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VoidSquid

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Everything posted by VoidSquid

  1. Maybe @RealKerbal3x is busy as I am, preparing dinner? I'd almost assume that Mr. @Snark is too busy as well?
  2. This is all I'm asking for. Asking since, if I remember correctly, 1.4.x. But no, new features over bug fixing, always, always. Just: why, Squad, WHY? Every version, new features. Fixing a few bugs, yes, but at the same time, introducing more and severe bugs for things that have been working fine since. I'm not amused, to say it very politely. What can I do to make Squad's QA work? I can only offer a little money (if you'd truly focus on fixing bugs, instead of ignoring old bugs and introducing more new ones, 4 digits at my best)? Sorry, I have to work for my money. can't offer more. Ah, just ignore this, doesn't matter anyways if I as your customer am happy or not.
  3. What @severedsolo said. Plus I strongly recommend to have your actual KSP folder outside the steam directory, this way Steam can't interfere with any unwanted updates, nor (for Windows/Mac users at least, i don't know how Linux does) does the OS interfere with any user permissions/rights annoyances.
  4. Who is @VoidCosmos? But I'm asking myself, maybe @Superfluous J is online?
  5. As per my experience, this is normal, probably these are files that on first run are customized, for example settings.cfg
  6. Almost, almost And how about @RealKerbal3x next?
  7. I'm sorry, can't reply, it's been a pretty tough work day. Hopefully @RealKerbal3x can reply.
  8. Reminds of a mod I've seen (though never used myself):
  9. Normal time warp is physic-less, works fine, just be a bit careful of a change of situation, namely change of SOI or entering the atmosphere, with high time warp the vessel's trajectory has a tendency to change a lot or shoot right through the atmosphere w/o switching to physics and real time. Physics time warp, just watch the display in the upper left corner, if it's red, the game has issues to fully compute everything. Ascending within atmosphere, as well as critical moments when landing (opening parachutes and touch down in particular), I'd go for max. 2x physics warp.
  10. 150??? Oh... and here I thought, just from the visuals of that craft, you'd maybe playing 20 or 30 hours. Beg your pardon. At any rate, I'd much prefer a stable game that works than have to expect more such like bugs you already had.
  11. I was just about to mention 26971, you were one minute faster. But yes, I reverted after 2h KSP 1.11.0 to 1.10.1, too many game braking bugs for my taste. And that was on December 19th, you can see yourself how the bugtracker has filled up since. If I were you, just starting with KSP as a new player I assume, I'd get myself 1.10.1, that version runs pretty fine, lots of excellent mods available, and the few issues it has, there are known workarounds. What do you have to lose?
  12. SLS is the vehicle registration code for town of Saarlouis in Germany - Baby you can drive my car, Yes, I'm gonna be a star
  13. Never had that happened myself, I assume it's a new issue since 1.11.0 then (I reverted to 1.10.1 after a short test of 1.11.0)?
  14. You might want to check the KSP bug tracker https://bugs.kerbalspaceprogram.com/projects/ksp/issues , there are some issues reported regarding lights in KSP 1.11.0
  15. I don't know where the thread is, but I'm pretty sure that I have read about the exact issue before...
  16. Hmm? I'm not here, or am I? Not sure if Mr. @VoidCosmos is already asleep?
  17. Ok, my 2 cents then (and what can you buy with 2 cents nowadays...)... Preface: I'm playing KSP for 4000+ hours now. And I'm an Aspie. That said: I totally hate how KSP stock is NOT giving me data, in particular when starting a new career. Even when having completed the tech tree, the stock data is scarce at best. Mankind did send the first craft in orbit in 1957. At that time, the math and physics of the celestial mechanics of our solar system were well understood and known for more than 300 (!) years. For all major CBs we could calculate their orbit precisely. And KSP tells me to start my first rocket without any of those numbers/data? Seriously? After, I assume at least 1000 rocket starts, I very much don't like to be bothered with manually steering to reach orbit, over and over and over again. After sending at least a couple of 100s vessel to Kerbin's moons as well as other CBs, I very much don't like to be bothered to manually find and optimize and execute a transfer node over and over and over again. It simply sucks for me nowadays. Look at how air crafts or space crafts are controlled, and this is true for Sputnik, Apollo, SpaceX, Rosetta, ...: every maneuver is calculated and optimized in advance, the pilot (if there is one) is the one how oversees and controls things and who can at every moment (ideally) intervene and correct things and/or do them manually. In the end, that's why I let MJ calculate and most often execute nodes, including prokchop transfers to other planets. Yes, I did it more than often enough for my own taste (and still have to if MJ fails). No, I don't feel it's cheating at all (which, for a single player game, is a ridiculous thing by itself). And I prefer doing critical stuff manually myself, like precisely landing a new, huge, heavy craft on another CB. Everything Eve: do it manually. Personal note (Aspie here, mind you ): it took me more than a year to finally find the courage to send some of my Kerbals outside Kerbin's SOI and land on another planet. It was KER, giving me the data, that made this possible.
  18. Hmm... I did read somewhere that TUFX only works with KSP in window mode, not full screen? Or is that old news? It actually works fine https://forum.kerbalspaceprogram.com/index.php?/topic/168763-17x-ks3p/&do=findComment&comment=3767645 but the settings are non-persistent.
  19. I don't know, reverted to 1.10.1 due to too many bugs with 1.11.0 (see bugtracker). This contract pack is pretty old, I know, so I think it is safe to assume that if it doesn't work with 1.10.1, it won't work with 1.11.0 either.
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