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fragtzack

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Everything posted by fragtzack

  1. The Private Division "Launcher" is horrible. Shame on you Private Division. Can only imagine there was dev arguements over this decision, a decision that obviously made by non-developers types. We don't want an intermediate software step after clicking launch in Steam. Please provide method to bypass PD launcher. The opening sequence was great. Love the cartoon style and humor. The new Kerbal Space Center looks great! Including the interfaces to move around. The tutorial system looks great. Love the voice, cartoon style and small humor added in. One bug discovered in the second tutorial: The tutorial locked up (probably because I was clicking too fast and not letting the voice finish). The whole game didn't lock up though, was able to exit the problem tutorial and relaunch tutorial without issue. The VAB improvements are incredible and love it! Blueprint views are great addition The VAB camera controls are now logical. VAB camera controls in KSP1 was always a head scratcher for me. The icons and motif/fonts in the VAB fit well within the look/feel of rest of game. The merging of saved constructions into current vab build is nice improvement over ksp1. "undo" and "redo" arrow icons are the win! The new staging/deltaV/fuel-O2 HUD overlay is a welcome improvement over ksp1. The node planner is lacking the ability to watch the proposed PE/AP change in real time. First orbit report: Launch looked great Stages went well Orbital burn went went well Game performance ran smooth this time, no issues with frame rate Game graphics look great at launch pad, during launch and during descent Reentry into Kerbin atmosphere after orbit caused no heat up, no heat shield was required. what - How can they release this game without even modeling reentry heat mechanics. There is no purpose or need for heat shields. Wow. Stopping the review here, besides the major things the devs published as missing such as science, colonization, etc...There is core functional things missing in the basic flight mechanics that just makes this a very early access stage. Things such as modeling atmospheric heating mechanics . Not really worth reviewing until more spit and polish is added. Reentry heating mechanics is not an optional things. what. I am still a fan of KSP2, but can't see myself spending hundreds of hours like in KSP1 at this current stage of game.
  2. For some reason my thoughts are Woof Woof !
  3. KSP1 was basically in early access until about 1 year ago, KSP2 is just being honest and upfront about the situation.
  4. Yeah, throw away our real life and dedicate life to Kerbol. 3000+ hours in KSP1 and you want more from me? <cry>
  5. My understanding is that Kerbals don't need O2, heat or food. Unlike the weak Earthlings.
  6. This forum thread seems out of place in a forum category devoted to Kerbal Space Program 2. Starfield is not even worth comparing to KSP(1 and 2) , as the intended purposes of the games listed are vey far apart. Move this thread to "The Lounge" please!
  7. think the most important point is that Kraken physics will be returning louder, bigger and better then ever before.
  8. Welcome! To some, FFXIV and Oxygen Not Included might be more then just a game...1500 hours in Oni here..Which I partially blame KSP on for exciting me about physics space type games.
  9. Yo dude, don't wait for KSP2. KSP1 with mods is the love. If you run KSP on puter with less then 40 mods, you ain't playing!
  10. I thought Nate Simpson was lead designer? Doh?
  11. Hmm, mistrust anything that states April 1.
  12. Did I miss an official announcement from dev team about fiscal 2023 release?
  13. This mod seems to modify the stock NERV nuclear engine and causes really odd bug. After putting a NERV nuke engine in your rocket stack in the VAB, any parts vertically lower than the NERV have issues (as in not working) connecting fuel lines and using struts. When trying to connect struts or fuel lines, the secondary point doesn't attach rather just grab the targeted part. Take NERV out of the stack and all problems goes away. Suspect this mod is only mod that is modifying NERV.. player log file shows nothing when this event occurs. This issue doesn't seem to occur with any other engines.
