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Everything posted by KocLobster
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Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
But...but...but... I PAID for this product. It's my right to complain and whine, and it'd be wrong of me not to! -
Not long at all really. I didn't discover KSP until after it was officially released (1.0). That makes sense, thanks for the info. I thought it might be something like that. What do you mean by insta-scan? I use SCANsat, and nothing scans instantly for me (although I suppose I could change that with settings). I've never actually used the stock resources/scanning/ore/drilling/etc., I ended up getting SCANsat before I even got that far.
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I checked the github, but I couldn't really find an answer. I'm sorry to ask such a silly question, but I don't really understand. Why exactly does one use this mod? Why not just use stock and mine ore, it can be converted to most fuels, same as kethane, right? I don't mean any offence by this, I am just trying to understand what this mod offers that isn't available in the stock game.
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
KocLobster replied to SpaceTiger's topic in KSP1 Mod Releases
Is there a reason why the EditorCamExtension was not updated to 1.1 and not included in any of the recent zips on github? Is it going to be depreciated now? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
@mcirish3 @mciann I have looked but am unable to find the bug report on the bug tracker, nor can I find a related post on the forums. Can you, or anyone, please link me where I can find the docking port phantom force bug? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I also am unable to do this. I assumed this was intention (for some really weird reason), but maybe it is a bug? Ah I see, thanks for clarifying. I'm curious, but do you have any idea why I, for example, experience the docking bug every time, while others (or most people, as you say), don't experience this bug? What is different about me, or other people, that I experience this bug but others don't? Maybe if I knew that, I could fix it for myself. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Well that really sucks for us then. I wonder why Unity doesn't fix the issue? If these are all unity issues, is there really anything Squad can do to fix it themselves? It is just the act of docking, right? It doesn't seem to matter if your ships are connected by docking ports. I also don't understand how so many significant bugs made it past QA and into a full release version. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
You're telling me that in the current game, docking is impossible and will be for a few months? I find that quite hard to believe; that's a rather significant bug to not fix immediately. Why would they have not upgraded to 5.3 in the first place when they first did the 1.1 unity 5 transition? What makes you think it is a Unity bug anyways? Who said that or where did you read that? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I assume the docking phantom force bug is a stock issue then? Glad it's not any of my mods. On the other hand, that means I have to wait for Squad to make a bugfix. Does anyone know if/exactly where this bug is on the bug tracker? Is anyone aware of when this bug popped up: in 1.1, 1.1.1, or 1.1.2? Is there any current work around? If I take my save, put it in 1.0.5, dock, and then transfer the save back to 1.1.2, will the vessel be okay, or will it still send my ship spiraling out of control? -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I think you misunderstood; I don't disagree with anything you just said at all. By the way, I saw your post a few pages back. Is the phantom docking force thing you described sound like what I described a few posts up? I'm wondering if it;s a widespread bug, and I haven't checked to see if it's a mod issue or stock issue. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
You might be a bit mistaken. The problem isn't mod authors' mods, it is the stock game itself. Mod authors can't fix that, and it doesn't matter if they now have time to release stable mod updates because Squad is on vacation. Squad will come back and will be releasing more hotfixes. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Don't get me wrong, this game is quite broken in it's current state, in my opinion. Just last night, for example, after navigating through all the difficult and frequent crashes I normally experience, I docked something over the Mun with a couple Sr. docking ports....as soon as I made contact and it switched from two crafts to one single one, the station disconnected again and parts flew off at amazing velocities that would of had them escaping Kerbol...no explosions, just this amazing force. Just thought I'd share, it is quite funny to watch. -
Kerbal Space Program patch 1.1.2 is now live!
KocLobster commented on KasperVld's article in Developer Articles
I made a similar post when 1.1 hit and nobody cared or listened either. Everyone realizes that Squad could just throw their hands up in the air, stop updating KSP, and move on to something else, right? We are lucky that they are still updating this awesome game, and that we still are receiving support and updates. -
I get a similar error. I downloaded 3.2.5 from SD, which says it's for KSP 1.1.2 (which I now have). When KSPis loading and KSP-AVC is doing its version checks, it shows that I'm not using the most up to date version of EER (which I am). More importantly, when I enter the VAB, I get an error saying that this version of EER is not compatible with the version of KSP I have installed, which does not make any sense. After closing the error box, EER does not load and it performs as if I don't have the mod installed. It doesn't crash my game, but it also doesn't have any of EER's features available. Windows 7 64bit, KSP 64bit KSP: 1.1.2 EER: 3.2.5
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@magico13 Are you aware that on GitHub, the link for 1.6.4.2 downloads with a version file that says the previous release, 1.6.4.1? I assume this is just a simple error/omission and does not actually reflect the contents of the 1.6.4.2 zip. Considering the stagerecovery.dll is slightly larger, I'm guessing it really is 1.6.4.2 and you just forgot to update the .version. Can you confirm?
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Kerbal Space Program patch 1.1.1 is now live!
KocLobster commented on KasperVld's article in Developer Articles
Did 1.0 have as many critical bugs/crashes/CTDs when it was first released as 1.1 has? The CTDs I experience, especially in the VAB, make it literally impossible to play. I can't help but crash within 5 minutes of entering the VAB. -
Kerbal Space Program patch 1.1.1 is now live!
KocLobster commented on KasperVld's article in Developer Articles
In theory... -
1.1 64bit always crashing
KocLobster replied to eroglu994's topic in KSP1 Technical Support (PC, modded installs)
No worries. That's my approach until SQUAD gets things functional again. Sucks, and I know how frustrating these issues can be, but I'd rather have 1.0.5 than nothing. I'm that addicted to this game. -
I was hoping to get a little help. I have done a fresh 1.1 install, and reinstalled all of my mods. When I moved my 1.1 save file over, I keep getting this error. I apologize in advance if this isn't quite the right place for this. I wasn't entirely sure which forum this belongs. I'm a little confused why it's happening; I have the orbital science mod installed, I just put a fresh updated copy in. It acts like it doesn't in fact have the part installed, and so it can't load the vessel. It was giving me an error that the part doesn't exist.. This results in a bugged game if I try and load the save, with me unable to do anything but stare at space and an invisible ship. Is there an easy way to remove the part from the persistent file so that it no longer needs to load it? Or, ideally, is there a way to fix this problem without removing the part? I tried simply removing the DTMagnetometer parts from the vessel in the persistent file, but it didn't quite work. It didn't give me the error and loaded my ship, but as soon as the physics initialized, the command pod shot out a million km/hr, the rest of my ship turned invisible and I ended up with a bugged game. I may be new to KSP, but I am not new to coding, and I know I correctly edited out the part from the persistent file, so I assume it's not as simple as simply deleting the lines of code that say the magnetometer is a part on my vessel. http://imgur.com/ilEoAo4 https://www.dropbox.com/s/55spejpnta0t6k9/persistent.sfs?dl=0
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1.1 64bit always crashing
KocLobster replied to eroglu994's topic in KSP1 Technical Support (PC, modded installs)
Yes, and doing that does work. However, you can just as easily run the game without Steam. Copy your install to a new folder and run the game from there, no Steam necessary. That's how my 1.0.5 is setup. -
[1.4.1] Color Coded Canisters 2.0.1 (2018-03-14)
KocLobster replied to NecroBones's topic in KSP1 Mod Releases
Are the new color-switching and fuel switching UI options a result of using the B9PartSwitch mod now, instead of what you used to use? They look clean and amazing, I like it a lot better than the old UI. Why does it seem like a number of modders are now using that mod instead of IFS or Firespitter? http://imgur.com/pZUzJDX- 356 replies
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