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Broke dead dogg
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KSP2 Release Notes
Everything posted by Broke dead dogg
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Really excited about this, thought we'd have a longer wait! I have a question, which has probably been asked before. I believe the free update includes some reworked stock parts, how will this effect our existing builds? Also, is there anywhere we can view a change list?
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- ksp enhanced edition
- history and parts pack
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Unfortunately this does seem like a reoccurring theme, maybe in future, you should just let us know when it's available, rather than building anticipation, only to disappoint with ETAs. Idk about anyone else, but the current version seems to be running quite well for me at the moment, so I'll carry on playing, and the update/DLC will get here when it gets here. But please Squad, no more ETAs
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Help with structural failure!
Broke dead dogg replied to Broke dead dogg's topic in KSP1 Gameplay Questions and Tutorials
Thanks I'll give it a go -
I've been attempting to get an interplanetary ship into kerbin orbit, and I'm having some trouble. The initial launch goes fine, 1st staging also, but when I reach approx 23000m the kraken strikes resulting in linkage failure between the 3rd stage rhino engine and a TS-37 stack separator causing the whole upper stage to vaporise! I've tried multiple times using a combination of autostrut, regular struts, and the part rigidity on and off, with the same result. Any advise? There's no pics available unfortunately as I've been too frustrated to upload any. (FYI, I'm on the Xbox enhanced edition, which is set to version 1.22, so no mods)
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
Just putting my 2 pennies worth in, I personally use tweakables, for me it was one of the best features of 1.2, allowing us to build stable, solid craft without the obscene part count that comes with needing a fist full of struts. However, I still haven't experienced half the "game breaking" bugs, described by many of you guys. As I've said in previous posts, the most persistent bug I've so far encountered, is the stage lockout when switching between vessels using the map screen. I've, (so far) had zero problems with save not reloading, or being lost, I've certainly not found this disabled engine bug that @Event Horizon is experiencing. As a thought, has anyone considered where their game is saved? What I mean is that I have an external drive that holds my most played digital games, Ksp included, and (as I've said) I've had no problems with saves. Also, is the save problems a predominantly playstation problem, or is it across both console versions?- 310 replies
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
Have you tried opening the part window for the engine to see if the activate/deactivate toggle works?- 310 replies
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- kerbal space program enhanced edition
- consoles
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
Which control preset are you using?, I'm on radial- 310 replies
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- kerbal space program enhanced edition
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
This is weird, I'm on xbone myself and I haven't encountered this bug at all. Are you sure you're not inadvertently engaging staging lock?(LB+A) Tbh I've not encountered half the bugs most people are getting, I've (so far) had no probs with saves, the controls can be a bit twitchy but I've got stick extenders to help with that, the main bug I'm getting is when you switch between vessels which irreversibly locks the staging, but a quick save reload fixes that. No my main gripe is with certain design decisions blitworks/squad made, like the inability to time warp while under acceleration, or fine tuning for the manoeuvre nodes, or how you can't easily switch between celestial bodies in the map. Hope they get to the bottom of the bugs soon, but as usual they're keeping tight lipped about any progress- 310 replies
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- kerbal space program enhanced edition
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
Yes, but any idea what could cause it? I mean is it because the drills are positioned too close to the surface, or because they're out on arms rather than close to the centre mass? Or something else entirely?- 310 replies
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- kerbal space program enhanced edition
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
I've successfully landed a base on minimus, but when I've deployed the drills, they lift the feet off the ground and shake the base and gradually walk the base around untill eventually the kraken strikes! Any ideas how to stop this?- 310 replies
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- kerbal space program enhanced edition
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Don't know if this is a bug, oversight, or me being daft. How, whilst in map, do you switch between planets? (Other than zooming right out and clicking the cursor on the planet you want to focus on) Is there any way of fine tuning manoeuvre nodes? I decided to send a probe to minimus for the first time in EE (I'd done it many times on FE) and I can't adjust the node fine enough to get an encounter, I keep over/under shooting it
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
