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ttikkoo

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Posts posted by ttikkoo

  1. 15 hours ago, Spike88 said:

    Is there a way to reset the list of mods in the UI? I have a couple mods that I've uninstalled but they still show up in my list of mods.

    Easiest way is to reinstall it (just right click on CKAN and then click Reinstall) - you would have to reset any blacklist or folder settings you had with the mod though. 

    Other option is to go to GameData\JanitorsCloset\PluginData - there's a file called "JCModfilter-v2-1" - if you delete that, it should reset the list of mods. Not an expert on the mod so I don't know if there are any side effects to this but I haven't seen any myself.

  2. 11 minutes ago, ShadowZone said:

    You're welcome!

    If there are any questions I can answer, feel free to ask. I felt this needed to be made public after all the intransparency over the past 5 years.

    Amazing video, thank you. I always thought there was a huge imbalance between the KSP2's presentation and playability - the bit about the creative lead focusing on the art clears that up a lot. I really liked the "We need to talk about Nate" section - it was necessary given things that people have said here and on Reddit. Banning the developers from speaking to Squad still has me in disbelief.

    Did the the people involved in the KSP2 project provide any input on what they thought was the future of the game? 

  3. Hiin one of my modded saves, I'm suddenly unable to create Janitor's Closet folders in the app bar. When I alt+right click, nothing happens. I've tried removing a bunch of mods back to a version of the save where the folders did work but with no success. I've also tried reinstalled Janitor's Closet but also no luck. Any help would be appreciated.

  4. Hi there, is there any documentation for adding support for other mods for this? I was try to patch support for USI-LS but just kept breaking the mod. I wrote the follow to the DBS settings file hoping to support the USI recycler but never got it to work - the recycler EC usage never got added and even worse, any changes to the craft weren't detected by the Near Future Systems Manager until I removed the USI part.

    Spoiler

     HANDLERCATEGORY
      {
        name = Converters
        title = #LOC_DynamicBatteryStorage_UI_Category_Converters
        module = ModuleResourceConverter
        module = ModuleSystemHeatConverter
        module = SnackProcessor
        module = SoilRecycler
        module = USILS_LifeSupportRecyclerSwapOption // added by me
      }

      PARTMODULEHANDLER // added by me
      {
        // The name of the module
        name = USILS_LifeSupportRecyclerSwapOption
        // The type of handler - can be Power or Heat
        type = Power
        // The name of the handler to use
        handlerModuleName = GenericFieldDataHandler
        // Is this shown in the UI at all?
        visible = true
        // Do we use solar distance attenuation?
        solarEfficiencyEffects = false
        // Is this module a producer by default?
        producer = false
        // Is this module a consumer by default?
        consumer = true
        // Does this item start off as active in the UI? Should canonically be true for constant sources/draws
        simulated = true
        // Does this item count as a continuous power source for the purpose of the UI?
        continuous = true
        HANDLER_CONFIG
        {
          // Field to poll in editor
          editorFieldName = ecPerSec
          // Field to poll in flight
          flightFieldName = ecPerSec
          // Multiply the output by these if you need to. Convention is that a consumer is negative.
          editorValueScalar = -1.0
          flightValueScalar = -1.0
        }
      }

    The settings file said don't touch the part module handlers unless you know what you're doing, I've clearly proven I don't :(

    Player.log file with Debug mode on

  5. 1 hour ago, The Aziz said:

    The game was supposed to be dead 4 years ago when Star Theory was kicked out of development. It wasn't.

    Do we know if any of the work Star Theory did was ported over to Intercept Games or did IG have to start from scratch?

  6. 3 hours ago, RayneCloud said:

    With respect Vanamonde, how do we do that, knowing that the topic of this thread, is no longer (and may never be) relevant?  There's not going to be any new patches coming, let alone with what was promised, for quite some time, until the former staff is absorbed in to PD  (if they are) or if some how they manage to sell the IP (they wont) to someone else. We're going to be sitting here wondering for a lot longer than we have been for the last 4 months.

