Roostergod
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KSP2 Release Notes
Everything posted by Roostergod
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Hey, i'm trying to increase the thrust (while keeping the same electricity consumption per second) of the Ion engine using Konfig. From what i understood from your github wiki i think the script should look something like this [Target(dawn)] [Module(Module_Engine)] [Data(Data_Engine)] partdata.thrust = 1 kn; partdata.electricityconsumption = 10/s max; but i'm not sure how to figure out what names i should use for the target or partdatas. where can i find them?
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Reading into KSP 2 EA Features/Non-Features
Roostergod replied to VlonaldKerman's topic in Prelaunch KSP2 Discussion
At around 7:55 Nate says that there will be buxfix updates every few weeks. -
Reading into KSP 2 EA Features/Non-Features
Roostergod replied to VlonaldKerman's topic in Prelaunch KSP2 Discussion
I think the fact that we have to speculate about this stuff shows that Intercept have failed massively at communicating with us, their customers. I hope that when EA begins they will start to provide regular updates (monthly at least, I'd prefer weekly or biweekly) about the state of the game, bug fixes, etc. Another way to keep us invested and assured that we will make it to full release is to make small content updates in between the major milestones. there are a lot of features missing from the build we saw that don't fit into any of them, like 1.875 parts, near future engines (orion, LANTR, plasma), airbrakes, and radiators, that will make sandbox a more complete experience while we wait for science, colonies, and so on. -
Here's hoping
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If this is true, I think releasing now is the best option. Frankly they should have done it sooner. A lot of people have said that that the devs should take as long as they need before release, but after this many delays the only way to get the game where it needs to be is to put it out and get feedback from the community.
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versus it releasing in 2025 with just as many bugs
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how would you like research to work in ksp2?
Roostergod replied to jastrone's topic in Prelaunch KSP2 Discussion
I think it might be worth exploring having different types of science points, to incentivize different types of gameplay. For example have techs that need specifically science from colonies, science from orbital experiments, ground science, etc. This way you dont unlock the whole tech tree just doing flybys or timewarping while your labs generate science. -
What would you like to see in the next dev diary? My top three in no particular order are - colonies - the VAB - the maneuver node tool
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i've found a pretty massive bug with this, when loaded with restock, engines don't work in career mode. for some reason this doesn't happen in sandbox and science. anyone know how to fix this? i love persistent thrust and restock, and i don't want to have to choose between them. UPDATE: switched to 1.8.0 and it's fixed, nevermind
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uninstalled all my mods and re-verified my kerbal install, engines work fine. reinstalled all my mods, and tried out a bunch of different engines, none work, both modded and vanilla, including lfo engines, jet engines, and srbs. now begins the painstaking process of slowly reinstalling mods. at least ksp doesn't take 10 minutes to load when i don't have them all installed.
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Sure, here's the modlist 000_ClickThroughBlocker 000_USITools 001_ToolbarControl AtmosphereAutopilot B9PartSwitch BetterSRBs CommunityCategoryKit CommunityResourcePack CommunityTechTree ContractConfigurator CryoEngines CryoTanks DeployableEngines DynamicBatteryStorage EasyVesselSwitch HeatControl KAS KerbalAtomics KerbalEngineer KIS DockingPortAlignmentIndicator NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft PersistentThrust PreciseEditor RealPlume ReStock ReStockPlus SCANsat scatterer SmokeScreen StageRecovery StationPartsExpansionRedux TimeControl Trajectories Konstruction
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I know there's been a lot of focus on exoplanets in KSP2 but i really hope they add some new planets to the Kerbol system, specifically out past Jool's orbit. With all the new high ISP engines it looks like we're getting, it'll be a bit of a jump to go from using chem and nuclear-thermal rockets to explore the Kerbol system to fusion-powered craft headed for new stars. It'd be a nice middle point to have some planets that are out of reach of tech from KSP 1, but can be reached without massive interstellar vessels. (basically i'm asking for OPM planets in KSP2)
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[WIP] Nert's Dev Thread - Current: various updates
Roostergod replied to Nertea's topic in KSP1 Mod Development
Are you planning on adding ISRU parts for making fusion fuel, or adding that functionality to other parts from stock or the NFT suite? Also have you considered adding other unconventional fission engines, like the mini-mag orion or pulsed fission-fusion? -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Roostergod replied to Galileo's topic in KSP1 Mod Releases
I hope you do, at the rate squad are going KSP 2 will be out before they update the whole kerbol system.- 1,019 replies
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[1.12.x] Near Future Technologies (September 6)
Roostergod replied to Nertea's topic in KSP1 Mod Releases
hey @Nertea, i found a big exploit in the reflectors for NFEx while messing with @Poodmund's signal strength calculator, if you point a bunch of communitron 16s at a reflector dish, you can get a really powerful signal because of the communitron 16's 1.0 combinability factor. fix is real simple, just lower the feed effectiveness from 90% to something like 50% (or lower it's combinability factor if you'd rather). -
[WIP] Nert's Dev Thread - Current: various updates
Roostergod replied to Nertea's topic in KSP1 Mod Development
sexy, does it deliver the thrust in pulses or is it just an animation?