Kerbal Kommander
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KSP2 Release Notes
Everything posted by Kerbal Kommander
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Community Fixes [v0.15.0 for KSP2 v0.2.2]
Kerbal Kommander replied to munix's topic in KSP2 Mod Releases
I think I'm picking up what your puttin down. -
Any thoughts on a secret "Private Beta" password?
Kerbal Kommander posted a topic in KSP2 Discussion
Of course I'm grasping at straws here hoping there is a way for us to all get access to some of the content that was under baked but still somewhat usable. But it just crossed my mind... maybe there was a hint somewhere or a more obvious password to a beta on steam that would unlock that content. Thoughts? -
Community Fixes [v0.15.0 for KSP2 v0.2.2]
Kerbal Kommander replied to munix's topic in KSP2 Mod Releases
Thanks for your work munix! I was waiting for colonies to come along to finally take KSP2 for a test drive, but it seems that will now never happen. Thankfully the community has people like you that can still bring some joy to all of us who lost out and what could have been so much more. -
I keep having phantom forces acting on my rockets. They will get stuck on the launch pad, or sometimes they will just start floating off the pad if they're not attached to clamps. Once un-clamped, the rocket will begin to float away, but if I fire the engines, they have no effect on the rocket. Struggling to figure out what mod is causing this issue. Its not just on the pad though, sometimes if I reload a vessel it becomes stuck wherever it landed, or if I go on an EVA, the kerbal is uncontrollable.
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I had normal play yesterday. I added station parts expansion, updated roverdude's mods, but I didn't delete, I just overwrote. I'm guessing that could have caused a problem. Not sure which other mod I updated... but it came with Module manager 2.7.2, but roverdude is only distributing 2.7.1 with his mods. Do you think that could be a problem? Kopernicus came with MM 2.7.2, that was the other mod I added along with Stock Visual Terrain
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I've got some weirdness going on. I just went to launch a craft, and my entire craft just started floating off the launchpad before I did anything. When I tried to launch, thrust again has no effect on the rocket. Seems it probably is a mod causing an issue somewhere. Probably related to the last fiasco. I'll report back when I figure this out.
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So I've encountered a new glitch. My game is modded, but I'm not thinking a mod is causing a problem. I have a simple craft so there aren't many parts to cause problems. When I let go of the ladder I have no control. What ever the last direction I moved in, is the direction that persists. So lets say I crawl up the ladder beyond the ladder, I keep floating endlessly away off of the Mun. If I go down the ladder, I'll make contact with the Mun, but I can't walk or do anything but look like I'm floating. Turning on RCS allows me to use the jets, but it has no impact on the movement of my kerbal. It just animates and uses monoprop. The odd thing is, the EVA worked fine the first time when I originally landed, but I knocked my craft over bumping into it. So I reloaded the quick save I did upon landing, and that's when the problem started. I tried going to a different craft and coming back, but the same issue arrises. Another discovery, I decided to take off and try to re-land hoping that would fix the issue. However, my craft will not leave the surface. It stays at 0 m/s even when the jets are running at full thrust. Its almost as if the craft became bound to the surface and thats what is causing my kerbal to glitch. I've now resolved the issue by completely exiting KSP, and re-loading. While I don't require help, I thought this issue should be documented for anyone else experiencing similar issues.
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ISS livestream helps you appreciate how realistic KSP is!
Kerbal Kommander replied to Kerbonaut257's topic in KSP1 Discussion
Someone let a bag drift in front of the camera! And then it was pulled out of the way quickly. "Hey guys, you're blocking the camera. Clean up your mess!" -
Odd, I noticed a nice jump in performance on 1.2 Overall game play is smoother, and I get good FPS with mods like scatterer (with all extras turned on), SVE, texture replacer with 8k resolution textures. Admittedly, fairings do seem to have an impact on performance. I don't know what my exact FPS is, but it feels closer to 60 than it did before. Specs for reference... Windows 7 64 bit 3.9 GHz Ivy Bridge 8 GB Ram GTX 1060 6 GB Samsung SSD
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Yay, dev notes! I always wondered why they weren't on a Monday or Friday. Seemed odd to have them in the middle of a week. Now I almost have a dev note to read for each day of the week!
