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Sylvi Fisthaug

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Everything posted by Sylvi Fisthaug

  1. I uninstalled and re-ran the game each time, hence my long response times, as game takes ages to load but look! GOOD errors!! YEEEES, it worked! Thank you! Now my kerbals can starve to death in piece when I inevitably forget them because I am busy drilling for some ore on some other planets with more options.
  2. Sadly, no Here are the screenshots of two new bunches of fatal errors on the two times I tried reinstalling now (from CKAN, maybe it takes some time before update goes live there?) together with the first one. New ksp.log and modlist.txt can be found here. EDIT: I did also delete all files named Aurum after uninstalling RR, then running "update all" on CKAN a couple of times to verify new files got installed and then I reinstalled twice and tried launching the game twice. Second attempt is what is in the ksp.log. No idea if relevant, but better safe than sorry.
  3. Aight. Here is an image of the fatal errors thrown. Iirc any mods from the RR series threw errors when installed from CKAN yesterday. Here is my ksp.log from this boot of the game. Please let me know if you need anything more to look into this, I'll make sure to check the forums periodically tonight. EDIT: added the modlist of that boot of the game too, generated from CKAN, to the link.
  4. Hello! Trying to install for the first time via CKAN, but I get fatal errors linked to B9 PartSwitch. Seems to be affected by all the additions, including the base RR mod. I need to dig a bit more and check what of my other mods might be conflicting, but that will be something for tomorrow. I do not have Classic Stock Resources installed, as that also seemed to throw fatal errors. I saw something written here also about Sterling Systems which I have installed, as they depend on Wild Blue Industries. Ah well, more stuff to check out tomorrow! I should be able to provide a log and some screenshots of the errors then.
  5. Your PFP..... shiiiiiiika. Also Bashame likes rice.
  6. Other docked parts pop off when I dock something to space stations, and some parts "shift" like you have experienced on K.G.01 as well... I needed a station to put stowaway kerbals in for my science save, after some launches I gave up and ended up teleporting it into orbit instead x)
  7. Ah, the good old "janteloven"! Hated by most, lmao. But yeah, the blog amassed quite the readership! Also inspired me to do my own lil blog, which I haven't updated in a while, haha. When all the docking bugs are ironed out, which I hope will be for colonies, I'll continue building stations I think.
  8. Oh no! Is it the end of the blog as we know it? Thank you for contributing to the forums, I believe you have written one of the most influential blogs from KSP2 yet!
  9. I am astounded that you haven't tried to launch like 150 tonnes to orbit in one single go yet, and just 10 tonnes a launch! I think the first thing I tried to launch was 50 tonnes, then I tried 100 tonnes, I am to impatient. Have you tried the science mode yet? I am finally back in the KSP2 loop, and it is all I wanna play right now!
  10. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: AMD 6800 XT | RAM: 32 GB This bug report is copied from the archives. The bug is still persistent, and I still can't launch my cool lander on a craft Specs: Steps to reproduce: Go to VAB Pick Mk1 "Explorer" lander can Place CT-S-1 small short round truss on top Place "Baguette" fuel tanks on truss side, in x6 or x8 symmetry Launch Behold This causes any craft with this configuration on top to self destruct. Included Attachments: Corruptedlander.json
  11. GIF takes forever to download before it is wiewable, but this shows some of those phantom forces on the "Wombat" landing leg too. But it doesn't cause the craft to disassemble. Could it be related to the mass of the landing legs?
  12. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600X 6-Core Processor 3.70 GHz | GPU: AMD 6800 XT | RAM: 32 GB Main Issue: Absolutely all orbital lines of all craft and bodies in the Kerbolar system will disappear, but the PE and AP markers will still show around them correctly, and previously made maneuver nodes also shows. Forgot to test if able to make new nodes, but seems rather hard to do so. This is present in map view and in the tracking station. Gameplay issues: Causes maneuvering in orbit to be hard, and docking to be impossible. Theory on cause: Seems to be linked to quickload. Quickload and quicksave does not work. Last time it happened for me, craft was in "recoverable" state after landed at the KSC runway. Theory on how to reproduce: Launch craft to orbit Quicksave when circularized Deorbit and land at Kerbin When landed and craft is recovarable, quickload Workaround Game restart, and loading of both quicksave and autosave solves the problem. You might not be able to get the bug from loading of my save file on a different computer. Specs (from AMD Adrenalin): Images of bug: Included Attachments: quicksave_108.json
  13. I'm all for this, if its difficulty options. Not if it's the only option (except the telescope one) Also a really good idea for a mod!
  14. You are misquoting: Also, don't see anything that is "promised" here? And, small quotes from some videos ages ago some period before release should not be interpreted as a "promise". If you do this, you are bound to get disappointed. And yeah, we get it. Release was bad. Comms were terrible. That was ages ago. But ok, continue the discussions if you want, @PDCWolf and @Alexoff
  15. procedural wings ftw, together with smallest nosecone
  16. You actually just copy them from the VAB with ctrl+C and paste them into the upload section on https://kspbuilds.com/! Then you can link your page to the spacecraft exchange subforums
  17. Ah yes, the glorious days of Squad, so much better than Intercept Games and those greedy people at TakeTwo and Private Division. Those were the times! Aaaah, the good old days, if we just could turn the time back a few years and only have KSP1 in this world.
  18. One of the CMs, Dakota, addressed this in the KSP2_general chat on discord today:
  19. I have a defunct space station that is dying to get deorbited. I believe that will look absolutely awesome when the time comes! Thank you, Nertea, for an amazing dev diary!
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