-
Posts
217 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Sylvi Fisthaug
-
Rational Resources 3.1.1 [Feb 21, 2025]
Sylvi Fisthaug replied to JadeOfMaar's topic in KSP1 Mod Releases
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.- 1,091 replies
-
- 1
-
-
Rational Resources 3.1.1 [Feb 21, 2025]
Sylvi Fisthaug replied to JadeOfMaar's topic in KSP1 Mod Releases
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.- 1,091 replies
-
Rational Resources 3.1.1 [Feb 21, 2025]
Sylvi Fisthaug replied to JadeOfMaar's topic in KSP1 Mod Releases
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.- 1,091 replies
-
Rational Resources 3.1.1 [Feb 21, 2025]
Sylvi Fisthaug replied to JadeOfMaar's topic in KSP1 Mod Releases
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.- 1,091 replies
-
Your PFP..... shiiiiiiika. Also Bashame likes rice.
-
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.
-
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!
-
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
-
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
-
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
-
procedural wings ftw, together with smallest nosecone
-
What was promised when by the devs?
-
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.
-
Flight Undocking on pause causes vehicle to disintegrate
Sylvi Fisthaug replied to BechMeister's topic in v0.1.3
It has been off for months- 26 replies
-
- Fixed
- Regression
-
(and 2 more)
Tagged with:
-
One of the CMs, Dakota, addressed this in the KSP2_general chat on discord today:
-
Developer Insights #21 - Rockets' Red Glare
Sylvi Fisthaug replied to Intercept Games's topic in Dev Diaries
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!