the flag on load. Loading to the pad' loading a new craft' loading a save vessel out in the world. Even if you have not applied a new texture.or have switched back to the original it still overrides the flag. This may actually be part of a Squad feature. I don't know how many people noticed but we now have persistent flags in the game. Your craft now will keep the flag chosen in the VAB when it was built and saved. Even if you have a different flag selected when you load the craft it will have the flag it was saved with. Now you can have multiple craft together with different flags on them in the game. Good news is it looks like your colour changes get saved and remembered exactly the same. But I think that's what is messing with the flag? You don't have to actually change the colour.Just having the module loaded on the part seems to interfere. It would be a shame to loose this ability on command parts and cockpits. But maybe there is a way to exclude the flag transform layer? The other parts look cool and worst case scenario is to just write in a exclusion for command part's. Or maybe ModuleManager could look for any part that has the flag transform listed in it's configuration. I'M not super good at writing MM file's but I might have a go at removing anything with a flag While I'M waiting for the new TRR to come out. The new Ven wheels just got fixed. And most mods seem to be almost caught up .1.4.2 looks like it fixed some of the biggest Linux bugs "FINGERS CROSSED". I know there are a lot of people that think the other switchers Firespitter' BAC9' Interstellar' "I think that's most of them ?" Work better or have nicer features. And I think their probably right. But I just think any time you can do something with a simple configuration file under stock It's just a way better option. So many mod's with different dependences to keep track of. Would be nice to cut down on some of those dll files we always have to keep updated. OK I just checked this out and it's worse than I thought . It turns out in my first post when I was surprised this worked with two modules loaded I was right " I wish I wasn’t" the flag transform was just another module. Unity cant seem to keep more than one. When I tried to get it working with the same configuration file the game simply loaded the first and ignored any other modules. ModuleManager Technically lets you bypass this and load more than one. They appear to be working at first But when the game tries to access or use a module's info again like reloading a craft or a scene change it cant. moduleManager can handle loading more than one and maybe they would work fine together ? But the native game loader obviously cant. Example take a structural tube and make it it's full length attach something to the bottom node. colour it and watch the node disappear with the attached part inside of it . You can start over just like applying a new flag and it works in the VAB Temporarily until you change the texture again or leave to launch the craft load a new scene or whatever . It wont work outside of the VAB . Sorry but it looks like having this stuff universally applied is a "BAD IDEA" OH well guess it's back to one of the Dll files.
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I think this would require changing the COM of the capsule. And I'm not sure there is a way to do it to a degree that it would float like you want and fly acceptable? Now that I'm seeing some new air bag parts show up. I was thinking of rummaging through my old drive and see if I could find those cool old Klockheed Marten Airbag parts that stopped working and see if I could figure out how to get the buoyancy going again? They had a pair of side saddle Gemini style bags. If you had something like that you could just drop the buoyancy on the pod way down and let the bags take the load. Problem is most of the new air bag mods I have seen "I think" are mostly aesthetic. I don't think any of them change the buoyancy when they inflate like the old Klockheed marten bags did. Sorry maybe someone else knows better than me but I think the COM determines how your capsule floats. I think he is talking about the new MK2 in the DLC ? It does have 2 crew and is modelled after the Gemini.
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Really nice job man! looking like this will be a really cool feature. I see this is working on parts with variant switching? I was under the impression from squad and what I have seen so far myself you could not load 2 modules at once? This appears to be working fine with multiple modules? I tried to implement the stock colour switch with my Porkjet tanks and had to get rid of the stock resource switching code because I could only get one module at a time to load? I install my Porkjet parts as model replacements under the squad folder so that they will work Importing and exporting stock craft files. It appears the one module limit is a Squad game engine limitation and module manager can bypass it ? How do you see this working with other mods? I know that there is https://spacedock.info/mod/1748/Mauws' Custom Paint Jobs [Alpha Pack] That I have not tried yet. Even if stuff continues to play nice together How long do you think we can go before we blow up the UI "with to many choices" ? Nice job that Stock Orange looks sweet on solar panels. Now if I can get working Linux shaders again. Oh the pretty reflections.
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Try reading two post's up from yours.
