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KSP2 Release Notes
Everything posted by Quoniam Kerman
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Dear Nate and dev team, I wpn't participate in EA for many reasons, most of which being IRL payments to make that will prevent me to buy the absurd hadware needed for the game just yet. Not wanting to despair but I think you were forced to make this go EA where you clearly knew you needed one more year to polish your work. I can wait, I have many things yet to achieve in the first game anyway. (Eve of Bust! mostly) and I made several modded installs to test many different things to have more experience at the game. Let's hope that in a year's time your game will be worth it. Good luck and above all, if you really believe in your project, don't stop trying. For now only time will tell. You surely have to face some harsh next few weeks. Also good luck for those who will buy this early on and try out this game in its rough current state.
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Kerbal Space Program 1.12.4 Releasing 11-2-2022
Quoniam Kerman replied to Intercept Games's topic in 2022
The launcher issue could be resolved as Paradox does it, aka launchers switches off when you launch the actual game. Why would you need the launcher to stay on when the game runs??? That's a little stupid to me. As for modded builds, never run an modded build on the main KSP folder to begin with, copy the KSP folder and create a shortcut directly from the .exe. -
Kerbal Space Program 2 Release into Early Access Feb 24th
Quoniam Kerman replied to Intercept Games's topic in 2022
If we base ourselves on KSP1 updates speed, give three or four months per update (without counting bug fixes and patches). So Let's say March 1st for the the game release (even if it is 6 days earlier but it will be easier to calculate), that would lead us to 1st June or July for Stage 1, scoence gathering, between 1st of September and 1st of November for Stage 2, Colonies and and thus early 2024 for Stage 3, interstellar capability. If anything, the game should be feature announced worthy by late 24. Of course, it depends on the release smoothness and eventual game breaking bugs that would ask for complete rewriting of core features and bring delays... I guess that the devs are already four or five updates in advance in their own builds but waiting on that gigantic beta test to make sure they are going the right way. They don't have that much time to play themselves, so more feedback equals more data to work with and the team is much bigger than the first game dev team, not to mentioned more experienced and also benefit from the experience of some modders, in theory, they should be more reactive and have anticipated many problems. On the other hand the bigger scale of the game will bring more challenges to solve for them. They need the money but the editor might also have pushed the delays the more they can and might not want to delay more to avoid players going elsewhere thinking the game will never release and become a vaporware. At least, the EA stage means that the game is still up and getting support from the company, and not cancelled, that's a huge achievement in itself, I had many friends telling me that KSP2 was never gonna release and was gonna become a vaporware that much that they weren't even interested... Would you still be interested in the game if the release date was pushed to 'undetermined' or release in 2026??? -
Using Tylo for a gravity assist to capture around Jool can also be possible.
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OK the order worked now. There must have been a bug previously.
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1.12 Autostrut - changes
Quoniam Kerman replied to pquade's topic in KSP1 Suggestions & Development Discussion
Since docking ports now are articulated to rotate a bit, it might mean that autostrut between them is just impossible now, I don't know if it is a bug. -
My card number is not recognized bv the payment system so I can't buy anything.
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So the blue shift IXS already is higher tech than the Alcubierre Warp drive. This is good news. (the standalone IXS with Alcubierre Warp Drive mod and CTT was lower than the Alcub in my previous installs which made no sense too me). And I always use CTT when I add part mods because modders do things their own way and the stock tech tree kind put them in nonsensical places to begin with and some part mods require it anyway.
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Thx for the reply. It is just that I liked the Alcubierre parts. I just wondered if the IXS would break if used with both mods simultaneously installed. Disclaimer: I have yet to understand how to navigate with a warp drive to fully use it properly without an insane delta V requirement on capture As I see it, the Alcubierre would make a nice first warp tech; cumbersome to use whereas Blueshift would make an enhanced warp drive system to be used in a more creative way. Although in terms of looks, having the IXS working with Blueshift looks cool and your tweaks sound nice, that ship works with Alcubierre rings and would logically be a nice Alcubierre MK2, sleeker designleading to improvements to the Blueshift, more flexible warp drive. One cool thing would have been to have the IXS parts improve their tech from Alcubierre to Blueshift in the tech tree but I guess that would require a complicated patch for the tech tree to first disable then enable your tweaks and I would perfectly understand that you wouldn't want to do it. One other things bugs me (not your fault, it has been like that for years) is that the IXS Warpship is lower in the tech tree than the Alcubierre parts, which make no sense to me. I would have put the Alcubierre parts first, then the IXS and then the Blueshift ones, but it doesn't really impact your mod, unless you wish to add "tech progression" to your patches. Anyway, I'm not currenly playing KSP right now so I don't know when I'll test the double warp mode set up and I haven't yet tested Blueshift either due to lack of time. Is it normal that I get the source code links on your Github link instead of a more normal download link? I just don't know what file to download then.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Quoniam Kerman replied to tony48's topic in KSP1 Mod Releases
Isn't that a stock bug that appeared in 1.10? There is one that displays phantom mountains/shadows on the horizon.- 1,957 replies
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- totm mar 2022
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Kerbals ar very small compared to humans, they could probably enter the Space Rider no problem. And as a probe core it would be totally OP for stock games.
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Yes, Lunakhod at last gets some love ! Always found that thing cute.
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- totm march 2020
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Back up your save and try.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Quoniam Kerman replied to tony48's topic in KSP1 Mod Releases
Settings.cfg is in the main game folder.- 1,957 replies
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Quoniam Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Nice, but I really meant the fuel tanks on the spaceplace picture on the thread OP that act as warp nacelles. It was the kind of part that lacked previous Warpships mods. Those fuel tank like warp modules can put anywhere and act as warp engines as long as all the ship is in the bubble. Warp rings require to be in the center and main core of the ship and I find it limiting. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Quoniam Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
No I meant stackable fuel tank like warp nacelles on the spaceplane. Which seems to work since it needs 10 of them to equal a warp ring. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Quoniam Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Possibility to make tubular warp nacelles? Hell yes, at least good looking Star Trek style ships are now possible... -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Quoniam Kerman replied to Poodmund's topic in KSP1 Mod Releases
When I said usin stock parts, I meant fuel tanks. Of course, harvesting liquid is impossible in stock game. And thus maybe most people wanting to harvest liquids would already use exotic fuel parts on their ships to the point of making this feature (liquid fuel oceans) useless. But someplayers might not want to have many mods or mght have a limited computer capacity and so use mostly stock parts except for the harvester and the planet pack. It should be a config based on other mods included into the player's set up. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
Quoniam Kerman replied to Poodmund's topic in KSP1 Mod Releases
For people using stock resources or using stock parts, it is a good idea. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Quoniam Kerman replied to TriggerAu's topic in KSP1 Mod Releases
Try and you'll know but as nothing changed orbits wise, it should work fine. -
How much RAM does that mod takes if all systems are enabled? (not taking into account other mods). The tutorial says to install it on a clean KSP install. Why? Is is something to do with the config cache?
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I had the same without any Kerbal at all. My science station on Vall I went to check to see the new textures, the flag fell down by itself on loading. (very slowly due to low gravity but still)
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
Quoniam Kerman replied to tony48's topic in KSP1 Mod Releases
On what version of KSP are you playing? following a same save on multiple successive versions can break the gameplay. If you did so, I suggest you to start a new save and see if the problem persists on the new save.- 1,957 replies
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- totm mar 2022
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[1.12.1] JNSQ [0.10.0] [23 Sept 2021]
Quoniam Kerman replied to Galileo's topic in KSP1 Mod Releases
I think I read it on Bleeding Edge page or in the file readme perhaps.