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KSP2 Release Notes
Everything posted by Scarecrow71
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The only other rating I could see is E 10+ due to the explosions.
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Well, you necro'ed an 8-year-old thread. Please watch the thread dates before blindly responding.
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ShadowZone - What Kerbal Space Program 2 HAS TO Avoid
Scarecrow71 replied to TROPtastic's topic in Prelaunch KSP2 Discussion
I love SZ's videos. Good information here, even if he is merely stating what is already known and what he hopes for. Now I gotta go watch the Invictus vids! -
What will be your go to Paint scheme?
Scarecrow71 replied to Snafu225's topic in Prelaunch KSP2 Discussion
Think I am going to go with color schemes from NFL teams based on mission. NFC for Kerbol system, AFC for interstellar. Divisions to be determined by what the ship is for (exploration, science, mining, colonization - north, south, east, west). Of course, I say this knowing I'll just be like all white or all black. -
Poll: When are you going to buy KSP2
Scarecrow71 replied to GigFiz's topic in Prelaunch KSP2 Discussion
I will be picking this up day one as soon as I can. Depends on work that day how much I play. I fully expect to log my first support ticket - which will invariably be the billionth logged that day - about an hour later. -
Considering that at some point we will have interstellar travel, which may take thousands of years, it could be feasible. I'm not saying it will be, or that we will ever get it. But it could happen.
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Kerbal space program loading
Scarecrow71 replied to Lunatikas's topic in KSP1 Technical Support (PC, modded installs)
For starters, you've got multiple sharing violation exceptions, which are triggered by resources not being found. As an example, from the first few lines of your log file (which should be in spoilers due to length): I don't know if these are truly related, or if one triggers the other, or if it's just coincidence. But at a minimum you are missing a lot of resources, which is going to cause issues. I would highly recommend doing the following: Remove ALL mods. Try loading the game. Yes, without any mods installed. If the game doesn't load at this point, run a file validation check through Steam or Epic (wherever you got the game from). If this doesn't work, uninstall and reinstall. Install CKAN in the same location as the KSP executable. For me (as an example), that location would be C:\Program Files\Epic Games\KerbalSpaceProgram\English. Keep in mind that your location may differ depending on where you installed the game. Install the mods through CKAN. If you get all the way through Step 4 and you still cannot launch the game, repeat Step 1 (Remove all mods) and then install the mods ONE AT A TIME, launching the game after each mod is installed. At some point you will invariably find the mod that is causing the most problems and set it off to the side until you reach the end of the list. -
Kerbal space program loading
Scarecrow71 replied to Lunatikas's topic in KSP1 Technical Support (PC, modded installs)
@Lunatikas What exactly is the problem you are having? Neither the thread title nor your opening post indicates anything other than something with loading/launching the game. Do you get frozen on a black screen? Does the game crash? What behavior are you seeing? Can you post a copy of the log file? -
Barbarism. Don't knock it until you've smashed it over the head with a large blunt object.
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Speaking of belts and rings, there are several things I'd like to see in KSP2: Planetary rings, like we have on Saturn. Yes, already confirmed. I still want to see them. Whether or not they have collision mechanics is beyond the scope of my post; if/when we get that, we will all adjust. Asteroid belt. We already have the ability in KSP to go out and find asteroids and bring them back home. Why not have a whole belt of them that we can both bring back home AND set up a mining colony within? Kuiper belt. I know that this is a catch-all area/term for dwarf planets and frozen volatiles. Hills/Oort cloud. While theoretical IRL, these areas could very well contain comets and other frozen volaties, similar to what is in the Kuiper belt but ejected into the Hills and/or Oort locations. One thing I would really like to see, if at all possible, is ramming two asteroids into each other while in orbit of a planet and see if the resultant collision generates a ring-like structure around said planet due to gravity and such. I know - it's a game, and it probably won't happen, and here are 20,000 RL reasons why. But, you know.
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You forgot a forum for Mods...unless you are including community-based development in the Add-On forums?
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Ask a stupid question, Get a stupid answer back.
Scarecrow71 replied to ThatKerbal's topic in Forum Games!
Buy it a lottery ticket and hope for the best. How to deactivate a bomb? -
I'll say microfiche projector.
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Nope.
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Unable to move vertically in VAB
Scarecrow71 replied to HoboGrifter's topic in KSP1 Technical Support (PC, unmodded installs)
@HoboGrifter One more thing I'll add to what SG said above: Check the input locks. CTRL+ALT+F12 will bring up the cheat menu, and somewhere in there is a setting to lock inputs. Check to make sure that is unchecked. -
That would be a video cassette tape rewinder. No confirmation needed; I still have one of these in a box in my basement. What is it?
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@CharlesLEC So...did you solve the issue? If not, can you provide a screenshot or two showing the craft and the orbit you are trying to achieve and what happens? I'm trying to wrap my head around what is going on here, but without more info I'm not sure I or anyone else here on the forum can answer or point you in the right direction.
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We know that KSP2 will support mods. In fact, IG has gone as far as stating that they want the game to be modded because molders are an important part of the community. We know that KSP2 is built upon, at least in part, code from the original game. I'm quite sure that the code has been updated, and that it isn't the same for the most part. Random thought: will existing mods for KSP be compatible with KSP2? Maybe not right out of the box. But with minimal updates? Hmmm.
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This isn't accurate in the least. You can actually achieve escape velocity by using a slingshot (gravity assist) with a lunar flyby. In KSP, you can get ejected from Duna's SOI simply by passing by Ike whether you want to be ejected or not. Same goes for Tylo. To put my own 2 cents in this: Picture Kerbin as it orbits the sun in a circle. Eve is orbiting the sun in the same direction, but closer to the sun. The circles are concentric, meaning one inside the other. Now put your spacecraft in orbit of the sun, heading from Kerbin to Eve. This isn't concentric to the other two, but rather intersecting both. At some point, your craft will intersect Eve's orbit. And unless you get captured in orbit of Eve, you will continue back towards and intersect with Kerbin's orbit. And after enough time and passes elapse, without any other interference, you very well can and will end up in Kerbin's SOI. How? Because Kerbin continues to move on its orbit while you are moving on yours. I hope that helps explain it. As others have said, if you can provide a acreenshot or two, we can provide some more in-depth analysis to help figure out what is happening and how to get you safely to Eve.
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Near Future mod parts reused in KSP2?
Scarecrow71 replied to Cyne's topic in Prelaunch KSP2 Discussion
So how is that different than him allowing IG to use them in KSP2? Or granting them license to make changes? Or making the changes to them himself? They are his models. Why is it a big deal if he gives IG permission to use them? -
Banned for not being in my Curse of Strahd game.