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KSP2 Release Notes
Everything posted by SavageAngel
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@ShotgunNinja So to better explain the problem started to play around with running 2 experiments on the launch pad over and over and weird things happened. This is all With 1.2.2 KSP and Pre6 Kerbalism no other mods. So I launched my pod with a goo container and ran it and crew report. everything looks normal http://imgur.com/a/SQ0Tu http://imgur.com/a/PxVDc Repeated second time and this happened. It didn't give me science credit for the goo but it gave me science credit for the same crew report again. http://imgur.com/a/rYsAk Third time it correctly didn't give me science credit for either experiment but the stock science log still shows the value bar full. http://imgur.com/a/uZReF http://imgur.com/a/bfNus I did this several other times with different experiments and encounter some situations. One time I ran the thermometer on the launch pad and recover the vessel about 6 times. The first time it gave me the science credit, and the 2nd, 3rd, and 4th times it did not. However, on the 5th try or so it gave me science credit again. I ran it a 6th time and the value bar was finally empty. I had another game named default and I just overwrote it with a new save. In this game when I ran the goo and crew report the science credit bars were full but it never game me credit when I retrieve the vessel and I was unable to earn science credit in this game till I deleted it manually and created a new one. I'm not sure if I'm explaining this very well. Edit: I uninstalled and reinstalled KSP and stock 1.2.2 dose not have this issue until I install Kerbalism. Also turning of the science portion of Kerbalism fixes the problem (I know that's kinda obvious but thought I would say it anyway)
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sorry wasn't very specific. It It always appears when I run an experiment that its giving me the science credit even thought I already received it, and it doesn't actually give me the credit when I transmit or retrieve it. I can see how this would be impossible to work around for contracts. I'll just keep a paper check list going on my desk so when I start a new career and have a few drinks I don't end up taking thermometer readings of the grasslands 10 times thinking I'm getting science credits.
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@ShotgunNinja I think that this was asked before, but at the time I didn't realize what you were talking about. When I run experiments multiple times It always shows that I am collecting the max science even if I have already gather that science, and I just don't actually receive it when I retrieve my vessel. Is there a way to make this stop? I keep forgetting what I have already gathered and end up running experiments thinking I'm getting science but I'm really not.
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@ShotgunNinja New save no other mods, and still not working. sorry man. Final Edit:
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@ShotgunNinja Sorry, I can confirm radiation belts still not showing with Nvidia card.
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@ShotgunNinja I'll give the Invidia problem a test as soon as I get home.
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Right, I mean if they are going to wait till noon to release them they could at least tell us so I stop searching the forums and do something productive with my day.
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I have a question because I nearly killed one of my kerbals. Here's my situation. I started a new game with a very low science reward to test out Kerbalism. So in order to get science I launched a rocket into a sub-orbital trajectory to do some science in space hitting 80,000m and coming back down. I turned off my scrubbers and pressurization to save battery on the trip because I figured my pilot would be in his space suit the entire time. To my surprise he nearly died from C02 poisoning. So I guess what I'm asking is when I turn the scrubbers off in the command pod does that also turn them off for the space suit? Is this intentional to keep people like me from getting "free" use of scrubbers in the suit wile sitting in the command pod without using electrical charge?
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@ShotgunNinja Ok, well the signal lines seem to be rendering fine. However Setting LowQualityrendering to true did not fix the fields.
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http://imgur.com/a/Gj7ah http://imgur.com/a/2dVsN I assume the signals lines are correct not really sure what they are suppose to look like. I'll attempt that second part in a minute.
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@ShotgunNinja I have continued attempting to get the radiation belts to display with no success. I also noticed that everyone else having this issue is using an Nvidia gpu. Not sure if that's just a coincidence or not. Let me know if a full log or any other information would be helpful. Also, the rest of the update is amazing I have been waiting for the Kerbalism update to start playing KSP again and its been worth it. Thank you for putting in the time to create this.
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OS: Windows 10 (10.0.0) 64bit CPU: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8) RAM: 16333 GPU: NVIDIA GeForce GTX 660 Ti (3039MB) SM: 30 (Direct3D 9.0c [nvd3dumx.dll 21.21.13.6909]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, Default, ARGB2101010, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8
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I waited like 3-5 mins closed and reopened tracking station still nothing, and the message goes away.
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Ok, disabled Scatterer created new fresh save and still not seeing them. Do you need to have the tracking station upgraded. I get a message in the center of the screen, "fitting particles to distance fields"
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Ya, had to go to class before I could test without it. Will try it without scatterer later and let you know.
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I noticed two small issues. 1. When you change a part's quality it doesn't update the cost counter in bottom left of screen until you take the part off and reattach it. I think it still initially adjust the cost you just cant see it. 2. The inner and outer belts and the magnetopause are not rendering when turned to show. The only mods I have installed are Kerbalism, MM, and Scatterer. Which might be causing the problem if no one else is experiencing it. Edit: V1.2.1 with new save
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You would release the update during my finals week. So much for studying.
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Thanks guys, just got my Joystick working, and lift off is kind of interesting. It's going to take some getting use to.
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Does anyone use a Joystick or any other Control device to fly their rockets? Does it work well? I apologize if this has been asked before.
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So what your saying is these guys were just early KSP engineers.
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Wow, after reading through all these post I have learned a lot. Some of these things I already new about the origins of KSP but most I did not. The KSP of today vs. some of the early days must feel like a completely different experience to those of you who have been around since the beginning.
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Sometime, around a year ago browsing Steam I came across an interesting game called "Kerbal Space Program". I purchased and installed it immediately after reading the description and a few reviews. Relatively speaking I am brand new to this game, and never experienced a world before the 1.1 or 1.2 patch. Over the past year I have to admit I have fallen completely in love with this "game" or simulator or life experience. Honestly at this point I'm not sure what to call it. No matter what you call it this program has to be one of the best experiences I have ever had in front of a computer monitor. After watching several of Scott Manley's tutorials I started to get better at KSP (I killed way fewer kerbals) and after a few weeks I was able to land on several muns and a few planets. Looking back on the past 10-12 months playing KSP and reading a lot of the forums I developed an interesting question for those veteran players. What is something you think a player from 1.1+ should know about the early years of KSP?
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I got a fever, and the only prescription is bigger rockets.
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@ShotgunNinja Just wanted to say this is one of the best mods I have ever played with. KSP just isn't the same without it. I'll never forget the first time I accidentally suffocated my kerbal because "I'm only going to orbit a few times and come back down who needs 'extra' O2". I'm going to continue to relax in my deck chair on the patience ferry with a lot of your subscribers because this mod is worth the wait and we don't want you to rush it.