-
Posts
87 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Malich
-
Additional info on my Ike orbit decay At 14km (approx. AP / PE) the orbit decays. This is the point at which the max time warp is x4 At 45km (approx. AP/PE) the orbit does not decay. By this point I'm well into the point where I can warp at x10+ I'm not sure therefore if the bug is linked to orbital altitude or some factor of the time warp mechanism but one or other of these factors is at play.
-
Can confirm also occurring around Ike so this feels more like a global issue than location specific.
-
Title pretty much says it all. Sometimes when I click "Revert to launch" the launch tower is placed right next to the ship being launched. This is ok for small vessels but often impinges on larger ones. There is no option to reposition the launch tower (that i have found) so the only cure is to revert to VAB and then launch again. This is not a game breaker but is a quality of life issue.
-
Yep, wondering the same thing for the same reason.
-
Not sure if this is a bug or a feature, but the atmosphere feels very slippery I had an orbit with an AP or about 110km and a PE of 45ish and I completed nearly 2 orbits before the speed came down and my pod (Mk1 can, small fuel tank and engine) just ran into the ground at nearly 1000kph.
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Malich replied to Nertea's topic in KSP1 Mod Releases
Nevermind - figured it out. It was just a couple of engines from another mod, not the whole thing. -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Malich replied to RoverDude's topic in KSP1 Mod Releases
Failing that, Stick a docking port to the front of the construction port and de-couple it when you want to use that post to expand. It's a bit parts inefficient... and you need to be careful when decoupling. Though, to be fair, I keep separate docking / expansion sections on most of my stations.- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
Malich replied to Galileo's topic in KSP1 Mod Releases
This mod has gotten me back playing KSP. Looking forward to properly exploring!- 7,371 replies
-
- 1
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Malich replied to KillAshley's topic in KSP1 Mod Releases
Take your time. I'm sure we're all keen to see an update... but not at the cost of burning out your sanity doing it! -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Malich replied to KillAshley's topic in KSP1 Mod Releases
KSP crashed and took my PC with it, had to crash out and got some corruption on both the PC and the game. Logged back in and my save was missing. Tried taking out old save games until I got a working one but, with this being the holidays, they and my back up were both something like 40hrs of game time back. I could re-build but it was mostly ticking over until NH came out anyway. -
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Malich replied to KillAshley's topic in KSP1 Mod Releases
Welp, KSP just ate my current save game so i think I shall wait for NH to update and then start again when it does! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Malich replied to nightingale's topic in KSP1 Mod Releases
Are you using Kerbal Atomics or Cryogenic Engines? And if so are you using the most up to date version? There was a bug in these mods that was causing this. If you are, get the latest version of the mods. If not... then there's another issue out there somewhere!- 5,201 replies
-
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Malich replied to KillAshley's topic in KSP1 Mod Releases
Will the 1.2 release when it comes have an inbuilt fix / patch for the kerbin re-parent bug? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Malich replied to nightingale's topic in KSP1 Mod Releases
Kerbal Atomics did it for me too, his latest patch for that stopped it. IT was the cryo tanks for some reason.- 5,201 replies
-
- 1
-
[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
Malich replied to Nertea's topic in KSP1 Mod Releases
Well, what ever it was, it's stopped it from deleting contracts when you swap buildings! -
[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Malich replied to RoverDude's topic in KSP1 Mod Releases
There was an old docking issue where sometimes ports would lock up as though something was attached to them already. Check your logs to see if the ports are incorrectly set as in use?- 1,473 replies
-
- parts
- construction
-
(and 1 more)
Tagged with:
-
Woo! Then my weekend is set for starting my 1.2 1st career play though!
-
Looking forward to trying this out and making myself some orbital jump gates!
-
[1.3] [Kopernicus] New Horizons v2.0.1 [2JUN17] - It's Back!
Malich replied to KillAshley's topic in KSP1 Mod Releases
Its a known issue with Kopernicus. I recommend you read the discussion starting about half way down page 75 of this thread to get the information and a couple of suggested fixes. -
That's the kind of background stuff i thrive on in games! Can't wait to see the results.
- 5,672 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Luxury goods, Entertainment complexes (Cinema, gym, etc)... I like it.
- 5,672 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
What I keep hoping for is a way to swap the home planet of a kerbal I'd like to have a group of Kermans who consider the Joolian system as home for example.
- 5,672 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.12.x] USI Core (Reactors and Kontainers)
Malich replied to RoverDude's topic in KSP1 Mod Releases
No, it appears to only be for my existing ships. I'll log an issue but I'm not sure it's flight critical -
[1.12.x] USI Core (Reactors and Kontainers)
Malich replied to RoverDude's topic in KSP1 Mod Releases
Not sure if anyone else is seeing this, but I have a ship in an existing save with 2 containers on it that contain fertiliser but are showing the skin for Hydrates. Edit - Not an issue but scared the crud out of me when i thought I'd sent 40000 units of hydrates to set up my Dres base