  14. The 'PMA-4' Science Lab can't seem to radio home science after processing. In game goes through all the motions correctly, even the radio appears to be sending. But in the end, no science is sent...And the below is the log file: (Filename: <cd473063d3a2482f8d93d388d0c95035> Line: 0) Exception handling event onPartActionUICreate in class ModuleScienceLab:System.NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at ModuleScienceLab.onPartActionUI (Part p) [0x00025] in <cd473063d3a2482f8d93d388d0c95035>:0 at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) NullReferenceException: Object reference not set to an instance of an object at ModuleScienceLab.updateModuleUI () [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at ModuleScienceLab.onPartActionUI (Part p) [0x00025] in <cd473063d3a2482f8d93d388d0c95035>:0 at EventData`1[T].Fire (T data) [0x000b0] in <cd473063d3a2482f8d93d388d0c95035>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`1:Fire(Part) UIPartActionWindow:CreatePartList(Boolean) UIPartActionWindow:UpdateWindow() UIPartActionController:UpdateActiveWindows() UIPartActionController:UpdateFlight() UIPartActionController:Update() Further tests: --Spawned in a second 'PMA-4' Science Lab to same location using option cheat place object. Using the same save game and same mods. Got same results, broken send science. --Spawned in the stock science lab, no issues. Science was sent just fine.
  15. "KopernicusWatchdog" is showing up in Kerbal Alarm Clock mod "transfer windows" selection. Not causing any crashes that I can tell though. Rel 65 Edit: Rel65 seems to have re-introduced the breakage of Strategia mod. Going back to Rel 64 works for Strategia.
  16. Please, a mod to disable stock alarm clock and make the stock alarm clock icon on toolbar go poof.
  17. Started playing KSP again after about 6-9 month break. Been waiting for 1.12 to get patched and mods updated. Got about 50 hours played so far. After playing with both Kerbal Alarm Clock and Stock Alarm Clock: Kerbal Alarm Clock is hands down the better implementation. So many little things are superior. Just 1 example of many: When wanting to add a new alarm trigger for a maneuver node, Kerbal Alarm Clock only takes 2 clicks and also appropriately names the alarm trigger and without anymore clicks allows jumping back to the ship in the future. Kudos Trigger (dev) for Kerbal Alarm Clock! Thank you.
  18. Hi, Yes, release-64 does fix the Strategia bug. Thank you. You did so much work this weekend <salute>
  19. Think I just hit this bug fixed in release-63: Stategia mod keeps resetting and missing strategies after every launch since the Kerbal Konstructs new release . Re-install Strategia fixes, until the next launch. Reason think is Kerbal Konstructs is this in the player log: [INFO] ContractConfigurator.ContractDisabler: Enabling ContractType: SentinelMission.SentinelContract (Assembly-CSharp.dll) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report ArgumentException: 'KopernicusWatchdog' is not a valid CelestialBody. at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00046] in <ef0243a06f2841fe9bf57034a334902e>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[T] (System.String key, System.String stringValue, System.Boolean allowExpression) [0x00179] in <ef0243a06f2841fe9bf57034a334902e>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <9577ac7a62ef43179789031239ba8798>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <9577ac7a62ef43179789031239ba8798>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <9577ac7a62ef43179789031239ba8798>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, System.Boolean allowExpression) [0x001f0] in <ef0243a06f2841fe9bf57034a334902e>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[T] (ConfigNode configNode, System.String key, T defaultValue) [0x00012] in <ef0243a06f2841fe9bf57034a334902e>:0 at Strategia.CurrencyOperationByBody.OnLoadFromConfig (ConfigNode node) [0x00018] in <ad1f24c047af4716ace30351b02ea8a1>:0 at Strategies.StrategyEffect.LoadFromConfig (ConfigNode node) [0x00000] in <cd473063d3a2482f8d93d388d0c95035>:0 at Strategies.Strategy.AddEffect (Strategies.StrategyEffectConfig cfg) [0x0007a] in <cd473063d3a2482f8d93d388d0c95035>:0 at Strategies.Strategy.SetupConfig (Strategies.StrategyConfig cfg) [0x0001a] in <cd473063d3a2482f8d93d388d0c95035>:0 at Strategies.Strategy.Create (System.Type type, Strategies.StrategyConfig config) [0x00055] in <cd473063d3a2482f8d93d388d0c95035>:0 at Strategies.StrategySystem.LoadStrategies (System.Collections.Generic.List`1[T] stratNodes) [0x00057] in <cd473063d3a2482f8d93d388d0c95035>:0 at Strategies.StrategySystem+<OnLoadRoutine>d__27.MoveNext () [0x0009d] in <cd473063d3a2482f8d93d388d0c95035>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <ef0243a06f2841fe9bf57034a334902e> Line: 0)
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