    Surely if the topic of this thread is no longer relevant, there's simply no reason to post in this thread and just leave this thread be? Rather, there's plenty of other threads that are more on topic to the current discussions of this thread.

    EDIT: I've just realised the irony that I'm advocating to not bother posting on this thread as it'll be off topic and in doing so, I'm posting off-topic material on this thread. Woops...

  7. 11 minutes ago, NexusHelium said:

    I mean, for one, graphics. This may be a wildly controversial opinion but Blackracks cloud mod was a bit off to me. Now, don’t get me wrong, it was beautiful, but something about the total realism of it was off putting to me. So I was really glad to see the more vibrant and odd shaped clouds and terrain in KSP 2. KSP 2’s graphics could definitely be improved but for me they are much better in a lot of aspects.

    Second is the music and sound design. Nothing I have to say here. It’s just objectively better than the first.

    third is UI. Another controversial opinion, but I really like the new UI and it’s pixelated look. Again, it could be improved, but it still it better than the first to me.

    Fourth is the customization options that the game has and last but not least, the performance ;) 

    I just prefer the game over KSP 1 right now. I’ve tried to go back to KSP1 but I just can’t do it because the sequel just does all of the things that I look for in a game better.

    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 :) 

  8. 12 hours ago, NexusHelium said:

    In my opinion, KSP had a far less enjoyable experience in a lot of areas compared to the sequel but that's my opinion. It's not an argument.

    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.

  9. 3 hours ago, Intercept Games said:

    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.

  10. 27 minutes ago, Superfluous J said:

    In KSP2, where you place the node on your orbit is where you start burning, and then as you drag the little pully-arms* around a red line shows up on your new orbit, which indicates where your ship will travel as you burn. 

    *do those things have a name?

    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.

  11. On 1/10/2024 at 1:38 PM, Superfluous J said:

    Negative one'd

    I understand the reason you want this, but I think it's misguided. You don't want to make a maneuver node you don't have fuel for. You want to make a maneuver node that isn't restricted by your ship.

    And that's what I want. I also want it to be a separate thing than the maneuver node, because after using KSP2's maneuver nodes for a while I find them to be far superior to KSP1's maneuver node in every way.

    ...except in implementation. The UI sucks for it, but the mechanics of how the node work are so much better than the instantaneous node in KSP1.

    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.

     

  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes 
    OS: Windows 10 | CPU: AMD Ryzen 5600 | GPU: GTX 1070 | RAM32 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:

  13. 19 minutes ago, Pthigrivi said:

    I would further argue this is a really good reason why kerbals themselves shouldn't just be role-play or set-dressing but a central, fully integrated part of gameplay through building and maintaining colonies straight through interstellar exploration.

    *cough*life support*cough*cough*

    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".

  14. 7 hours ago, The Aziz said:

    Why the starting node has a Kerbal capsule if the only thing the Kerbals are useful for are the surface samples (and potentially surveys), since everything else can be done remotely and sent through the commnet?

    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.

     

  15. 10 minutes ago, Vl3d said:

    I mean to say how do you differentiate between different probe models and between pilots with varying experience levels?

    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. 

  16. 50 minutes ago, Ooglak Kerman said:

    I <think> that you are running into a legacy Buffalo vs Buffalo 2 issue there.  You definitely need to have Buffalo 2 (original Buffalo being deprecated) for this.
    I would recommend not bothering with the included craft files and just build what you have available to you.

     

    For your Buffalo2 vehicles that you build, be sure to enable rigid attachment on all of your parts.  If you don't know how to do that - look it up.  It will save you much headache.

    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. 

  17. 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.

  18. 20 hours ago, CessnaSkyhawk said:

    Do you have part upgrades enabled? The SAS upgrade system relies on part upgrades, so you need them enabled, even in sandbox mode.

    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.

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