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Mitokandria

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Everything posted by Mitokandria

  1. Plural? I thought there was only the one?
  2. I know it's already been pointed out, but wanted to add a bit more. Bug Hunting and professional troubleshooting generally goes: Reliably reproduce the error/glitch/issue Systematically remove/modify variables to isolate exact conditions required to produce the error/glitch/issue Investigate correlation of identified conditions and the error/glitch/issue. Isolate and systematically modify code to resolve individual conditions. Test code and attempt to reproduce the error/glitch/issue. Repeat until error/glitch/issue is no longer reproducible There may be more steps depending on the exact setup of the development team and design documentation. It's like a massive sudoku puzzle, but the more people you have providing data the more numbers get prefilled. I'm super excited for the orbital decay fixes! I still sometimes get them, but not nearly as often. Sometimes I'm even able to stop the decay via short rapid bursts of thrust, spinning, and/or timewarping. Also really really really really want to see UI improvements. I do not have large monitors and I have an astigmatism in one eye making it very hard to read any of the UI and it's tiny font depending on which side of the screen it's on.
  3. If it can't for copyright issues then could always go the Morrowind and Fallout route by making an external program that pulls the tracks from your KSP1 install folder, converts, and implants them into KSP2. Otherwise I'm not sure how that would be done as conventional mod (ex. drop .dll into folder) though.
  4. I came here for the same reason and was hoping one or the other was working on it. In the meantime I'm just going probe only or adding extra pods.
  5. I think you make a valid point on the experiments. I'm clearly in the minority on this but I actually really liked the implementation of science experiments in KSP1. I admit I'm more a fan of Kerbalism's method where they take time, but similar foundation. I don't think I've heard anything about how Science experiments will be different from KSP1 yet. I guess we'll find out on the 20th though! I'm guessing missions will be hybrid. A core set of missions of discovery/exploration, Colony resource requirements, and a randomly generated mission every once in a while. What kind of "end-game missions" would you suggest? The only options I can think of are: resource sink missions w/ reward of some rare resource; no new missions ("Game completed"); randomly generated missions; or a mix of resource sink and rando missions.
  6. :| I was just thinking a few days ago how excited I will be when a Life Support mod is created for KSP2. I hope the Science update wont cause too much issues when you are ready to update!
  7. I love this mod so much! I keep forgetting what the name is everytime I make a new game, but it is absolutely essential to my enjoyment!
  8. No plan survives first contact. I'll be taking time off for the update/release, but I fully expect it to not "stick the landing" before the holiday break. Still, progress is progress and I look forward to getting my hands on it anyway.
  9. Alternatively; having the Agency Colours start as a random colour would work too, but a button to randomize would be preferred.
  10. I'm trying really hard not to get excited for the Science update. Only since the most recent update am I able to play the game without experiencing spontaneous disassembly or similarly catastrophic glitch. I do look forward to having something for my Kerbals to do beyond using my imagination.
  11. It would be very nice to be able to have a "Randomize" button for agency colours. I'm not very colour coordinated, but I hate the default agency colours. Would love to just hit randomize a few times and go with whatever interesting combination it gives me. It's a small suggestion, but one that would add a bit of spice to the New Game options.
  12. Thanks. I've been "shopping around" for life support mods to replace Kerbalism and TAC-LS so far has been my go-to. Is there a LS mod that would work better with Quatrix or Tetrix?
  13. I am seeing some odd tech tree placement in Tetrix and Quatrix. This might be because of my mod list, but I've kept it pretty lean when it comes to part mods. Quatrix: -TAC-LS 2.5m Life Support Supplies parts are listed under Heavy Rocketry -Double C Seismic Accelerometer is listed twice (Advanced Rocketry and Advanced Electronics) -Kerbal Planetary Base Systems K&K X1000 Storage parts are listed under Advanced Rocketry -Kerbal Planetary Base Systems K&K Docking Port is listed under Unmanned Tech Tetrix: -TAC-LS 2.5m Life Support Supplies parts are listed under Heavy Rocketry -Double C Seismic Accelerometer is listed under Advanced Rocketry player.log https://1drv.ms/u/s!AtJ0gZSLiapDh8ROZ00GUi-ejswQiQ?e=AAPpze MMPatch.log https://1drv.ms/u/s!AtJ0gZSLiapDh8RPzlT4y-BgUPMIDw?e=q29zzA (I am aware of the AnglecanProgression / contract configuration errors and will post those in the other thread.)
