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Posts posted by DunaManiac

  1. 2 minutes ago, Norcalplanner said:

    Don't know if this has been brought up before, but I'd be supportive of being able to start in different eras in career. If you've already unlocked the whole tree and/or achieved a designated level of success, it would be nice to start in the Kerbal equivalent of 1970, or 1990, or 2010 in terms of infrastructure and available parts. Having to start from the very beginning every time gets a little old. :)

    I actually like starting from the beginning because I don't want to be able to build a rocket that can get to the Mun on the the first launch.

  2. I believe that KSP2 could evolve into 2 kinds of games

    1: A glorified version of KSP

    2: An entirely new game similar to KSP

    I don't want KSP2 to just be a glorified version of KSP1 because what is the point in buying it?

    What I would like in KSP2 is something that retains the same spirit of KSP1, but is different enough  so that is worth buying

     

    (But still can't wait until KSP2 launches!:D)

     

  3. What I like about KSP1 is that how it's simple and easy to play. Although I am excited for new flashy graphics, colonies, and other features KSP2 will add, and I know that other people are excited for multiplayer, I would like for KSP2 to retain that spirit.

  4. On 1/30/2019 at 6:20 PM, Tonka Crash said:

    @JPLRepo I rebooted and it's working now. I don't know what's different. 

    Windows 10, KSP 1.6.1 around 100 mods

    This is the first time I'm using this mod in a new (this week) save with Snarkiverse planet pack. No new planets found yet.

    I just launched the TB-75M Telescope. When I Click the Research Bodies button on the satellite menu I get a Research Bodies GUI window pop up with nothing in the window and the log is being spammed with NREs.

      Reveal hidden contents
    
    
    [EXC 16:10:33.136] NullReferenceException: Object reference not set to an instance of an object
    	UnityEngine.GUI.Button (Rect position, UnityEngine.GUIContent content, UnityEngine.GUIStyle style)
    	ResearchBodies.ModuleTrackBodies.DrawWindow (Int32 windowID)
    	UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)
    	UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)
    
    [EXC 16:10:33.183] NullReferenceException: Object reference not set to an instance of an object
    	UnityEngine.GUI.Button (Rect position, UnityEngine.GUIContent content, UnityEngine.GUIStyle style)
    	ResearchBodies.ModuleTrackBodies.DrawWindow (Int32 windowID)
    	UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID)
    	UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, Int32 instanceID, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)

     

    KSP.LOG

    I encountered the same problem.

  5. On ‎10‎/‎12‎/‎2018 at 5:16 PM, Commissioner Tadpole said:

    So, I'm not sure if this is an Alternis problem in specific, but science experiments don't give me any unique flavour text. For example, if I collect a Crew Report while landed on Laythe, it only tells me something along the lines of "Collected data from Surface of Laythe," despite the mod having an actual configuration file for science definitions. Is it because I'm on Sandbox mode? I recall that restriction being lifted in a past update, so I am confused. Additionally, Distant Object Enhancement does not give distant planets their appropriate colours. For example, when looking at Eve's glowing dot from the orbit of Jool, it glows purple instead of yellow. The OP says the planets have their proper dot colours, so I am confused.

    Also, any chances of the city lights being reintroduced in a future update? I think those lights are what make Kerbin truly special, and it'd be even more notable when observing it from the surface of other joolian bodies.

    No, it is a problem, because I am on career mode and I get the exact same problem, the science messages don't work. I can also confirm the bug, I also get the wrong dot colors in DOE. My game version is 1.3.1.

  6. 6 minutes ago, Pand5461 said:

    @DunaManiac screenshots or it didn't happen :)

    On a serious side, I think you started with the default settings, which means core starts on its local volume designated as 1:/.

    If you saved a file made in a text editor outside the game into the Ships/Script folder, then, for any ship, that file is on the "archive", or volume 0:/.

    To run files from the archive, there are two methods:

    1. In the kOS terminal, enter SWITCH TO 0. <Return> RUN MYSCRIPT. <Return>

    2. In the terminal, enter RUNPATH("0:/MYSCRIPT.KS"). <Return>

    Note that with the RUNPATH() command, you need to type full name, including the extension .ks or .ksm. With the RUN command, the default extensions can be omitted.