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Kerbal Personnel Parachutes are Wrong..
Delbrutis replied to DiGiaComTech's topic in Making History Discussion
Yeah I lost a few Kerbals in those early days before I got used to the jetpack controls. I remember one time I had to slightly change my orbital plane with Jeb in jetpack in order to save him took me forever and I literally Glided on empty the last 30 ft to the hatch LOL. I was so happy with myself then boom the old ladder catapult bug "HA" I was liquided off didn’t play for about a week. I think your probably right. I just think the chute would be more useful in the early career for all Kerbals. Let the vets EVA that's what they are there for. Nice debate Thank's No one was on here complaining about anything until you started. Just a friendly discussion about where a part should go in the game? Sorry your on Console! This is the last Troll feeding for you. That's all I'M going to say. -
Kerbal Personnel Parachutes are Wrong..
Delbrutis replied to DiGiaComTech's topic in Making History Discussion
I remember the KAS tether and was sad when it went away. The problem is it would go thru a ship no real colliders. I actually think it would work fine if they limited the length. That KAS part attached to your back and had a little attach point you could move around your ship by hand. I had forgotten about that mod but now that you mention it I think it would work really cool. On early missions I don't think your Kerbals really have any business Going for space walks. A life support pack for ground EVA would be fine . A space walk should be dangerous. With a real risk of floating off forever. Just my opinion but I don't see you really needing the jet pack early career until you vet up. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Delbrutis replied to Ven's topic in KSP1 Mod Development
So anyone figure out why the new wheels don't work under 1.4.1 ? Stock wheels under the Squad parts wheels are exactly the same? Ven's new models work great under 1.3.1. But not under stock 1.4.1 or with DlC? I swapped the Squad wheels with 1.4.1 and 1.3.1 just to make sure their was not something I missed? they work the same under both versions. Have been pulling my hair out trying to figure this out ? If something changed again with the wheels in the new unity why do the stock ones work with no change? Thank's in advance if anyone knows what's up. -
I love this mod one of my old favourites.This and RLA were my go to mods for years. I really appreciate you keeping this mod alive. It would be totally up to you because in the end your the one doing the work. but I would like to put in my vote for a better Lima texture. My reasoning is that the new texture and model switching feature in stock is looking like it's fairly easy to implement. If we had three full quality texture's and two bump map's or models manned with hatch/window -cargo without.In theory then you have one model in the part menu for each with three colour variants green' black' white' with one model variant Manned or cargo. Just a thought. Love what your doing with the mod Thanks.
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I thought it looked counter intuitive at first but it's not bad at all once you figure it out. I downloaded and installed the pre made user folder and it made it fairly easy? I have some of my really old suit mods working without really doing anything but renaming them. I haven’t even converted most of them to DDS yet and the PNG's seem to work fine? These were really old suits I had not even converted to DDS yet I might have done one of the helmets but mostly just renamed as is. Just got the pretty reflections working under Linux in 1.3.1. And had my historical suits all ready to go. Now back to waiting. And it's not just the shaders that are not working for Linux users under 1.4.1 their is a lot of screwed up graphical problems for Linux and Mac users. I'll have to stick to 1.3.1 for a while I guess. For whoever private pinged me and was trying to get a hold of me earlier I don't normally reply to private posts from people I don't know? But I was getting on a plane and did not mean to just toss your message either . I think your looking for this https://spacedock.info/profile/Lazarus Next time just ask on the forum " Instead of privately begging for files" and I think you will find that people are usually pretty helpful Hope you see this.
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Very nice that inline will help everyone with their Gemini clones. The lack of RCS is the reason my first install in stock is always RLA. https://spacedock.info/mod/1509/RLA Recontinued Also has the most useful engine's to fill in the gaps. "cant do without the mono prop's". People who download your pack might want to pick this up to go with it just a single part but? https://kerbal.curseforge.com/projects/rcs-105-180 Nice pack.
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Besides losing out on the great remodel. If you look at the numbers on the roadmap that porkjet released. I always had the feeling we were going to get a way better balanced tech tree for the stock career game. If squad could have worked on and implemented this sheet with the part upgrade mechanic Porkjet had started. I would have gladly paid for it. But Squad would never do that because half the community would be up in arms accusing them of charging for DLC to complete a unfinished game. And they would kind of have a point .
