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Xtra

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Everything posted by Xtra

  1. Honestly... How can anyone be Hyped about this game anymore when basic functions aren't working. I don't give a damn about new engines, other planet visuals, Heat dynamics or science missions. I want to be able to build a ship that doesn't just fall apart on the launchpad like it's been put together with masking tape and spit. I'm not building highly complex rockets... but when I put it on the pad, even the Struts are not keeping the ship together; Fuel tanks are falling out of the center of a stack and the whole thing explodes after spending an hour to get everything right. Now do real rockets have these issues... YES, but I don't want to play in REAL Mode until they get their Crap working properly. This game has been out for 6 months and was in development for years before that and we can't get a basic rocket to hold together and that's with placing Struts everywhere just to make sure but they aren't sticking. I'm angry as can be with this BS. Blame went to the Pandemic... You all are Computer Techies... Zoom Meetings have been out for Years... working from home has been going on for Years before the pandemic... I'm currently playing several EA games that have no where near the basic problems/issues this game has. They even added Bug reporting within their games that capture the data needed for review. And before anyone gives the line that this is EA and I should expect issues... I know and understand the meaning of EA and what it brings... But I keep hearing about adding new and more without the fixes for things like the Kracken or the fact that parts don't stay connected as they should. The UI is Horrible when you compare it to KSP 1, The VAB UI is junk compared to KSP 1, The parts manager is a terrible. In the VAB while working on the lower half of your rocket and you click the screen or right click... next thing you know you're back at the top of the rocket away from where you were working and focused. The ability to remove symetry parts isn't there, so if you use it to install and find you need to remove one... You start all over. Fuel lines if they don't correctly go on, the flow goes the wrong way. Adding multiple struts doesn't always work and if you delete one, the part still shows up. This thing is a total mess... Thank goodness we still have KSP 1 to enjoy even in it's basic form unmodded it's far better than what they've done with KSP2 so far. For those of you who seem to have a somewhat playable game where you can actually build and launch ships that go to Jool or any other planet for that matter... I'd love to have that version... But that doesn't seem to be the case. I got the latest version and keep it updated and my computer was especially built to handle the latest MS Flight Sim with Live weather and Air Traffic, complete with all the external control systems - so it's not a TRASH 80 (TSR-80) or an Atari... To the Dev's stop dinking around with the New and Next greatest... Fix what's Broken and get a Playable game that works beyond your stock rockets because after 36hrs of Trying to make it work and hours of designing my ships only to have them explode on the pad before the Launch button is ever pressed is not a playable game.
  2. Not sure if this has ever been asked or answered, but; Does CKAN have to be running After the game has been launched from CKAN or can it be closed?
  3. In this shot I'm currently on the Mun landed with a Ship in Orbit for refueling trip home. I'm still on the Mun when I hit MAP and multiple AP and PE's are jumping all over the screen around the MUN (Too fast for Screen capture). As you can see my orbital ship is not even showing up.
  4. I didn't catch this at first and then it surprised me... The BORG have reached the KERBAL System!!
  5. In this screenshot - Fuel lines were added. In this shot the Fuel lines were removed. And before you ask - Right side Rocket fed into the Front Rocket which then fed into the Center Rocket. The Left Rocket fed into the Rear Rocket which then fed into the Center rocket. Thus depleting the two side rockets first so as to be jettisoned followed by the the front and rear depleting keeping the Center rocket fully fueled when they are jettisoned. Once I removed one of the Solid Boosters and reinstalled it (a pair) DV's were a GO for a round trip to the Mun. This happened multiple times... Thus why I have such a strange rocket configuration, because I could never tell if the DV was correct or not for the mission I was planning.
  6. In VAB working on an asparagus craft; DeltaV in trip planner showing wonky results; Removed Fuel Lines but the little nubs still show up; Same with Struts. Even have struts that I haven't removed disappearing (but sometimes show up on launchpad).
  7. I had the same problem when landing on the Mun with a Large gear falling off. I guess KSP2 Glue isn't as strong as Super glue! I did submit a BUG report to Private Division.
  8. Is it me or is there something wrong with the manuever planner? Everytime I launch and try to circularize around Kerbin I do the following as I did in KSP 1. 1. Achieve a projected Altitude above 80K 2. Set a manuever node at the projected AP and grab the Prograde marker to stretch it out to make the circularization. But this is what gets me... Each time I do that my PE gets WAY lower than the original AP and the AP goes WAY higher. As in the example above... I'll have a projected AP of 90K... I make the manuever out to circularize and by the time I get a full circle around Kerbin... my PE which was my AP goes below 90k and the New AP goes to something like 250k. This is totally different than how it was with KSP 1.