    Also, you can turn on "Start on archive" option in settings and you can copy files from the archive to ship's local drive. More on that in the docs: https://ksp-kos.github.io/KOS/general/volumes.html

    Okay. 

    vDpniro.png

    Is this the right place?

  7. 21 hours ago, 99Problems said:

    I've never encountered this glitch but I've encountered something similar randomly when playing career mode  it would block me from placing or moving parts in the rocket/plane builders I can still use menu features like launch the rocket or save the game but it won't let me move or place till I quit and start the game and its always random in my experience it happens every 1 to 6 trips to the rocket/plane builders it gets really annoying but its not that bad compared to your problem 

    Sometimes I have a glitch where I load a rocket, but when I try to place the parts, it dosen't connect. Have to restart KSP

  8. 1 minute ago, Tyko said:

    Yeah, the idea that you'd have hundreds of kilometers of featureless plain and then hit a cliff or crater that contained multiple biomes would be very realistic and make a lot of sense.

    I would kind of like that as well, but I really wish if rovers were extremely slow, it could be turned off in  the settings.

  9. Just now, Sharpy said:

    t 15 meters away, but the goo might react differently, and metal content from a meteorite may throw a magnetometer off, a ground sampler will definitely find something new. 

    That's just what I'm saying!

    1 minute ago, Sharpy said:

    Slopes could contain quite a variety of exposed goods -

    The problem with that is that is that most rovers can't drive on slopes like that. Believe me, I've sen't rovers to the mun  and even there the gravity is punishing.

  10. 18 minutes ago, Sharpy said:

    For spaceplanes, there's at least the alternate use as less practical rockets. Rovers... as less practical landers?

    I think expanding the game mechanics so that a family of parts, and a family of associated crafts actually begins serving a purpose, especially one that is mirrored in real life, would be a worthy endeavor.

    Especially, that we already have micro-biomes in the game. All around KSC. You can test your Opportunity and make full use of its capabilities, driving it around KSC. But wherever else you fly it, it will be a lousy lander that can move slowly  around for no good reason. 

     

    I suppose I can agree with you there. But in order for  this to happen is for us to get a new surface sampler, like a drill that gives you science. Because having all the expirements apply for micro biomes on duna is just too much coding everywhere.

  11. 1 minute ago, Sharpy said:

    What is the purpose for small rovers that don't fit the ruggedized wheel?

    well, aesthetics and fun. Their for those who want to create realistically looking curiosity/opportunity/ Apollo Rover missions and drive them around. For those who want to land rovers on duna or mun or minmus before they've unlocked the ruggedized wheel. A small rover for their mun base. You can create infinite different rovers for asthetics and fun, and realism.

  12. 14 minutes ago, Sharpy said:

    Decent speed, will break as soon as you start utilizing it. Drive 15m/s max if you want the rover to live longer than a couple minutes.

    I never said Why do we have slow rovers. I said why do you want slow rovers. Besides, those rover wheels do have a purpose for small rovers that don't fit the ruggedized wheel.

     

    21 minutes ago, Sharpy said:

    They  only make sense for aesthetics and fun, they serve no purpose for the gameplay mechanics

    That's my point. If you want to drive like real life rovers you can. But, it actually being part of the gameplay is not likely.

  13. 1 hour ago, Sharpy said:

    ..but that still leaves realistic rovers useless, and speedy rovers unrewarding

    Why do you want slow rovers? I appreciate your need for realism but having rovers that drive around in one place and really slowly would make rovers completely unnecessary plus being extremely tedious. I like speedy rovers. Because driving like real life rovers isn't very fun unless you seriously want a curiousity replica mission. (this is only my opinion others may differ)

     

    1 hour ago, Sharpy said:

    For Mun to have craters that can barely fit a kerbal, and return a different science data than if you climb out of such a crater.

    I would like little craters but i'm not sure about different science data.

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