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ttikkoo

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Everything posted by ttikkoo

  1. Cheers for the reply, very fair points. For what it's worth, most of your points I'm mostly neutral on in terms of KSP1 vs KSP2 but the music on it's own makes me really want to play KSP2. However, I'm really struggling to get past the time warp limitation, it really messes with the way I like to play KSP. And my lord, I'd do anything for KSP1 to have KSP2's load times, such a massive difference! Glad to hear you're enjoying the game
  2. May I ask which aspects you find more enjoyable in the sequel? No judgement here I promise, I'm staying out of the KSP2 discussions, just genuine curiosity/interest.
  3. This has been "reproducible" for a while - is there a plan to loosen the time warp restrictions or are these restrictions working as intended? I find it quite frustrating having to sit through a 1-2 minutes of 4x time warp if my interplanetary maneuver or rendezvous maneuver is a few orbits ahead.
  4. Haven't used this in a while so not certain if it's got exactly what you're after but I imagine it's pretty close. EDIT: One more option
  5. Oh what?? I never noticed that red line - that's a very good feature. I've always called them handles. Prograde handle, retrograde handle, etc.
  6. I'd really like something like your Planning Node mod idea to be native in KSP2. Let us go to the tracking station, plop down a virtual ship, make some maneuvers and save them. "Kerbin -> Mun slingshot -> Duna (xxxy, xxxd,)". Pardon my ignorance but what exactly do you mean that the maneuver nodes are superior to KSP2 except for the implementation? I almost exclusively used the advanced maneuver node editor in KSP1 so not sure what's better in KSP2.
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 5600 | GPU: GTX 1070 | RAM: 32 GB Mun or Bust Mission brief is mostly correct but at one point Keri says "Set up a vessel with a probe core and an antenna with a minimum range of 86Gm around Jool". This was upon the first time of me looking at this mission. I restarted the game to check the debrief and the same text appeared. Screenshot attached. Included Attachments: .ipsImage { width: 900px !important; }
  8. I'm very split on this. It would definitely do a good job of integrating the Kerbals into gameplay but it could also dissuade new players as it the Kerbals could now be a hassle to take care of. The middle ground I like is that the starter capsule takes care of all life support needs for any mission within the Kerbin system and missions to Duna/Eve/Gilly can be supported very easily. I'm not really sure how to balance this for both new and experienced players outside of providing a bunch of difficulty sliders but I imagine that kind of thing is low priority in EA games. As for Science, I'm really curious about the parts and experiments themselves. I'm hoping there's experiments which have some more interesting features. Maybe the time they take is months/years or experiments need some resource to run (this would be in a future update). That would allow space stations to have a use case outside of "looks cool".
  9. I think the Kerbals themselves are a big draw to new players. If we begin with probes rather than Kerbal capsules*, the Kerbals themselves are locked behind some gameplay. I remember when I first started, messing around with the silly little Kerbals was great fun while trying to figure out the game. I agree that they're only useful for surface samples in terms of Science gathering but I think they are very useful when learning the game because it's just fun to watch them waddle around or freak out as you screw up yet another launch. *I think that's what you're insinuating here, apologies if I've misinterpreted.
  10. SAS/maneuver nodes aren't the only point of difference between probe models. Probes can have different internal EC, different torque, different antennas as well as any new functionality that may be introduced. Unless I'm mistaken, we don't know if experience is a thing with pilots - if it is, they can be differentiated by any other feature that we don't yet know about.
  11. I do have Buffalo 2 installed when I get the error I mentioned. My understanding is that it's legacy KAS part that is now deprecated. I have tried building Buffalo2 and Pathfinder vehicles but I think I'm just a bit overwhelmed with sheer number of new parts and how they interact. I might try and play with a new science save so I get introduced to them slowly rather than figuring out how things work in sandbox mode. Thanks for your advice.
  12. Hi, I'm trying to get a handle on how this mod works. I wanted to go through the Getting Started - Setting Up a Base instruction page on the wiki. Unfortunately both the craft files give me a "Vessel is missing part KAS.CPort1" which means I'm unable to load the craft. Is there an alternative version of these crafts? I found a Legacy parts wiki on the KAS GitHub but it seems that is potentially out of date but also doesn't quite list how to load a craft file with the cPort part. Any help would be appreciated, thank you.
  13. Ah, that would be it. Appreciate the assistance and your work! I've been very curious about BDB for ages but found it too overwhelming. This tech tree makes BDB more approachable imo! Thank you.
  14. Best bet is to download from the curseforge page.
  15. https://forum.kerbalspaceprogram.com/index.php?/topic/201439-111-bg-planetside-exploration-technologies-surface-bases-nasa-mmsev-wind-turbines-more-initial-release-v101/&do=findComment&comment=3963444
  16. I wasn't 100% certain so I created a completely fresh install with only SSS and it's dependencies - still got the same issue. I can't figure out why this is happening unfortunately...
  17. Hi, I'm having an issue where there is no SAS control from any probes. I stack on several probes with electric charge and antennas but I'm always met with the message that there are no "operational SAS modules onboard" even though there are multiple SAS-capable probes. I know there is an SAS upgrade system but this isn't correct behaviour, is it? Screenshot KSP.log Player.log Any help would be appreciated, thank you. EDIT: I should mention that this install only has SSS & it's hard requirements so I don't think it can be a mod conflict issue.
  18. I was thinking, could this mod be made to work with Simple Construction for building bases? My idea was to essentially "extend" my base from each docking port by building it a single module at a time from the newly built docking port. Then, use KaBoom! to SuperKlue the two modules together. However, when I try this I get the "This part needs 2 parts on attachment nodes. Kaboom Cancelled." error. Is there a way to get this working? Here is an example - the docking port on the right is the first module from which I am using SCON and the docking port on the left is the newly built module. Not sure if this should be in the SCON! thread or here honestly, hopefully I picked the right one!
  19. I use it with Restock. Works just fine. If you want to test it, create a fresh, clean install and test mods on that so it doesn't affect your saves. And back up your saves every now and then to make sure you don't lose anything.
  20. Hi, just wanted to give a heads up on a tiny issue: the table in OP states GooExperiment has a timeToRun of 1 hour but the config file lists it as 1s.
  21. You might be interested in the Making Less History mod.
  22. Ah, that worked perfectly. Thank you so much. I've had a play around - great mod!
  23. Hi, I've not been able to get this mod working for quite a while. I first downloaded SCON! through CKAN on a heavily modded install and none of the features of the mod seemed to load (i.e no metal, no rocket parts, no SimpleConstruction augmented parts). CKAN install KSP.log CKAN install Player.log Most recently, I downloaded the most recent release from GitHub and placed it into the GameData folder of a brand new and clean install. Then I installed ModuleManager through CKAN - the result of this was that each of the parts seemed to be correctly configured in the editor but when I launched the vehicle, the construction UI was not available and there was no EL button on the apps. Manual install KSP.log Manual install Player.log I really like the idea of this mod but just have never gotten it to work unfortunately haha, I may just be missing something.
  24. Honestly, I have given up trying to understand the stock tools. My current game has KAC, transfer window planner, MechJeb, stock alarm clock and stock maneuver tool all installed and I just use whichever gives me the result I'm looking for in a particular situation. It's easier than trying to figure out exactly how each tool is coming up with it's corresponding results.
  25. Unlikely since The reDIRECT mod has Space Shuttle SRBs.
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