  9. Hey Dev's, Can we please do away with the Part Manager. If you have a complex rocket and right click a part... it takes a long time to load up the complete list. Then when it does, it's next to impossible to find just the one part you're looking for. Example; I have 48 sepratrons on an asparagus rocket. If I'm looking for Just one specific one... I have to search like crazy to get the right ones moved to the correct staging. I should point out that it's 48 per rocket booster that I'm trying to eject away from the main rocket. Also, how soon might we be getting the Sub-Assembly save/load? I built a small sepratron package to make adding a group of six boosters/pack on my ship but cannot figure out how to add the saved piece into my craft I'm building. And lastly - Hubs and Trusses are nice but don't help much if I cannot attach them to the side of my rocket. I was trying to use one of the small trusses to build my sepratron pack and couldn't get it to attach to the side of my rocket. Ended up using a panel to build the pack... and then the square panel was WAY too big, so I had to use a triangle which made it difficult to get squared when mounting and rotating it.
  10. I mentioned the same thing as @SpaceCheese... A natural development would be nice. But I can agree with @Capt Cavemanas well. BUT!!!! if we're going to start at the PRE-Rocket stage... then Air Props should already be at the Beginning/Start of the Tech Tree; Afterall we had props before we had Rockets; and build to Electric Props. As for it being a Mod... I'd like to not have to Mod the heck out of the game to enjoy it. At the height of my playing I was running over 300 mods just to get the parts I liked to create the ships I imagined. The B9 Procedural Wings is one of the BEST mods in the game... Allowing you to create solid one piece wings reduced the Parts Flying off/Wobbly parts because AutoStrut didn't tighten the bolts tight enough. In KSP1 you damn near had to have a Jet or Rocket Plane to reach some of the Contracts on Kerbin that were half way around the planet. And this is fine for those who want to Rocket over to the mission and Recover the ship... But my style is to Fly over and fly back. I have made VERY few craft that have been able to go half way around Kerbin let alone around the whole planet (In atmosphere). What would be a REALLY nice ADD to KSP 2 is the ability to REFUEL at an Airstrip that you find so that you can continue Onward to your mission objective. I guess that I could Drive or Land and construct a group of Drilling/Refining Stations around the planet that would accomplish this, but if they're going to place bases on the planet anyways... then add a refueling station. Maybe make that a mission to bring parts to repair and make operational airfields. I'd do this myself (make a mission) but I'm not that savy.... But I did stay at a Holiday Inn once! LOL
  11. I was using XPL, but I'm not sure I have it loaded anymore. I run all mods from CKAN. I tried CurseForge once and for some reason haven't again.
  12. @Lisias I've heard the ADDON binders can be ignored... As for the DXT3's, I'm afraid/thinking that most of the modders out there are slowly quitting their updates for KSP 1 since KSP 2 comes out in 3 months. After starting all over multiple times and loading repeatedly I'm starting to give up. This attached Log is my last attempt... I got so tired I backed Everything out all over again and just loaded from CKAN - 1.11 and 1.12 - Even then I got a ton of Textures that for some reason cannot be found. This ends up with parts that are just ALL White. I redownload and try again but the textures are just not there. I reach out and have no success in getting the texture issues resolved. This last Log has 1735 errors reported when I open it with Notepad++ and search for [ERR . I even find the textures is some cases or Parts for that matter... yet KSP says Nope! Not there. I believe it's Community Fixes pumping a lot of errors into this. This file also has 153 Exceptions listed. The Contractor Configurator was just updated as of my typing this. And I'm running 252 installed mods. https://drive.google.com/file/d/1q9TpVVlB8tsaBkjkEfBZh3XpBF5RP0Ur/view?usp=share_link I'm at the point that I don't want to play anymore with KSP 1 and just Pray that KSP 2 will be better. There are some GREAT modder's out there creating phenomenal creations... Like the Beyond1999 mod... I really hope KSP 2 has more of the shapes and Procedural parts like B9 Procedural wings... Wings with fuel... stretchable/shapeable wings and tanks... because one size just doesn't fit all. The only shining part so far is that I'm not having parts fall off like before. But I do have something strange that has happened Multiple times with one part. A Single Landing Wheel (firespitter FS4LGS Biplane Single Landing Gear) that when ever I put it on any craft and launch it... I'm immediately put at like 1000 or 2000 meters in the air and have to Scramble to start engines and try to recover. Here is the log from just now: https://drive.google.com/file/d/1KLiqDeioE5s8Wx5NNX9zylHxFB8hCCy3/view?usp=share_link
  13. Thank you so much... I'll try it today. been very frustrated... each load takes like 5 minutes.... And the texture errors are driving me crazy, because a bunch of the Tantares (sp?) texture files are not found... So I'm getting white out images. Had to remove it completely.