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HGR has a LES with a built in decoupler and a shroud that builds down from the top I think you could just apply the code to the stock Les with a MM patch.
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I don't think it is a big DRM conspiracy. But I saw the exact same thing under window's that he did. With a totally clean mod free install. I think it might be more a window's 10 problem than intended behaviour. But the online verification or log reporting? "Whatever" has changed the way it work's under 1.4.0 and later on window and Linux "see my way to long post above" And it does effect the game loading for some people. I agree with you for the most part . But you cant blame the guy if he has to sign some weird unintelligible new ULA . And then he install's the game DLC and all his copies ruining outside the steam folder without online access stop working.
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Thank's I like the part's OK. But I will make no excuse for Squad The bugs are really bad and obvious. Was really hoping for a actual making history campaign. Like a historical career play thru. And the DlC seem's to have broke more career balance than it fixed ? Not that career was ever balanced or good to begin with. I have mixed feelings about the Unity update? While I appreciate Squad working hard to give us the latest version. I have to wonder at what point with a supposedly complete game that has to work on multiple platforms will enough be enough? The new effects might be cool if they ever work but Meh right now there mostly worse than the old one's. So yeah 15$ Eh? Squad got my money I have my backup's and someone already pointed out the new part's work fine in 1.3.1. Thank's for the response.
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How is TRR working for you under 1.4.1? I just got the shader's fixed for 1.3.1 under Linux. And with all the graphics bugs under GL on stock 1.4.1 I've been afraid to try. Just curious? I thought someone on TRR forum said the shader's were broke again for everyone under 1.4.0 ? I'll have to go back and look been to busy trying to hose down my stock game with raid to break out the mods yet. Thank's
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They seem to have done this because the new IVA for the Mk2 capsule and the MEM clip heads thru the hull if the Kerbals wear the helmets. MEM model looks to small to fix. But the MK2 has lots of IVA room look's like you could just move the seats forward from the back of the pod and then helmets would be fine? Would have to go back and load the game to look and be sure but I think the Mk3 and Vostock at least up to the two man model would be OK also.
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Yeah my bad. I misunderstood when he said toggle surface snap I thought he meant surface attach. I don't know how people load tanks and stuff in the MK3 cargo bay of there shuttle? Or build anything around tight spaces and close nodes without it. right after I got this first thing I did was try to build a LEM. Stock game with no Editor Extensions and those new structural panels with all those node's Ahhh! If anyone knows if their is a stock key to toggle the node and surface attach on and off like EE let me know? I basically install that whole mod for that one feature. EE used to be the only way you could toggle radial and mirror "it used to be Mirror in SPH and Radial in VAB exclusively. was also the only way to add small steps in angle snap Stock used to only be the 15 deg only I think? Thank's for the reply though.
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Kerbal Personnel Parachutes are Wrong..
Delbrutis replied to DiGiaComTech's topic in Making History Discussion
Yes I'm probably very spoiled and ungrateful considering I have had a personal parachute and a ejection seat through the magic of mod's . For oh probably something like three years now maybe only two? So here you go https://spacedock.info/mod/991/EVA Parachutes %26 Ejection Seats Now stop winging about not having a parachute and go download it or better yet buy the DLC . -
Wolfhound & Cheetah engine thrust off-center
Delbrutis replied to Tyko's topic in Making History Discussion
Oh ok. I thought you wrote a patch or edited the config file to offset the node. Yeah you can do it in the editor but you have to screw with it every time. Thank's I have been waiting for someone smarter than me to do a MM patch to offset the node properly. Might still screw up the attach points though ? There is already a patch for the MEM's com on SpaceDock . Thanks -
Hell I did not know you could turn off surface snap in stock now? I always used editor extensions and building without it kill's me! Squad needs to have a manual with a key chart you can call up in the game. I have been playing forever since the Alfa days. Back then it was acceptable to have to Wiki or Dev note every release. But now that this is a full game. I had to mash a bunch of keys to figure out the new parachute.So how do you Toggle off surface attach on parts stock ? Now I have to go look this up thanks.