  14. Those are the same things I'm waiting for as well! I look forward to those coming so I can really play.
  15. I think the auto-fairing feature may be best left to modders down the line as it was in KSP-1 or as a feature to be added after 1.0. I think it's more important to replicate the ease-of-use of KSP1's fairing system than a mod-added feature from KSP1. I mentioned it earlier, but it may have gotten lost in the scuffle. I think both the KSP2 and KSP1 method can exist within the current system without needing it to be "optional" per se. The current system works great when precision is needed, but a faster less precise method would be ideal for most cases. Allowing for both the height adjustment arrow and width adjustment arrow to be toggled and tied to the mouse movement would satisfy both the need for speed and, when required, precision.
  16. I would be ok with the current system IF there was an option for auto/procedural. It's true that the current system allows for much finer control, but the beauty of the KSP1 method was speed and ease-of-use. I think the procedural method would hit on what made KSP1 fairings feel "good". It would also be very helpful if the drag arrows moved faster. KSP2 fairings can already detect the bounding boxes of parts. The big problem I see is that KSP2 fairings likely weren't coded to allow simultaneously manipulating the length AND width. That might require nearly rebuilding the code for drawing the fairings...unless... It becomes more of a hybrid method. Instead of KSP2's click&drag method a hybrid method would make the arrows a toggle. Increase the draw speed as well would really help.
  17. Getting some errors with B9PartSwitch. Full Log: https://1drv.ms/u/s!AtJ0gZSLiapDhZwdul22jlM3DNWcNQ?e=cXDQly [edit: Sorry if this part is not from KerbalAtomics. it was the first result in google.]
  18. This is especially common with Bethesda games when it comes to GPUs. The only time specific hardware isn't a possible cause is with Macs and other iOS products. Say what you want about Apple products, but the reason their stuff works so reliably is because their software only needs to function for a few very specific hardware configurations. Me. I've pretty much resigned to just waiting till next year to really be able to enjoy the game. I personally prefer smaller patches with 3 or 4 fixes than large sweeping patches, but they've likely chosen their current path for reasons I'm not privvy to. No point in complaining any further if all it's going to do is make progress slower.
  19. Oh that's easy I can do that easy-peasy since the info is already there in another format. I'll try to put that together this weekend. I also prefer the subway map style of DeltaV maps.
  20. I think that might be Kronometer. I found that JNSQ has an Offset cfg utilizing Kronometer and JNSQ Rescale is supposed to change the offset back to 6hr/day, but it isn't recognized by RemoteTech. I commented out the offset time, but that didn't seem to change RemoteTech reading a 24-hour time. I'll probably have to reach out to JNSQ team and see if I can get some guidance on that. Since default JNSQ is a 12-hour day I'm thinking it's also possible something else is modifying the timescale. But I've derailed your thread more than I feel comfortable with so I'll move it over to JNSQ. P.S. I did learn how to open, create/edit, and recompile KSP mods~ I bow to you all in acknowledgment of how much sweat, knowledge, and expertise in astrophysics, thermodynamics, and aerodynamics goes into these mods. Thank you muchly.
  21. Sorry for the delayed reply. Spent a good bit looking through the code and I think that's exactly what I'm looking for! I found the segment I need to change, just gotta figure out how to compile it. Thanks!
  22. Hi! How does RSS get Remote Tech to recognize a 24 hour day? I don't see anything in the Remote Tech patch and Remote Tech doesn't seem to have a setting for it. I want to figure out how to get remote tech to recognize a 24 or 12 hour day with JNSQ. Edit: I did ask the Remote Tech team, but they directed me to see how RSS does it.
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