hikerchick29
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Posts posted by hikerchick29
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I placed a kit with a prefab base module, deployed it successfully, and pressed launch. When the kitted base module deployed, the engineer I used to do so got thrown 1000 feet away, and the new base component was destroyed.
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How do you get this to work with Textures Unlimited? I installed both, as well as the recolor depot, through CKAN. But the Apollo command module just shows up as a semi-reflective dull grey, even with the game's reflective settings turned up.
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I feel like I'm missing something, how do I install this? I installed it and the recolor through ckan, but I don't have any available in game options.
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41 minutes ago, JonnyOThan said:
Can you give the specific attachment ordering and names of parts, or better yet a craft file?
I loaded the provided [Soyuz] LOK craft file, and this setup works for me. If it doesn't work for you, please post your ksp.log file.
Here's the craft file. Soyuz LK-OK or any other variant using the Vingleboks set
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The Tantares Soyuz IVA won't allow the hatch between the OM and the CM to open. It says "hatch blocked" if I use either of the inline size 0 parachute options available. Oddly, the N1-L3 version of the setup works.
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I'm having an (actual) issue with the Soyuz components. I can build and load the crew vehicle onto the launch pad. I can also load the main launch vehicle onto the pad without a capsule, and use it with other capsules like the Vostok. But if I put the Soyuz rocket and the Soyuz crew vehicle together, my framerate drops to maybe 3 frames per minute on the launch pad.
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1 minute ago, Cheesecake said:
So, what do you mean with "older Soyuz"? Tantares and Intercolor has the classic green, black and the mint one of Apollo-Soyuz. As far as I know there were no more colors in real.
Tantares and Intercolor didn't have more colors before either.Checking my mod list, I think I was talking about the old TNIC recolor mod, my bad
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Does this mod include the classic real world textures for early Soyuz models? The tantares thread sent me here, but I’m not seeing anything like that in the mod.
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4 hours ago, Cheesecake said:
The color-options are from this mod (tantares itself has only some basic Colors):
It´s updated in December for the new Soyuz-parts.
I installed intercolor to see if it was what I was looking for. It seemed to mostly be a custom color set that was either missing, or doesn’t have, any of the real world spacecraft color sets.
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I'm just coming back after a break from the game. I remember the mod having color options for the older Soyuz models, but they're gone entirely now (presumably because of the new part designs). Will this be coming back in a future update?
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4 hours ago, The Aziz said:
Im not saying it’s totally undoable, I’m saying it’s prohibitively difficult to a state of near impossibility. This is a consistent complaint I’ve seen numerous people share. The fairing system can take a stupid amount of trial and error to figure out EXACTLY where the damn thing will allow the fairing to close. You personally figuring it out doesn’t negate the unnecessarily complicated problem for the rest of us
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Ok, so in the update notes, I’m seeing that the visual effects on the heat shield ablator was supposed to be fixed. But I’ve had the complete opposite experience. Now I have no ablative coating loss during re-entry whatsoever, and there is no scorching texture effect when re-entering Kerbin’s atmosphere. Previously, as disappointing as it was, I at least had SOME effect on the heat shields
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You basically cannot close a fairing onto another part further up the stack. it makes it pretty much impossible to set up a Saturn V style payload bay without the final product having major visible gaps
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There should be a function in the blueprints view to overlay a picture. It would let you build real world plane designs much easier
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4 hours ago, pg17 said:
I'm sure there is room for improvement, but, to a certain point, I doubt you can really avoid that behavior.
I imagine this not a graphic performance issue but a game logic calculation issue, the faster you go, the more calculation (orbital position, velocity, checking potential impacts, electricity, commnet range, ...) needs to be crammed into a frame (or a bunch of them for less critical computations). At the higher speeds some minor things can probably be "turned off" and retro-actively computed once you go back to more manageable speeds but not that much considering some elements need to be shown and notified to the player during warp.The problem is, if they get far enough to incorporate interstellar travel, these issues are only going to get worse. It basically turns the future interstellar update into a ticking, game breaking time bomb waiting to release
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The first game suffered from this issue, too. Framerate decreases almost exponentially the faster you warp, and it makes warping to interplanetary transfers like pulling teeth
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It makes it outright impossible to do long duration warps. Running at 9x is still choppy but ends up being faster
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After completing a transfer to Jool, I'm having an issue where the alarm sets incorrect transfer window dates back to Jool and to Moho. Both end up calculating an inaccurate same day transfer for Y3, D160, my current in-game date. Additionally, I'm having a problem where deleting one alarm deletes all the alarms in the list
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They’re basically too small to be usable on large ships
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On 11/3/2023 at 2:00 PM, Yang366 said:
Yes it does.
You can do it all automatic, or partially, with visual guidance.
Edited to withdraw my question, figured out the auto dock
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The visual scorching effect on heat shields is nonexistent for me. Re-entry barely affects the ablative coating, even when landing at Kerbin at dangerously high speeds
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I saw that the heat shields are supposed to visually show burn marks from reentry, but it’s either not working for me, or happens too slow to actually see results. I’m not seeing any difference, and the ablative coating barely wears off
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3 hours ago, Basketcase said:
You can do this with fairings in KSP2. The UI needs a lot of work, but if you line it up with the part above it and press the green check, it works.
When I try to do that, it deletes the generated fairing entirely.
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22 hours ago, Vl3d said:
- I hate the fairing designer tool - it's clunky. Please add auto-shaping smooth / aerodynamic fairings.
On this note: Why is it seemingly impossible to build a midships payload fairing? I'm stuck stacking my lander on top of my command module because constructed fairings cannot snap to other parts like they could in the first game.
[1.12.x] - Modular Kolonization System (MKS)
in KSP1 Mod Releases
Posted · Edited by hikerchick29
The construction crane tall PAL wheels are unusable for me. As soon as I start moving the vehicle, the suspension starts bouncing, and I can't correct it.