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Everything posted by Corovaneer
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[1.0.2] Navball docking alignment indicator v7
Corovaneer replied to mic_e's topic in KSP1 Mod Releases
Yes! Thank you! #1 mod in every new mod pack for me! -
Choppy Explosion Sound FX
Corovaneer replied to stevehead's topic in KSP1 Technical Support (PC, unmodded installs)
Same here, but I even kinda like it. Nice bass sound -
Then description should be rephrased, like "Yields 1 science for each 12345.67 Funds taken" or "Yields 1 science for each 12345.67 Funds removed"
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I think it should be $128,120 otherwise I don't get +1 science on completion and +0 on advance.
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Missing Explore Minmus Contract
Corovaneer replied to arkie87's topic in KSP1 Technical Support (PC, unmodded installs)
Never noticed that in 0.90, but yeah, in 1.0 Minmus is missing from contracts. I already get Duna suggestions, but no Minmus. -
I wouldn't worry about influx of newbie players. KSP is not conventional kind of fun, and learning curve / satisfaction rate is pretty unforgiving, unless you care for space travel a lot.
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So far, issues I had: - "Esc" key stopped working during flight, with all the rest keys working fine. Couldn't reproduce. - Pilot SAS is extremely twitchy while trying to hold prograde in atmosphere, to a point of flipping craft. It worked better in unmodded 0.90. - Pilot SAS misses the mark when ordered to hold prograde in orbit, and then kind of lazes around it - you can send it slowly drifting away from prograde mark, while prograde is on, with small key inputs. - Parts important in spaceplanes, like winglets, are destroyed by reentry - how did that get past QA?
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Escape key doesn't work anymore
Corovaneer replied to sydfynch's topic in KSP1 Technical Support (PC, unmodded installs)
Just checking if "Esc" button malfunctioning on first orbit attempt in 1.0 career isn't a feature . Apparently, it isn't. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Corovaneer replied to stupid_chris's topic in KSP1 Mod Releases
I only waited once in case it was related to texture manager. Then I deleted radial chute part, and stack part error appeared. Then I deleted it too and game loaded. I have MM2.5.6 -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Corovaneer replied to stupid_chris's topic in KSP1 Mod Releases
I'm getting this error with newly installed 0.90 and RC1.2.6.1: as the game loads, yellow bar stops at either stack or radial chute part, and it will sit there forever (couldnt wait more than 20 minutes). Witty loading tips keep changing, so I guess game runs. As soon as I ctrl+alt+del out of it, KSP.log is updated with this: -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Corovaneer replied to DYJ's topic in KSP1 Mod Releases
For me 0.90 NEAR+PWings just reproduces the same error that I got in 0.25 NEAR+PW - that is, I can't attach Pwings, and if I try at least once it breaks editor, so you can only Ctrl+Alt+Del out of the game. Apparently it was not the case in 0.25 FAR+PW, but (according to posts above, I did not test it) it is now. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Corovaneer replied to DYJ's topic in KSP1 Mod Releases
Yep. NEAR compatibility still borked, in a same manner as month ago. -
I think dividing parts into those that count and those that don't is harder to implement than make a simple weight threshold. It will also make it harder for modders. And weight limit would also encourage people to refine their designs by learning more about part functions, to know what is excessive and what is just enough, and where it is better to cut some mass. After all, whatever goes to space is often measured in kg\$1000, and there are "heavy" class rockets and "light" class, etc. Limiting by a part count number will just be annoying, because it limits freedom - for newbies, freedom to make mistakes by going in excess or overcomplicating your ship. For experienced - freedom to take on dangerous missions on low tech levels.
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But all parts are different, while the count is for all parts, it makes no sense either way. And natural constraints of the building seems like something much more sensible - that's why you can upgrade building to make it more spacious/with reinforced floor/better equipped. Weight and size limits allow you to be smart about the way you build your ship, while part count is silly. "You can't place 4th RCS unit because that would be 51 parts. You can only place three."
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I sent a vessel to orbit around Kerbin, it has Lander Can with 2 kerbals, Hitchhiker container with 4 more kerbals, and a remote guidance unit with remote command post capability. How do I know if this ship HAS remote control capability? Is it displayed somewhere?
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This may be related. What bugs me is that I did not install any mods lately. Everything was pretty stable and then started crumbling. Anyway, first detectable bug in a timeline of savegames is being unable to exit to space center. KSP.log throws this as I press button in the menu I can then unpause and walk around (im on Mun surface), I can switch between vessel and kerbals, but if I bring up map there's no orbits drawn and no vessels, so I can't switch anywhere else but within my local bubble. RemoteTech lines and KerbinSide launchpads are drawn on map, however.
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[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Corovaneer replied to KospY's topic in KSP1 Mod Releases
Can anyone confirm, is there anything hyperedit does that KAS can not handle, or is it just something that happens with KAS regardless of hyperedit, because of other reasons? A grappling hook disappeared from my rover, when it was attached to the ground, but I figured it was debris and removed by debris=0 in the menu, which I forgot to turn off. To go on with mission I tried to replace the hook with hyperedit. I can place it near my team, and it behaves normally at first. At some moment, however, I attach a hook to surface, and when I switch to the rover it either explodes or flies off upward and becomes fixed somewhere in the air, unresponsive to GUI commands. At this point, if I try to load a game, the hook may be attached where it was but KAS thinks nothing is attached and winch is fully retracted, or GUI buttons may be pushable, with sound playing but cable not extending or retracting. If I try to load game again, the planet will likely won't load at all, the rover will be stuck in motion, and time standing still. KSP.log is spammed with exceptions. This can only be fixed by backup save file.