Nikolai
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Posts posted by Nikolai
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On 10/8/2023 at 12:53 PM, theJesuit said:
Freeiva with this mod would be awesome!
According to the front page of the FreeIva mod, it works with Kerbal Planetary Base Systems if you have HabTech Props.
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Note that the enclosed save file has a Vulcan rocket, a core surrounded by six identical rockets arranged as radial stages (created using sixfold symmetry). On launch, one of the six radial stages burns through its fuel and oxidizer faster than the other five.
https://www.dropbox.com/s/4i0vflkpso4kj6i/Identical Rockets Don't Fire At Same Rate_logs.zip?dl=0
ETA: Running on Windows 10, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.60 GHz, NVIDIA GeForce RTX 2070 with Max-Q Design, no mods. To replicate, launch Vulcan (full throttle, pointed straight up), and note fuel and oxidizer readings. You can also watch as one stage empties and the rocket tips over from asymmetrical thrust. I expected all radial stages to burn through fuel and oxidizer at the same rate. I know of no workaround.
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Apologies if this is redundant, but saving my game en route to Mun, quitting, and reloading caused all fuel and oxidizer to disappear from all stages in my rocket. It also disappeared from the quicksave (since I chose "Save and Exit"). Rebooting did not fix the problem.
My logs are at this link: https://www.dropbox.com/s/le3da3x5r3f77t0/No Fuel After Save and Load_logs.zip?dl=0
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8 hours ago, linuxgurugamer said:
Please let me know if that works for you. The bat I supplied worked on my system, but it's quite possible it needs to be updated with this.
Changing the contents of the batch file to follow Space_Moomin's suggestions worked like a charm! Thank you both very much!
Now, stupid question: Where do I go to report bugs?
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22 hours ago, linuxgurugamer said:
Did you configure the INI file as it says in the OP and the README?
Yes. Here are the contents of my INI file:
[KSP2_BugPackager]
debug=0
allInOneFile=true
zipFilePath=D:\Games
userName=go_4_
pathToGameDirectory=D:\Games\KSP2_win64
# Following are two examples
# pathToGameDirectory=C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2
# pathToGameDirectory=U:\SteamLibrary\steamapps\common\Kerbal Space Program 2pathToCampaignDirectories=C:\Users\go_4_\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer
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Does this only work on Steam installs or something? I tried using it for KSP2 v0.1.1.0 using the portable install; after altering KSP2_BugPackager.ini and double-clicking KSP2_BugPackager.bat, PowerShell opens quickly and then immediately closes (without asking me any questions).
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I've saved my craft with a certain name (Hypatia), but can't seem to find it in the Load screen. Is there something special I need to be doing to find it?
ETA: The game seems to know it's there, because when I try to save a different rocket with the same name, it asks if I want to overwrite.
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Yup -- restarting did the trick! Thank you.
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4 minutes ago, Periple said:
Right-click on it and select "Set as target."
That works in KSP 1, but that doesn't seem to work here. Right-clicking on the vessel (in map view) doesn't do anything,
I want to target it so that I can look for close approaches when I try to raise my orbit. Is there some way to do that from the map view or in the tracking station while one vessel is in focus?
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I'm trying to try out docking in KSP2. How do I set another vessel as the target?
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I'm excited to play in the new and improved VAB. It seems to be where I spend most of my time in KSP; being able to construct several vessels simultaneously is a dream!
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5 hours ago, JonnyOThan said:
What’s FUR?
Feline Utility Rovers.
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I'm having a little trouble using this mod with 1.12.3; the outer planets don't show up after I install it. I don't know if it's some other mod in the way. I'll put it on a clean install and get back.
ETA: It must have been some other mod. I put it on a clean install with only Kopernicus and ModuleManager, and the outer planets showed up. I'll see if I can determine which mod broke things.
ETA2: I think it was the visual pack I was using (AVP). SVE seems to be well-behaved, and adding the other mods in without that seems to be going smoothly.
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42 minutes ago, hoover2701 said:
At first I also had the rainbow clouds on the start screen but it vanished after I installed Kopernicus (Bleeding Edge).
Can confirm. I had the rainbow clouds (confirmed over several runs), and the only thing I did was install Kopernicus Bleeding Edge (release 76), and the rainbow clouds disappeared.
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6 hours ago, Alversia said:
I've seen that notification when I try to move things that are too heavy for attaching but not detaching or grabbing.
I've seen it while attempting to grab. It doesn't seem to care if you just want to detach it.
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2 hours ago, BiscuitGraph61 said:
1.10 support?
I'm using it in 1.10.1 with absolutely no problems.
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2 hours ago, Alversia said:
I did try that (and it is in the video) but the part doesn't seem to drag, the cursor does but the part just stays where is?
Is there a notification showing up in the center-top of the screen when you try to do that? If it exceeds the weight or volume that a single Kerbal can move, it will complain like this and not move the part.
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48 minutes ago, Alversia said:
Yup, I'm hovering over the part, holding "g" and left-clicking but nothing seems to be happening.
I think what Alversia was getting at is that you need to do more than just click. You need to click and drag (the part into the inventory you want it to appear in), while holding "g" down the entire time.
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4 hours ago, Alversia said:
When I equip an item and attempt to detach an item (hold "h" and click on the part), nothing happens.
Do you get a sound effect? Does the part you're trying to detach change color?
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4 hours ago, Tonka Crash said:
Maybe share a picture of what your station looks like.
Dang it, I wish I could. I admit that I rage quit, and started with a whole new account, this time taking some measures to ensure that my Kerbals don't have to try to fasten things together when they're floating around (by including ladders that they can attach and detach as they go). If it helps, the piece that I accidentally disconnected was one Jumbo-64 fuel tank in a line of eight, all with docking ports on top and bottom to hold them in place. I think I disconnected it from the Z-4K battery unit "above" it.
I'll look into USI Konstruction. Thanks for the pointer.
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Stupid question: Is the force/torque with which a TJ-1 Fixed Telescopic Joint "holds onto" a JS-1 Joint Socket tweakable? I just had four of them holding two very large space station parts together (a Kerbal accidentally detached the space station parts on EVA). When I left and then returned to the station a while after securing the two parts this way, I found that it had separated into two parts, and that the joints and sockets were no longer holding one another. (If I'm barking up the wrong tree as to how this separation might have happened, please let me know.)
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2 minutes ago, Tonka Crash said:
Just put them in a text file that ends .cfg anyplace under GameData.
Will do, thanks! I really appreciate all your help!
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On 8/9/2020 at 2:20 PM, Tonka Crash said:
You need a KAS JS-1 socket to plug the strut into. If you are going to use struts a lot, you might be interested in longer ones.
Those longer ones are brilliant! Where (in which file) do the patches you've created go? (I'm not familiar with how mods are structured, obviously.)
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5 hours ago, Avera9eJoe said:
The CityLights addon is simply a config file that only installs one folder from Proot's KSPRC mod; the 'city lights' folder.
Does this mean that we don't need all of the dependencies of KSPRC -- e.g., "Kopernicus" and "Kopernicus Expansion"?
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