  14. I'm curious why Kerbals don't have a Tether? Early Astronauts and even current ones use tethers when they EVA in Space, yet our poor kerbals are left to drift off should the worst happen.... let alone a Kraken! I'd also like to see winches, cranes, and such. I know in KSP 1 we have winches but getting them to connect to the right attachment I've found has been a problem. SO... 1. Tethers for Space EVA's and ability to detach the tether when using pack. 2. Winches, cranes and the likes to tow, pull, lift or otherwise grab an object and pull it along or keep it from drifting off. I know that KAS does this for KSP 1, but having the ability to winch something into the cargo bay during salvage would be nice. Had a recovery mission that needed to bring a Capsule back to Kerbin. It was the damndest mission I've ever done... The capsule was on a slope so landing near it was impossible. Don't remember how I got it down to my ship or in it for that matter. 3. Above was mentioned about adding Modding abilities in KSP2. I can see the point of a lot of Junk possibly being created, but again... since it isn't a shared instance... My mod's aren't going to be on your system. I'd like to see a way to edit created mods - I've been fighting a losing battle to reinstall my 300 mods into v12.4 and the amount of errors (over 1400) I'm getting mostly from Textures not found is horrible. Nothing major... just a way to edit where it looks for files, textures, & models. (BTW Modder's Please don't take it Wrong... I really do appreciate all that you do and your creativeness... Wish I could do it... but Old dog and new tricks don't work very well).
  15. @BowlerHatGuy3, @ColdJ, @t_v Thank you... Oh I get that War is just something we humans just can't seem to get away from or enough of. And I would not say that I wouldn't want it added... I'm a COD and Ghost Sniper player myself... but was just stating something I find interesting that as a species, we just can't help ourselves. I believe it is the competitive nature of us... Nature does something similar by showing off their prowess in many ways as well. ColdJ... Yes... KAS does... but I have yet to get a winch to connect to those little Clips. I can get the Hose clamps to connect, but never those little clips and winches.
  16. @pss88 That was out of Necessity... The combined body odor from even TWO( Jatravartids would be enough to make a Kerbal passout in 50 seconds or less.
  17. Okay... the Tech Tree... Here is an area that REALLY needs better thought! I realize this is a ROCKET/Space simulation, but as we all have seen by the many mods and even many of the Science contracts... there are things to do ON Kerbin and in the Air. So... How is it that we are Flying Rockets before we have basic Wheels to build Rovers? Basic Bi-plane type aircraft parts? AND BATTERIES! OMG... I started all over again today and went to launch... Power was dead in seconds without engines running... We can launch a rocket but we don't have AA batteries??? I'm just saying... Can we get Rover and Plane parts early in the Tree before we launch into Space? Of course if you want to put a few Rocket parts at the start that's cool too.
  18. Interesting reading these first two comments... I know I'm going to catch flack for what I'm about to say... but Why is it that we as Mankind just can't keep away from Death and Destruction. Why must we always head straight for the guns and battles? My first impression would be that, most if not all, have never really seen combat in their life.... I mean someone really shooting bullets at them... because it's never just One bullet... it's many! And YES... I HAVE... I'm a retired veteran.... But I say this not to be offensive toward anyone... it's sad that we always tend to lean in that direction. Now for the suggestion... I'm curious why Kerbals don't have a Tether? Early Astronauts and even current ones use tethers when they EVA in Space, yet our poor kerbals are left to drift off should the worst happen.... let alone a Kraken! I'd also like to see winches, cranes, and such. I know in KSP 1 we have winches but getting them to connect to the right attachment I've found has been a problem. SO... 1. Tethers for Space EVA's and ability to detach the tether when using pack. 2. Winches, cranes and the likes to tow, pull, lift or otherwise grab an object and pull it along or keep it from drifting off.
  19. @stk2008 Thank you for your input. @linuxgurugamer so, is it RT that is not supporting AYA, or is it AYA that's not supporting RT? Just want to make sure I'm understanding the problem correctly.
