Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Deadly_Laser

  1. No, for some reason in stock KSP2 the headlamp is currently not a real light source
  2. Click the "focus" option on the desired body and it will move to the centre of the screen
  3. Maybe there should be a text message in the torque line of the UI prompting you to enable the indicators if they're off
  4. Yeah, I know about this workaround, it's just frustrating to do all that for something that should've taken me two keystrokes
  5. That would be helpful, it can be annoying to have all those cores clogging up lines in the portraits UI
  6. There is currently no signal occlusion in the game, so the signal going through celestial bodies is correct gameplay-wise.
  7. Nice! Oh, and it looks like the time zone bug in CKAN is finally gone
  8. Can you upload the log files? You need Ksp2.log in the main KSP2 folder and Player.log in .../*username*/AppData/LocalLow/Intercept Games/Kerbal Space Program 2/
  9. Not sure if this is a know issue or not, but it seems like the scanning sometimes stops being registered when using very high time warp. So far I've only seen this over Minmus (on a roughly 600km orbit) on the highest available warp, so might be related to the low framerate due to the FOV thing? I'll see if I can reliably reproduce it.
  10. Hi, I think I've found a bug. So, in the VAB you can expand the staging menu and choose for which body the TWR and delta of your engines should be displayed, right? If you set the reference body to anything other than Kerbin, it messes with the TWR/delta info of MicE, basically the mod applies the TWR multiplier to whatever number is shown in the staging menu, even if it's already modified. For example, if you set the reference body to Dres in both menus, MicE will report the TWR as TWR_Kerbin*(Kerbin_gravity/Dres_gravity)^2 instead of the correct TWR_Kerbin*(Kerbin_gravity/Dres_gravity)^1. It's not exactly game-breaking since the solution is simply to only change the reference body in the MicE window, but it took me a few minutes to figure out what was going on. I'll try to pull up a screenshot tomorrow.
  11. That's not at all what is being said. Making a whole additional UI for the commnet isn't a priority *right now* as there are more pressing matters, doesn't mean it won't be implemented at all. You're talking about interstellar stuff, but that won't be relevant for a year at best, and it makes sense to tackle issues in order of their relevance to the current/soon-to-be state of the game, otherwise the dev team will simply drown in stuff to do.
  12. Is the Arkive automatically compatible with mods that add new experiments (e.g. Orbital Survey) or does that require a patch somewhere?
  13. Oh, it has axial tilt support? Cool. I seem to remeber that in KSP1 giving planets tilt sometimes caused issues with atmospheric mods like EVE and Scatterer, how's the KSP2 stock cloud system holding up?
  14. Ok, here's an idea. Kerbals have eyes, right? They're not very good but better than nothing. So what if just having an occupied crew module on a craft allowed you to create a "blurry" version of the physical map (with a wider FOV as you're literally just looking out the window). Of course, it's not particularly useful right now, when every antenna can scan and you get antennas almost immediately, but in a future version where you need to progress up to a certain science node to obtain proper scanning tech and where you could start with the option of not seeing any celestial body properly until you've scanned it it would probably be useful at least for early missions around Kerbin and for preliminary overviews of other bodies. Anyway, not anything urgent, just food for thought.
  15. So the current symmetry mode is often very unintuitive. Let's say I have a core stage with eight boosters added around it using 8x symmetry. Now I want to add four stabilisers. I switch to 4x symmetry, drag the stabiliser over to the boosters... and instead of putting a stabiliser on every second booster it adds four stabilisers to each of the eight boosters, which is decidedly not what I want. I get that I can achieve what I want by making two sets of 4x symmetrical boosters and then adding wings to only one of them, but it's just very annoying when I'm designing the rocket as I go. It's especially bad for adding asparagus staging. It would be really nice to have a toggle that switched between the current symmetry mode and the KSP1-esque symmetry that only respects the symmetry of the entire active craft.
  16. Mod options are located within the settings menu, should be there, I think
  17. KSP 2 packs a lot more stuff into Unity assets instead of easily accessible files, so I suspect changing the flag mid-game may need an interface like the Patch Manager mod, but I defer to @cheese3660 on this.
  18. Nice! Ah, so I wasn't the only one struggling to get messages to post.
  19. Hmm, seems correct for MicE v1.6.0 (but not 1.6.1). It could be a cache confusion problem. Try uninstalling all mods and deleting the "cache" folder inside BepInEx within the game directory before updating SpaceWarp, UITK and MicE to their latest versions.
  20. Did you install MicE from CKAN or manually? What versions of SpaceWarp and UITK did you have installed when running with MicE v1.6.0/16.1?
  21. Cool! Will this eventually support adding new bodies?
  • Create New...