Neroziat
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Everything posted by Neroziat
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evil as in they sent a group of thugs to a devs house and performed a mafia style C&D because a guy was "developing" a multiplayer alternative (wasnt even released yet) Polish up how? by adding better textures? the game already has quite a bit of polish. And by dlc you mean paid mods, because mods right now do far more than the upcoming dlc will. Commercial quality code? Is that why you need patches on day one of a released game to get through the first level? Whereas in KSP Within 3 weeks of a new version most popular mods are updated and pretty darn stable. As another user pointed out, there was a thread under announcements, that got moved here. And this thread is super important. I think you just want to be bitter in your posts and make light of my valid arguments. This is a very serious issue. I'm guessing you bought one too many shark cards. also, i never advocated leaving bad steam reviews, but my point was that if people were not allowed to voice their concern here anymore then the only place left to voice a concern would be the reviews for steam. i mean you could complain on your blog, but that's so 2004. we can hope they (take two) will do the right thing, but history has shown otherwise.
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what people dont seem to be understanding here is the reason take two took an interest in ksp is because they think they can make more money, everyone into the current version of ksp and this whole community chatting and modding has already bought the game. we dont magically get a refund if they turn evil, so all we can do is complain on steam, and if take two manages to turn us into a minority of the player base then we are screwed. take two has proven their selves to be evil. what does squad gain from working with them? the game is already built. unless they plan to rebuild a new ksp 2.0 with microtransactions. and you think if take two offered some paychecks to existing mod developers that they wouldnt get any support? bs, most would sell out in a heartbeat, money is money. the ones who don't sell out they would clone their stuff and dismiss. and im willing to bet if we gripe about it too much we will find ourselves without a place to gripe or say anything other than steam reviews. this very important thread is "hidden" in the lounge. (it was under "ksp discussion", and we are discussing ksp)
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i'm rather horrified that squad supports a company like take two anyways, i feel like they will make a ksp 2.0 that has plenty of addon packs to buy and microtransactions, and we will all end up on a third party website playing the last good version of ksp with mods.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
is something wrong with the mk2 rotatron? it only has a mount point on the top and what seems like the rim on the bottom. im tring to find a more stable rotatron for a crane, but they are all slowly drifitng away in the angle they are attached. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
tried doing one side, like i said i put each of the 8 wheels initially one by one, now after removing a whole side its still binding as far as possible -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
kcs i followed your method, all wheels were put on one by one http://imgur.com/a/5LpxB that happened trying to move hinges http://imgur.com/a/E3QsV what it looks like in vab what am i doing wrong? its almost the same friggin craft. why did squad have to ruin the game. i hate ksp till i can figure this out, all craft you intend to ever move or land needs wheels/legs. also i cannot select grandparent part for wheels its locked to heaviest part do we have to scream and spam to squad to get the ability to use IR again without being handcuffed by autostruts? i see it posted everywhere and squad so far has given customers a big middle finger. theres even a bug report from 3 months ago where they did just that, gave a middle finger. http://bugs.kerbalspaceprogram.com/issues/11999 -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
im not sure how to get this done, i read back as far as i could and couldnt figure out the specific workaround. the autostruts keep binding to the pusher and then to themselves. i tried a 4 legged crane with rotating feet with wheels, it looks like someone tied its shoes together -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
perhaps new landing gear or wheels should be made just for IR, that way we can autostrut to parent and be fine -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
i cant figure out a way to completely disable wheel autostruts, i tried this here i created the file recommended and it does not turn off autostruts, then i dug around in the actual part config files for the wheels and autostruts aren't even there. ill dig around for em cause im bored but these damn things need to be killed, it ruins the potential for this mod -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
ive been taking advantage of the beta to give my self a sort of "story mode". when stuff breaks i find a workaround to keep my kerbals snacking. im so glad ziw is working so hard on this. i hope ziw has the merriest Christmas of all. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
it is on ckan, but for 1.1.3, work for 1.2.2 began around page 64. catch up to us and give a hand testing -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
new dll tests then on right click menu disengage lock is shown but it is not locked, just a ui error. under servo controls it does not show locked anymore. also fixing mesh throws no error now, still no idea on its usefulness (this is on existing craft) on new craft it sets all new parts to locked by default in vab and at launchpad, changing lock state in vab works till you get to launchpad, then everything is locked in both the right click and servo menu. otherwise stuff seems to work. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
i updated to 2.0.9 and got the null refrence spam like wildlynx had, so i replaced the dll with the one you just provided, now every time i load my craft all servos are locked and you have to right click on the part and disengage lock twice for it to change. pressing the movement button starts an non endable electricity drain, even hitting the stop button dosent work. also fixing mesh throws this error NullReferenceException: Object reference not set to an instance of an object at InfernalRobotics.Module.ModuleIRServo.AttachToParent () [0x00000] in <filename unknown>:0 at InfernalRobotics.Module.ModuleIRServo.ReattachFixedMesh () [0x00000] in <filename unknown>:0 at BaseEvent.Invoke () [0x00000] in <filename unknown>:0 at UIPartActionButton.OnClick () [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.Press () [0x00000] in <filename unknown>:0 at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32) UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent() UnityEngine.EventSystems.StandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() hope it helps if you need the full log ill post that too More testing: the reattach mesh error is only with old craft in orbit, not new ones. on new ones in orbit it works but moves the part to im guessing a reset position(not sure what its supposed to do). however all new craft have all locks engaged at launch, after manually clicking each lock icon it works for new craft. also no electric draw problems on new craft. reverting to the dll of 2.0.8 fixes all of it for me, i havent had any big issues on 2.0.8 other than not being able to use grapple struts, but i read that wont work because activestruts is abandoned. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Neroziat replied to sirkut's topic in KSP1 Mod Releases
so i noticed that the grappler strut isnt working, am i the only one or did i do something wrong, almost everything else is working fine for me, i can place it but cant right click on it, tried flight mode aswell. i am on 1.2.2 so ill wait for the next release ofcourse. just curious as a cat. also this mod is like wow... just wow -
well ckan lists it and the other pack as 1.2.0 so mods like kerbal planetary base systems and a few others https://github.com/KSP-CKAN/NetKAN/issues dont even show up in ckan
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when is this mod gonna work with 1.2.1? im sorry to even ask, but alot of my mods depend on this pack. I didnt think 1.2.1 changed that much from 1.2 other than screwing up half the mods on ckan
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Neroziat replied to Nils277's topic in KSP1 Mod Releases
i found out the reason the mod isnt showing in ckan, "community resource pack" is set for version 1.2.0 https://github.com/KSP-CKAN/NetKAN/issues/4919 -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Neroziat replied to Nils277's topic in KSP1 Mod Releases
dunno why but the mod dosent exist in ckan, i can still see it on spacedock though -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Neroziat replied to Nils277's topic in KSP1 Mod Releases
ckan is still showing max version at 1.2.0 -
good to know, wasnt sure you could do that
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i was forced the update by steam and cant go back to 1.2.0 now my mods are mega broken. what can i do to revert so i can play the game
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ckan is erroring out because spacedock.info is down About to install... * Airplane Plus 5.0 * Firespitter Core v7.4.1(cached) * Firespitter Resources config v7.4.1(cached) Downloading "https://spacedock.info/mod/716/Airplane Plus/download/5.0" Error!
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i had a crash yesterday while ejecting a fairing, it made a file, where do i put it? im a bit new here.