Jump to content

Kerbital

Members
  • Posts

    374
  • Joined

  • Last visited

Everything posted by Kerbital

  1. So when you right click on the command pod and choose Rename Vessel what vessel type is it?
  2. @NerteaThank you for the update and the extras. I really like the new shrouded panels and the addition of a shroud to the heavy command module. The new nukes and thermal panels look sweet too. @lovec1990 That didn't happen to me and I've been playing for few hours. Are you sure your missing ship is not accidentally categorized as station or relay and you have those categories hidden?
  3. As I understand the devs of this mod went all the way to prevent their mod from be using for online cheating. It only allows for extraction and modding of content for single player. Besides, the mod existed for years, why such a reaction NOW? New suit was hired and he's trying to prove himself? If that happens then don't buy the game. Hit them where it hurts.
  4. Thanks! Yeah, before I figured how easy it is to mod the files I tried to place a SAS wheel inside the body of a rover. It was weird. This is much neater. You just need to tweak the torque to your needs. Too much torque and the driving gets a little weird. It's great for doing some funny wheelies and stunts though
  5. I got tired of my rovers flipping over all the time. I inserted a reaction wheel into the stock rover body config file and I can just flip them back, the added stability control prevents them from flipping over in the first place, most of the time.
  6. TakeTwo literally said "modding games is an illegal activity". https://arstechnica.com/tech-policy/2017/06/grand-theft-auto-modding-project-folds-following-take-twos-demands
  7. It looks to me that SVE sunflares aren't being drawn, I looked inside the directory: ...and yeah, this is the sun I want and I used to have: These PNGs are ignored and only vanilla sun shows in the game. I moved the PNGs up a level but that didn't help. BTW, the same happens in new version of KSP with no other mods installed.
  8. Hi all, I had SVE+EVE installed and my sun looked like this, which I liked for my screenshottery: Somewhere along the way the sun decided to look like this, which I don't like: I reinstalled all involved mods both through CKAN and manually following Galileo88 instructions, including manual removal of all files. I tried different sunflare configs. No matter what I do, the sun won't change and it always looks like in the second photo. Here is a list of currently installed mods: https://dl.dropboxusercontent.com/u/14471718/forumstuff/ksp/sunflare trouble/KSP Mods for 1.2.2.ckan The only thing that is different is that I moved the KSP directory to avoid Steam updating to the latest version, so I'm still running 1.2.2. But everything else works normally and CKAN can support multiple game installs. Any ideas? Thanks!
  9. Looks like Dropbox was having some issues. It's back to normal again.
  10. I haven't played KSP for a while. Today, I built another big hodge-podge space station. The round, gray panels are NF panels turned into Space Dust Collectors. I've added Space Dust resource and created an ISRU to convert that into Hydrogen. I was tired of mining ore:) It's pretty much un-playable, just for-show. I get under 10fps just looking at it with AA and all lights off. Forget trying to dock something to it.
  11. I think I saw it in 1.2.2 already. 1. Save the entire Kerbal Space Program directory to another location. 2. Change the version prefs in Steam as per above instructions. 3. Uninstall the game from Steam. 4. Manually delete the Steam/.../Kerbal Space Program directory, there will be stuff left behind as Steam does not uninstall mods, settings, anything that was installed or modified outside of Steam. 5. Now, use Steam to install the game fresh. 6. Go to Kerbal Space Program/GameData folder you have previously saved in another location and copy your mods from GameData to the newly installed Kerbal Space Program/GameData directory. Just the mods, do not move the old Squad folder. 7. If you use CKAN. then also move Kerbal Space Program/CKAN folder.
  12. Stutter is still there. I took a stock rover for a ride and every 7-8 sec there is a very annoying hiccup. I only have Mechjeb installed with 1.3. I did too, I started playing in November. 1.2.2 came out like in mid-December, right? Every single mod was broken and it took nearly til the end of January for the modders to catch up.And you can't blame them. This must be quite discouraging. I'd be surprised if all my mods actually get updated this time.
  13. Fixing terrain seams is a big improvement. From the short time I spent with 1.3, although only a fraction of mods, I did not experience the stutter. If that is fixed too then it'll make me very happy. But unfortunately, as you said, I need to stick to 1.2.2 for the time being. Lucky you. How about 30+ mods broken? Yup, last time it took about 4-5 weeks for my favorite mods to get fixed. I'm just crossing fingers that Nertea finds time to update Near Future mods. Although NF Solar, Craft and Space Station Expansions mods work. But there is so much more.So I have to stick with 1.2.2 in a separate directory. BTW, there is dev version of MechJeb that works with 1.3: https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/