  20. Okay, I'll try that... I just removed the mod and restarted just to check. I'll add it back in and report. do I need to concern myself with these? Line 23977: [ERR 09:48:10.197] Triggers on concave MeshColliders are not supported [Restock] No files found matching url Squad/Parts/Aero/airbrake/airbrake.dds (strange thing is... the dds file is in that location)
  21. Hello, Anyone know the fix for this error? [LOG 09:49:14.041] PartLoader: Compiling Part 'AirplanePlus/Parts/Command/b29cockpit/part/b29cockpit' [ERR 09:49:14.044] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1[T] textureNames, System.Collections.Generic.List`1[T] newTextures) [0x000d9] in <0435390348b6470d8166bd1c53b4b100>:0 at PartLoader.CompileModel (UrlDir+UrlConfig cfg, ConfigNode partCfg, System.Single scaleFactor, AvailablePart partInfo) [0x004d4] in <0435390348b6470d8166bd1c53b4b100>:0 at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00103] in <0435390348b6470d8166bd1c53b4b100>:0 at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <0435390348b6470d8166bd1c53b4b100>:0 [ERR 09:49:14.044] PartCompiler: Cannot compile part
  22. @linuxgurugamer Hello again... I'm sure you're tired of hearing from me and I do apologize, but you make Great mods and I'm just trying to use them without having my log filled with errors. Yes some errors can be ignored (although they shouldn't - they're there for a reason), but according to my log count, I have 151 log errors just for AYA_AntennaRT not being found. Any idea what I'm missing to cause these? I do see where I have 149 entries where it applied, so I believe the mod is working... just not sure if it's working completely as intended or if I'm missing an additional mod. https://drive.google.com/file/d/1jNQlvjgdalUu1PMpkKwaFqmUPLtbCRkp/view?usp=share_link
  23. Hello @linuxgurugamer, In your post above (Aug 29) you state you fixed this, but for some reason it's still showing up at 'Part' instead of 'Parts' - Just so that you are aware. Installed MK-X Spaceplane Parts and got the following: (https://drive.google.com/file/d/1b0M8A9jgI2yrHp4A20svva-Aw1ZCsUE-/view?usp=share_link) [LOG 14:44:20.545] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_ElevonSquished/TailControlSurface' [LOG 14:44:20.556] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_OPR_OMSEngine/zephyrOMS' [ERR 14:44:20.560] PartCompiler: Cannot clone model 'Benjee10_X-37B/Part/NewModel' as model does not exist [ERR 14:44:20.560] PartCompiler: Model was not compiled correctly [ERR 14:44:20.560] PartCompiler: Cannot compile model [ERR 14:44:20.561] PartCompiler: Cannot compile part [LOG 14:44:20.561] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_OPR_OMSEngineTwo/galeOMS' [ERR 14:44:20.564] PartCompiler: Cannot clone model 'Benjee10_X-37B/Part/NewModel' as model does not exist [ERR 14:44:20.564] PartCompiler: Model was not compiled correctly [ERR 14:44:20.564] PartCompiler: Cannot compile model [ERR 14:44:20.565] PartCompiler: Cannot compile part [LOG 14:44:20.565] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_cargoBay/x-37_cargoBay' [LOG 14:44:20.574] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_cargoBay/X-37_cargoBay' [LOG 14:44:20.582] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_crewModule/x-37_crewModule' [LOG 14:44:20.631] [RemoteTech] ModuleRTAntennaPassive: Found TRANSMITTER block. [WRN 14:44:20.631] [Part]: Cannot add ModuleCargoPart as this Part 'x-37.crewModule' already has a ModuleInventoryPart PartModule and they are mutually exclusive. [LOG 14:44:20.636] [RemoteTech] ModuleRTAntennaPassive: OnDestroy [LOG 14:44:20.636] [RemoteTech] ModuleSPU: OnDestroy: no vessel! [LOG 14:44:20.641] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_droneCore/x-37_droneCore' [LOG 14:44:20.688] [RemoteTech] ModuleRTAntennaPassive: Found TRANSMITTER block. [LOG 14:44:20.692] [RemoteTech] ModuleRTAntennaPassive: OnDestroy [LOG 14:44:20.692] [RemoteTech] ModuleSPU: OnDestroy: no vessel! [LOG 14:44:20.697] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_LFO/x-37_lfoSlice' [LOG 14:44:20.707] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_LqfOx_RCS/x-37_biSlice' [WRN 14:44:20.709] PartLoader Warning: Variable LF not found in Part [WRN 14:44:20.709] PartLoader Warning: Variable OX not found in Part [WRN 14:44:20.710] PartLoader Warning: Variable totalCap not found in Part [WRN 14:44:20.710] PartLoader Warning: Variable massOffset not found in Part [WRN 14:44:20.710] PartLoader Warning: Variable costOffset not found in Part [LOG 14:44:20.712] [CryoTanks]Now have 2 fuels [LOG 14:44:20.718] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_MP/x-37_MP_Tank' [LOG 14:44:20.725] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_RCS/x-37_monoSlice' [LOG 14:44:20.733] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_scienceModule/AT_SciLab' [WRN 14:44:20.742] [Part]: Cannot add ModuleCargoPart as this Part 'AT.SciLab' already has a ModuleInventoryPart PartModule and they are mutually exclusive. [LOG 14:44:20.750] PartLoader: Compiling Part 'Benjee10_X-37B/Parts/CONFIG_X-37B_XeGas/x-37_XeGas_Tank'
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