So i finely got chance to have a proper play this weekend, and these are the impressions I got. Control in that VAB imo are near perfect, I've spent a good hour or more building a complete minimus surface base with landing capabilities with little to no problems, my one criticism is with the move tool: surely the control (in radial) should be up/down= up/down and left/right= left/right with a modifier to make up/down=in/out, but no, u/d=L/R and L/R=U/D confusing. The flight controls are complex but I'm getting used to them but a full list of controls would be useful, so far I've experienced the control freeze once. The map view is ok,but Darn it we need fine tuning on the manoeuvre nodes! And finally, who's bright idea was it to disable physics time warp during burns?! You realise Squad/blitworks that this little brainwave will limit a lot of players to kerbing and it's moons as very few would want to sit through double figure burns. I've noticed alot of other players complaining about bugs, maybe I'm just lucky so far as I've only encountered the one but we will see- 310 replies
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- kerbal space program enhanced edition
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
If you mean during flight I can tell you just keep tapping B until it finally comes out. While I'm here has anybody discovered a way of fine tuning your manoeuvre notes, as I keep over shooting with my target- 310 replies
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
I've inadvertently discovered the staging lock function. Thought it was a bug at first. Lol- 310 replies
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- kerbal space program enhanced edition
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Kerbal Space Program Enhanced Edition Grand Discussion thread
Broke dead dogg replied to UomoCapra's topic in KSP1 Discussion
I heard on a review of the PS4 version that there's limited keyboard support for things like action groups and the ever elusive debug menu, is this also trueonxbox?- 310 replies
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- kerbal space program enhanced edition
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Kerbal Space Program Enhanced Edition - Release Date Announcement
Broke dead dogg replied to UomoCapra's topic in 2018
Just watched a review on YouTube by Scott Manley who mentioned a limited keyboard support in relation to things like control groups, but I'm not sure if that was for PS4 only. Can anyone confirm such compatibility on Xbox?- 176 replies
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- xboxone
- kerbal space program enhanced edition
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Kerbal Space Program Enhanced Edition - Release Date Announcement
Broke dead dogg replied to UomoCapra's topic in 2018
I have to say, I was expecting this thread to be awash with comments, reviews, and criticism by now, but so far there's been very little activity. Probably everyone is busy experimenting with the controls etc, or possibly just at work (like me:-()- 176 replies
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- xboxone
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Kerbal Space Program Enhanced Edition - Release Date Announcement
Broke dead dogg replied to UomoCapra's topic in 2018
I'm both excited, and irked in equal measure! On one hand the new port if finally being released (yay!) And on the other, Tuesday.... Tuesday?! Who realeases anything on a Tuesday? The reality for me is that I'm gonna be up the road and the game will be out for 4 days before I can play it..... Gah!- 176 replies
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- xboxone
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Only 5 sleeps till January!
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I am by no means an expert, so please take everything that follows as complete guess work: I think, that when squad initially announced blitworks involvement it was called an update. Now I maybe arguing semantics but it gave me the impression that they were going to attempt to fix the FTE joke, so when they originally said "early next year" (meaning 2017) they genuinely believed the statement, however, once blitworks had taken a good look at the 'code' it was decided to scrap the port all together and start fresh hence the monumental delay. A little explanation of this and maybe an allusion to a "sorry" at that point would have gone a long way, but it's all in the past, I just hope they make this new deadline and that Squad/Blitworks act fast to fix any bugs that will undoubtedly arise post release, for like the best laid plans, no game survives contact with the enemy/players
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So, only 12 months out! I can understand why they're reluctant to discuss timeframes now! Lol It is good news, I've really wanted to play recently but didn't as I just couldn't handle the frustration, would have been good for Xmas though, still a nice new years bonus! Note to squad/blitworks: I hope you realize the epic fecal downpour that will deluge these forums if we reach February 1st without a release.....no pressure
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You took the words right out of my mouth, I think alot of the anger people feel could of been avoided if squad (when putting a bullet in the FTE version) had just issued a blanket refund, with a statement expressing hope of our return when blitworks version is released, but I suspect that it wasn't economically possible. Strangely I suspect there would of been less anger if squad had just continued to patch the FTE version, it the feeling of helpless suspense that drives everyone mad
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And let's not forget the lt-1 landing strut that explodes upon contact with anything! Literally, I place a craft on the launch pad for testing and boom!
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I don't know about anyone else but this week's.....er weekly, seems promising. Idk, maybe it's wishful thinking but the tone seems to suggest to me we maybe approaching the end of our long wait
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Yeah! They used the word "refining" so I'd assume some problems arose from the controls that needed tweaking. Short leash my friend, need to keep us hooked