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My first 10-ish hours with Kerbal Space Program
Kerbal Kommander replied to Dr Turtlestein's topic in KSP1 Discussion
Nicely done, and welcome to KSP! I don't think I achieved my first Mun landing until after 40 hours. It took many more for a return trip to Kevin. I've learned a lot since. I have over 500 hours in game and still haven't landed on half of the bodies in the system. You have many hours of fun, frustration, and learning ahead! -
Well that's a little misleading... description says gtx 1080, details say gtx 1060. Which is it? Either way, good card. You now have an awesome system that probably surpasses what 95% of people on this forum have. You can load up KSP with all sorts of graphical mods to make KSP even more glorious. Welcome to the future! Enjoy your new KSP experience.
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The Grand KSP 1.2 Discussion Thread
Kerbal Kommander replied to UomoCapra's topic in KSP1 Discussion
With two hours of 1.2 under my belt, I am very happy. The nuisances that I always looked past just to continue enjoying the game are gone. It almost feels weird to play without bugs! Fast loading, silky smooth frame rates, dead bugs, and with all of that 1.2 has been a much more enjoyable release than 1.1. Hip hip, hooray! -
Kerbal Space Program 1.2: Loud & Clear release date and more!
Kerbal Kommander replied to UomoCapra's topic in 2016
I would contest that you are then trying to "Keep up with the Joneses". Shouldn't the point of the game be to have fun? If you're watching what everyone else is doing and try to emulate their experience, then why not just watch their youtube or twitch videos? If they charge $15 for a planet and a few easter eggs, I promise you won't be the only one without that planet. As much as I am not against paid DLCs, I will not be ripped off either.- 418 replies
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Kerbal Space Program 1.2 Loud and Clear - Official Teaser
Kerbal Kommander replied to Jarin's topic in KSP1 Discussion
That's what I'm talking about. All aboard! Woo wooooo! -
What Facts Do We Know About The Devs Leaving?
Kerbal Kommander replied to Mycroft's topic in KSP1 Discussion
I wish all this speculation would stop, and people just wait for the announcement next week. My thought is they intend to release 1.2 as stated, and maybe we will get some delicious morsels of information as to the future of KSP, and what updates/expansions lay ahead. I don't see KSP coming to an end with all the doom and gloom talk that seems rampant on the forums. There is a strong community, they have stated there are plans for more KSP to come, and with the two of those the future of KSP seems bright for certain. I am sorry that the dev team has to even hear all this crying about KSP being over when it seems they have so much more in store for us. I don't know about the rest of you, but I can't wait to see what 1.3 has in store for us! -
"There's no easy way to say this."
Kerbal Kommander replied to Superfluous J's topic in KSP1 Discussion
Development for squad could just be their foot in the door for the next big job. Just a stepping stone in the process. -
"There's no easy way to say this."
Kerbal Kommander replied to Superfluous J's topic in KSP1 Discussion
This is true. As I said, I did get my money's worth out of the game and then some. There are just so many more places this game can go! I doubt they will let those opportunities go when they could very well be profitable. -
"There's no easy way to say this."
Kerbal Kommander replied to Superfluous J's topic in KSP1 Discussion
This is very concerning. I'm hopeful for the future of KSP as I've been playing since .20, and would hate for its potential to be wasted. They claim the future has much in store, but I wonder if that will be more geared towards selling products. This is not to say I am opposed to paid updates, as I've already gotten my money's worth. But will the uodates be worth it, or will it turn into a cash grab? Who knows, all of 1.2 looks amazing, and maybe the future will be even brighter than the past. Let us raise a glass to all of the possibilities KSP has to offer! -
Continuing with my game, I found that the station has depleted most of the batteries on board. I reloaded the vessel, and it was charging at a decent pace, so I turned off the lights that are on board. I will see if I get the same issue. Maybe the new lights EC drain is too high? I wasn't having this issue before the most recent update to Kerbalism.
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I got a glitch where my station around kerbin ran out of power for some reason despite the fact that it has plenty of solar panels. Jeb burned to a crisp because of this, so I reloaded a quick save where this wasn't an issue. When the save was loaded, I got a warning that the same station was out of power. When I switched to the station, its EC level was 100%. There seems to be a disconnect somewhere. This is with the latest release.