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KSP2 Release Notes
Posts posted by Combatsmithen
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I accidentally loaded my quicksave from 30 hrs of gameplay ago. I haven't made a quicksave since then or any other save, is there anyway I can revert. I lost all my work....
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2 hours ago, wkwied said:
Interesting. I think I may have just encountered the same problem.
It seems like, air breathing engines do not register intake atm as replenishing. So even if you have air intakes on the engine, it will not register and once the initial (small) supply of 'intake air' is burnt up, the engine flames out.
I've replicated this on KSPIE latest and game version 1.7.0
That's exactly the problem I'm having. After the initial supply is gone, they flame out. Adding more intakes extends time before flameout because "stored" air.
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2 hours ago, wkwied said:
This might happen because the stock part is modified (the stock NERV is modified by KSPIE). Does this happen if you load the saved craft, remove and re-add the Juno engine?
Well like I said I built a new plane AFTER I installed KSPIE and I have the same issue of engine flameout.
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I have a couple of jets I made before I installed KSPI and one I just made. They use Juno engines and they no longer work. A few seconds after starting the engines they have an intake air flameout and it's definitely not a lack of intake air problem. Don't know why they are doing this.
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OH NO. ITS 2018! ITS THE CURRENT YEAR! WE NEED TO DO SOMETHING. Please. Stop. Cease. I can't take this nonsense.
8 hours ago, Blasty McBlastblast said:nobody has mentioned that there are zero female kerbals working in the VAB or SPH... where are the lady technicians, labourers, and mechanics? don't they want STEM careers?
At my school, we have a robotics team. Some teams are 50% female and always make that a major proponent. We are effectively 100% male and we do have 1 but her car had been broken down the majority of the season so she wasn't able to come. Females are welcome, just no female in our school is interested in joining.... Its the way it is.
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Yay he's back
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29 minutes ago, Vanamonde said:
Thread moved to the Lounge since it's not about the game itself.
And sorry, I am unfamiliar with this person.
This is who I'm talking about, surprised you never heard of him since you are a moderator
https://www.youtube.com/user/Nassault630/videos?disable_polymer=1
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All his videos post "On a train" are gone. Including Voyager. All of his DCS world cinematics are gone, everything. Anyone know what happened? I can't find any info.
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On 3/15/2018 at 10:05 PM, 53miner53 said:
Well, we have a mostly fresh station in the KSS2, and I changed the rules to allow for people to add to any station in the system, if I remembered to change it.
Edit: now it’s changed
This seems to have died out?
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Wow. Its been up for that long. I pretty much quit back in September after stuff wasn't working properly, and saves weren't being passed around right. And then school started and wellllll....
I might come back. But I feel like I want a fresh station/new save. Maybe I'll start my own modded station?
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On 12/10/2017 at 11:31 AM, Hans Kerman said:
Why Does Kerbal Space Program Need to be THAT Expensive, $39.99 Wont get you anywhere playerwise, Somewhere around $24.99 Would be more Reasonable
KSP was cheap like that for the longest time, then it "released" and they upped the price. With the hours of enjoyment and ability to be modded until broken, I've well made my monies worth from the 13 bucks I paid long ago.
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Would it be possible for you guys to add a RADAR Guidance mode that has a cruise altitude for a surface to surface ship battles?
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The radial engine's animation is broken, doesn't play, displays a static model of the prop being still as well as of a static spinning animation at the same time.
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9 hours ago, SpannerMonkey(smce) said:
Hi all re dependency and FS, especially the FS, it's my intention over time, as i do with ,most of my projects, to make it standalone. So that even if you only install KAX it will be full operational.
This wont happen for a while yet(T&C's) , but small steps toward are already in place. There was an included resource file in the last KAX release to work around it being missing in FS, The simple solution is to bring it in house as a custom KAX resource, say hello to KAXdropro drone propellant.
Hi ooop s , having some trouble with Dropbox of late, link will be restored asap. cheers
Dropbox is still broke
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9 hours ago, Rodger said:
I think thats normally from firespitter not being installed properly. It uses the “FScoolant” resource, so firespitter needs to have the resource definition config, not just the plugin.
ah ok
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My game gets stuck on the KAX Electric Prop when loading up. Any help?
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57 minutes ago, karamazovnew said:
Why? The interface could be made to float in front of your eyes, just as in other VR games. You'd have all of the info and mods that you currently have. You might have to make the text a bit bigger, but that's already supported by the game. And the camera could be made to pivot/zoom by mouse just as it currently does. Head movement would just allow you to look somewhere else. Indeed, all you'd get out of it would be just a bit of 3D, so that would be a slight waste of the technology.
From what I've seen so far, a game needs the following interface options (check BigScreen Beta which has all of these):
- fake screen size
- fake screen depth
- fake screen spherical distortion (make it flat or rounded)
As for the interiors, as long as the exterior works normally, you can depend on the normal mods, or go full RPM (as we currently do for interior only flights). But, as I've said, and this is not a VR-only request, the devs might help a bit here by allowing stock "probe control room", maybe some stock "display monitor" with better customizable interface than RPM currently has.
Ah, i thought you meant flying the rocket with the hand controllers. and not using the mouse and keyboard
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I'm all for a VR Designer and interiors, I think launching would have to be left to 2d though. Unless you use something like mechjeb to automate your launches
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Just now, SpannerMonkey(smce) said:
A true godsend you are
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3 minutes ago, SpannerMonkey(smce) said:
HI
You do not have a compatible BDAc installed for KSP 1.3.1. The current release for KSP1.3 does not work in 1.3.1. The only version available for KSP 1.3.1 is the Radar Public Beta . And what caused it , the 1.3 build to fail in 1.3.1 , was one of Squads famous last minute changes. to less than one seemingly unimportant line of code
Thank you. Can you link me the beta?
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1 hour ago, SpannerMonkey(smce) said:
Cheers, always happy to help a cooperative customer Happy flying
What happened to the BD armory catagory? What broke when going from 1.3 to 1.3.1 that caused that to happen?
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2 hours ago, Galane said:
I'd love to see some Size 0 (Tiny) RADARs.
small short-range radars would be nice. like 15-20km RADAR for small ocean vessels and drones. Although you can already get some in mods
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@V8jester @SpannerMonkey(smce)
I would still love to have this mod because then I could add so much to my videos, like a ship sending a VBSS team to land on an enemy island and blowing up vehicles and stuff with rocket launchers.
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Seeing as this thread has been revived...
Oh really?
This is a SUPER NECRO
Quicksave question
in KSP1 Gameplay Questions and Tutorials
Posted
I found the backups folder, trying it now. I actually would only lose like 10 minutes of work this way. Thanks. Life saver