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MechBFP

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Everything posted by MechBFP

  1. I think this is due to an incompatible mod being installed. I also saw a post about this, and I think that was the cause.
  2. Do you have something placed beneath the nozzle, blocking the thrust?
  3. No one else has this issue... so not a bug. Probably a mod incompatibility.
  4. That is true, a well made helicopter is actually better for biome hopping than a rover. Point conceeded .
  5. Those aren’t practical devices. You can’t actually use them to accomplish anything worthwhile, like getting an Eve rocket off the ground and into thinner atmosphere. They work great for making devices just for the fun of it, but aren’t practical for actually accomplishing any career goal.
  6. Haven’t had a chance yet to try but I can actually continue my career save and use the deployable science how it is supposed to work, which is good!
  7. Fantastic stuff. I was getting worried I wasn’t going to be able to play KSP tonight!
  8. I personally haven’t found a practical gameplay purpose for them either. The only one would be from a mod contract that asks you to land on the VAB (but that can be done with VTOLs easy enough). If they had proper propellers THEN they will have a purpose.
  9. When you reinstalled the game did you completely delete the KSP folder in steams folder structure before reinstalling? That way you can be 100% sure no residual files are laying about.
  10. @UomoCapra @nestor possibly critical bug? Seen reports on steam and here from multiple users.
  11. Yes, agree. It seems to be buggy too. Sometimes it skips by 1, other times it skips by 2. I even lowered the DPI on my mouse to ridiculously low levels just to make sure I am not skipping pixels and it still happens. Part Action Window. What pops up when you right click on a part or a Kerbal.
  12. . Same with the science stations too I see. That was amusing while it lasted.
  13. Great to see all the bug fixes. I know I experienced at least a dozen of the issues that are now fixed. Will have to test it out tonight. Also fantastic. It annoyed me to no end that I could go to the deployed science station in the tracking station but couldn’t actually see the progress of anything.
  14. You are looking at the wrong branch. The public branch hasn’t been updated in 13 days (the DLC release). The scratch pad branches have been yesterday, so I am guessing a patch is coming “soon”. Not much you can do unless Squad provides more rigid parts (if possible in Unity) or a modder figures out a fix somehow.
  15. They just need to be made findable from scanning from orbit using a probe with Kerbnet. Should also say as such in the contract. “Our initial data indicates these objects are somewhat rare and you may have better luck finding one by scanning from orbit using Kerbnet” or something to that effect.
  16. First successful Heli-Jet. Surprisingly good handling.
  17. This is normal in KSP. Spinning parts start flying apart. Try it with a rocket spinning in orbit.
  18. I ended up finding them using the debug menu. Virtually impossible to find unless you happen to stumble across them by accident.
  19. After the release of Breaking Ground, in my opinion it appears that Squad is most definitely not spending/prioritizing 100% of their resources time on DLC for KSP. Also the fact that the bundle for the game in the Steam page says “Complete” may imply (depending on your interpretation) that the game will no longer get new DLC in the same vein as the last two. However in the Breaking Ground deep dive one of the developers mentioned that they were adding some of this functionality (inventory, time based experiments) for future development purposes. I wonder if this was alluding to development on a new game or perhaps a much larger DLC or standalone expansion coming down the pipe? Feel free to wildly speculate to your hearts content.
  20. *throws entire concept of game design directly into the nearest rubbish bin* Now I agree with you completely.
  21. Give it a try and find out. I don’t have enough experience to give an answer yet
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