  14. Actually.... for me, and I bet there are many like me, mods is what makes this game fun. I can't play vanilla game. Since every update breaks vast majority of mods, yeah people get upset. It'll be weeks again before I can enjoy KSP again or I need to go back to an old version. The reason people are further upset is that there are many problems with the game that needed fixing. Localization was not one of them. So boasting how much time and effort Squad spent on localizations is rubbing these people the wrong way. For me, the dreaded Mono memory stutter and sudden framerate drops is what nearly drove to stop playing the game.
  15. Few things I'd ask for in future (near future?) updates: - resizable trusses and associated adapters - battery-only octo-truss instead of, or in addition to, mission support truss - patch file for cryo engines to tweak their thrust and ISP the way you did it for Near Future Propulsion Thanks! Love your mods:)
  16. Congratulations on the release and huge thank you!
  17. Does anyone else try to right-click on videos to turn them around, LOL?
  18. I rage-quit KSP about 1h after installing it and was going to ask Steam for a refund. Then I found MechJeb and 1000+ hours later I forgot about the refund. IMHO, it should be integrated into the game and selectable in the difficulty settings.
  19. I took a break from KSP for a bit. Meantime, I figured out how to record and make videos so brace yourself. LOL. Here is something big for starters. PS. Man, I wish i did this when I was messing with TCA and VTOLs, some failures were truly spectacular.
  20. Yes, it uses gimbal control and that is one of the frustrating parts: once disabled for normal flight the gimbals are not reset to 100, but stay at some fractions value and you have to to manually click and reset each engine, It also does this to RCS thrusters too. So since there is no quick action to reset RCS thrusters, it's annoying to manually reset thrusters as well. Confusing panels indeed, stuff I'll never use.I need like 10% of that mod. If Allista could strip it dwn to simly VTOL control without all the extras. I'll buy him a good lunch:) I'd love a lite version that simply give me VTOL leveling and I do the control and landing. Assigning engines to groups for seperate thrust and control is also a huge hit and miss. Click through windows are another deal breaker. So many times I created a accidental waypoint because I forgot to click cancel. Here is what I would love to see: ONE Window with [VTOL LEVELING ON] [VTOL LEVELING OFF] buttons. All this does is keeping the craft level using only selected engines. Then I can control the thrust using main engines and/or RCS. There could be few handy and helpful options such as [Kill Horizontal velocity] and [come to a hover-stop] that would ease the transition from horizontal flight to VTOL mode. Al the navigation and fluff can be removed in the Lite VTOL Version . @allista would you be open to creating a light version of the mod for VTOL control only? Remove all the navigation stuff, orbital stuff, etc. MechJeb already covers that well. Here is how I see it. Ship ready to fly, Toggle VTOL Levelling On, Apply manual thrust and take of vertically by yourself. Once I'm at desired Altitude I kill the vert thrust, Disable VTOL assist and switch the engines. As the plane drifts, I pull up, enable main engines and RCS and let MechJeb take the ship to the orbit. Please reset all thrust limiters and gimbals to 100% when VTOL assistance is turned of. At the destination planet I deorbit manually or let MechJeb take the ship down. Once at few km I bring the ship to stall and enable landing assistance: it brings the ship to stop and hovers. From here I control the movement of the ship with main engines and RCS and the mod just keep my vertical enegines balanced.I want to be ato use my main engines and RCS to bring the ship manually to the landing spot and land it myself.
  21. Did Steam kill your puppy or something? I've used Steam since Gabe run it from his garage and I never had any issues, or heard anyone having issues, with mods, etc. I never heard about anyone having to buy a new computer because Steam changed something. You have some serious rage issues if you can't forget something that happened over 10 years ago. Unless they did really kill your puppy. But even then, venting after 13 years, wow! Just wow! What would you rather use? Origin, LOL:)
  22. In the end, sadly, I have to stop using this mod. Although, the problems do not seem to be the mod's problems but some kind of limitations or bugs of the GUI or the game engine. I saw similar issues with other mods that add floating windows to the Editor. Two major ones: - windows are click-through, resulting in frustrating accidental clicks while building (I saw this in other mods too) - massive lag and stutter added to the editor (possibly conflict with other mod?) Man, I love this mod but I can't deal with the above. Crossing fingers that the new GUI will fix it.
  23. Reputation is meaningless. Trolls are one of the reasons I stopped playing Elite Dangerous. I'm just not a fan of multiplayer at all because of idiots. I used to be, in the early days of the net. Some douchebags managed to put Shinrata Dehzra in lockdown. This was a protected system and base only accessible to Elite players and Kickstarter backers. Too many immature idiots out there these days. Some people will labor on their reputation only so they can wreck havoc for few hours or days. That does not sound to me like multiplayer at all.
×
×
  • Create New...