modus
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Everything posted by modus
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Yeah me too, when it comes out
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Did you extract every folder (there's 2) from the plugin zip in the main directory? For me it works fine.
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Flex a little but also autostrutted
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Thought this thread was about making a comm network and visualisation of comm lines. Dissapoint. So, can you visualize comm lines?
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Totally agree, the discussions should take place right here (and this is not meant as criticism against spacedock). All things ksp in one place, the less fragmentation of information, the better, imho.
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Sure: https://spacedock.info/mod/3265/SpaceWarp loader for BepInEx and https://spacedock.info/mod/3277/BepInEx Space Warp Plugin Looks like one is from mister bep, the other from team spacewarp.
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So what's the difference between "SpaceWarp loader for BepInEx" and "BepInEx SpaceWarp Plugin"? @HebaruSan maybe?
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Wow, Spacedock has a lot of mods that don't have threads here! Bit of a shame, but ok: let's dive in the modding rabbithole!
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Everything hinges on the first update. Fingers crossed! [discussion]
modus replied to TheArturro's topic in KSP2 Discussion
Well, not this week https://forum.kerbalspaceprogram.com/index.php?/topic/213881-to-the-ksp-2-dev-team/&do=findComment&comment=4248874 -
Do you guys feel like this is what the fan patience deserved?
modus replied to RocketRockington's topic in KSP2 Discussion
Disclaimer: I'm playing and somewhat enjoying the game. I'm a believer Imho: screw bugs, bugs are normal. The need for optimalisation is normal. What kinda disappointed me, was when I looked at the roadmap before EA, I saw "improved user experience". I just don't think that is what I got (just speaking for myself here) right now. So again, I'm not talking about kraken attacks, flying kscs, bad looking clouds, and all of that. Normal in this stage. I'm thinking of things like smooth working maneuver nodes and trajectory stuff, all kinds of readouts and numbers in the vab, a more logical tracking station,...now all of these things could be on a roadmap somewhere, and I believe they are, but it would have been nice if they were there last friday. And I'm not sure why they aren't. -
Thanks for the info sir dude, best of luck to you and @DoktorKrogg! Greetings from a fan
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Maybe a long shot, but @RoverDude, did you in fact work on ksp2? (Totally ok if you can't comment on that) Edit: I remember him saying in the mks or usi thread (best suite of mods in the game imo) that he was 'living the dream' when he was asked about his involvement with ksp 1 and 2, but some time later he said something about him making an indie game with robots. I should look it up.
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What's funny is that i've seen and heard of a lot of bugs, but never the 'unrecoverable pile of parts'. Was looking forward to that one. Edit: unless you think of ksp 2 as an unrecoverable pile of parts lol
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First you have to eat your vegetables and clean up your toys youngman!
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This really sums up my thoughts, thank you for that Yes, early access, so yes, bugs. Yes, optimalisation issues. Yes, certain features missing. But this? Basic gameplay stuff flat out not working and/or much worse than ksp1? I wasn't expecting that. That said, I'm playing and having fun, so there's that, at least.
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I admire that. I'm having a hard time finding anything good about this maneuver system
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You think the fat lines look better? Imo they look terrible
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Totally agree
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Yes! I just rewatched that. It looks so much better.
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Sticky Orbit Markers: Show Ap/Pe during maneuver plotting
modus replied to munix's topic in KSP2 Mod Releases
"Ok guys we have to choose: sticky AP/PE info, or big fat stupid maneuver node lines. Choose wisely" -
KSP 2 Clouds dont look like how others look.
modus replied to japoop888's topic in KSP2 Gameplay Questions and Tutorials
Mine look like that as well. I also exceed the specs.