

ttikkoo
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Everything posted by ttikkoo
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I noticed that "Heat Shield (1.875m)" was not included in the renaming. Just needs the following line in the CPT__stock.cfg file #autoLOC_8310211 = HS-18 Heat Shield // Heat Shield (1.875) As an aside, love this mod. it's one of the first I add to any save.
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[1.12.x] ANGLECAN Progression 1.7 and ANGLECAN Progression Plus 1.7
ttikkoo replied to theJesuit's topic in KSP1 Mod Releases
Wait, isn't KerbthulhuKineticsProgram same as Moar Kerbals? Also, I definitely have to try out this mod list, I'm always looking for a list that gels well and this definitely seems to! -
[1.12.x] ANGLECAN Progression 1.7 and ANGLECAN Progression Plus 1.7
ttikkoo replied to theJesuit's topic in KSP1 Mod Releases
KHSK is Kerbal Heavy Exoskeleton Kit Moar Kerbals is KerbthulhuKineticsProgram -
Hi, in 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. Screenshot of error in Console immediately after Alt-right clicking to create a new folder. Player.log file Modlist
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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. 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
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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?
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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...
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What happened to increased communication?
ttikkoo replied to DoomsdayDuck555's topic in KSP2 Discussion
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 -
What happened to increased communication?
ttikkoo replied to DoomsdayDuck555's topic in KSP2 Discussion
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. -
Bug Status [3/11]
ttikkoo replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
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. -
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
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Maneuver Nods with No Fuel
ttikkoo replied to Gainsboreaux's topic in KSP2 Suggestions and Development Discussion
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. -
Maneuver Nods with No Fuel
ttikkoo replied to Gainsboreaux's topic in KSP2 Suggestions and Development Discussion
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. -
Localization & Text Wrong text in "Mun or Bust" Mission Brief
ttikkoo replied to Anonymous Bug Reporter's topic in v0.2.0
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; } -
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".
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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.
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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.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
ttikkoo replied to Angelo Kerman's topic in KSP1 Mod Releases
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.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
ttikkoo replied to Angelo Kerman's topic in KSP1 Mod Releases
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.- 3,523 replies
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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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SimpleConstruction! (SCON) Stock rocket building
ttikkoo replied to zer0Kerbal's topic in KSP1 Mod Releases
Best bet is to download from the curseforge page. -
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...
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- totm jan 2022
- bluedog
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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.
- 470 replies
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- totm jan 2022
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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!