-
Posts
853 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by dboi88
-
Any chance you can post your craft files? I'll see if I can repeat using the same mods.
-
I can't repeat this. I've been docking all night. I use the default profile and v0.9.9.7. Might sound stupid but are they the same size? I spent half an hour trying to dock a normal with a junior the other day.
-
Cheers, your continued support is much appreciated.
-
@ShotgunNinja I find I now use your menu exclusively for monitoring my vessels and it'd be great if you could put a jump to ship button on there. Could this be done? Also I've noticed that unknown objects show as ships in the monitor. Could you remove those? Cheers
-
You'll have to at this rate, there'll be nothing left to do
-
Cheers, can't believe how fast your turning out these updates!
-
I spent all day putting this science station together with KIS. I plan to have one in every biome for collection experiments for science labs.
-
The gravity ring keeping my Kerbals happy on their trip to the Mun.
-
Could we get a global message toggle option? I have all my signals turned on and off for different ships and satalites, now if i want to now do a 100 day warp which is a rarity then i don't want any messages during that time. I can deal with everything later. So i want an overide to be able to turn of all messages during this time and this way it preserves my settings. i don't want to have to click off every message on every ship individually and then set them all back up. Would this be possible? Other than that i'm not having any issues with the new release and the new resources levels feel much better. Cheers
-
press quote, then delete what you don't want, then press quote again for a fresh copy, keep doing that until you've split it as much as you need.
-
There are loads of posts and discussions about how he is planning on allowing people to write their own profiles that will allow compatibility with other mods. Take a read through the thread, i'm sure you'll feel completely updated. He's done a great job with communication.
-
Confirmed, this is the issue. I'll amend the config so i can get it loaded and then remove the part. Sorry i forgot to include there were 5 solar storms during that time, i ran the test orbiting kerbin just out past minmus. Maybe i should have ran the test in solar SOI? either way it is still too many failures for a satellite in kerbin SOI. At least that's an easy fix lol. Cheers i appreciate it, i use rovers for mass experiment collections to send onto science labs on a regular basis and so having to Hyperedit them some EC does break the RP. No problem at all, thanks for all your hard work.
-
@ShotgunNinja Ok i've had a couple of hours down with the new version now. I noticed on loading an old save that; All existing ships had updated food and oxygen amounts. all had their malfunctions reset all saved craft however don't have food and oxygen values updated so when loaded in the VAB the command pods now only hold 1 minute of oxygen (fixed in craft file or by swapping the part out, could be difficult with a lot of surface attached parts though) Some strange occurrences with parts on launched vessels with Kerbal Planetary Base Systems parts, they now have an insane amount of resources and the stations i had now show an indefinite supply of oxygen and food. He has MM patches for Kerbalism so i guess something is being doubled up somewhere maybe? All the existing ships loaded but my saved ships with the small black food containers are now locked when i try to open them in VAB. All new ships seem to launch as expected, On my crew transfer saved ship i had 5154ms d/v and with the change i now have 5507ms d/v, i guess this is from weight differences in the CRP definitions as the amounts of each resource have increased but weight decreased? In my opinion the food especially was way over weight before so i see this as a fix and assume intended? Didn't notice anything different with the entertainment or antenna systems. Long range probe test, engine malfunction after 71 days, second engine malfunction at 114 days, solar panal at 115 days, reaction wheel at 229 days, third engine malfunction at 251 days, first engine had a major malfunction at 289 days, 4th enigne malfunction at 260days, first antenna malfunction at 291 days, second antenna failed at 345 days, mission lost. I think the changes discussed above to the malfunction mechanics would improve this some way, although this itself is a massive improvement from before, i lost most missions by 50 days and this one without the second antenna failure was still an workable craft with 25% of the original TWR and i was still able to balance the quad engines properly. The part malfunction highlighter is marvelous! Single best improvement I performed 2 rescue missions, both rescued kerbals were gifted EC but not EVA propellant both floated off into oblivion before i could formulate a plan to rescue them. The bug with Kerbals when on a command seat on a rover they still have their EC drained by the wheels (wheels drain from all sources equally) and then when they leave the seat they don't take any EC with them, this leaves them dead soon after. Overall, great improvements! Definitely a massive step in the right direction.
-
That all sounds perfect to me. This would let you build in almost complete redundancy, for a long range probe or forgo the redundancy when you have an engineer to hand, and yet still keep everything hobbling along until the engineer arrives. A perfect balance, it'll let the user decide on the type of game play to use.
-
@ShotgunNinja I completely disagree with this idea. Your original design of the malfunctions is well thought through and makes complete sense, it is only the frequency they occurred that needs tweaking. He says he will plan for malfunctions with redundancy built into the power generation, this makes sense and we should already be doing that for when the solar panels fail, we need extra generation ability to deal with aging panels but lumping the game mechanics for broken antennas in only reduces the overall scope of the mod. We should also already be planning for redundancy with our antennas, either by carrying a back up, which is what you would do IRL or by building networks that have more range than required and can cope with a few shorter range nodes until they can be replaced/fixed by an engineer. If once an antenna failed on one ship it was highly unlikely for another antenna malfunction on the same ship this would make long range mission completely plausible with only a very small chance that you'd lose the entire mission. I believe this follows the same logic you followed with each individual part failure, the part will fail but is still usable, the ship should break but should still be usable but with small penalties attached. Also if you could go and add more storage capacity with KIS, well then you can just go and fix the broken part with an engineer as the mod intends. My vote is against this change.
-
I'm downloading now. I'm surprised you've never run into this before, i see it all the time although never knew the cause. Use Notepad++ and you'll never see this issue again.
-
I bought the game on steam for the first time a little after 1.1 release, your's was the first mod installed and I've just knocked up 100 hours playing a career with kerbalism, other than the malfunction issues and the food being a little too heavy i've not noticed any other balance issues. I don't see any need to change anything with the electricity and solar panels.
-
While I understood your previous reluctance to use CRP I do think it's the correct choice. I'm glad you've taken that plunge. I'm eagerly awaiting the update.
-
As it's still in beta this wouldn't be a problem for me, don't let breaking save games ever stop you from taking the mod in any direction you see fit, especially while still in beta.
-
Awesome! Can't wait
-
This would be a fun addition. I use Scan Sat aswell
-
The change in malfunctions to per ship basis will be a great change, i sent two unmanned missions to duna and eve and both had all 3 antennas fail by the time it got there, long range missions without an engineer just aren't really feasible at the minute.
-
Hi, i'm having a few issues, The small antenna on a rover has almost no transmission range when relayed through a lander on minmus that has a larger antenna and a connection back to mission control. The rover can only get about 500m on minmus flats before losing connection even though it has a direct line of sight back to the lander. I can't manual control the rover with a kerbal in an extrenal command seat on the rover, it only works through the remote connection so even with 3 crew onboard i can't control it without a connection. I don't get any information on my kerbals in the details screen, i notice there is no info on your screen shots, is this supposed to be working yet? When a kerbal leaves the command seat on a rover he doesn't take any resources with him and then just dies between the rover and the ship. They do use the rovers resources while in the seat. Still having fun though. Cheers
-
I'm not sure if you would call it a bug but if you copy the updated version and replace existing files instead of deleting and replacing with the new folders it removes all contracts on any save game that you load, it took me a while to pin it down. This can be reliable repeated. Not sure if this is something you can fix or if just place a prominent a warning for idiots like me not to do that. I've luckily got a backup so all's well.