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Duhya

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Everything posted by Duhya

  1. I'd like to report the ckan upload of Tantares - Soviet Spacecraft is missing textures on most items except a few of the soyuz and almaz crewed parts. They're also displaying names starting with #LOC. A friend was having the problem, and I confirmed on my own install.
  2. I refunded it because it didn't offer anything to me personally that KSP1 doesn't have. Combine that with the regional pricing, I paid $80 including tax for the sin of living in Canada. I probably wouldn't have refunded it if it felt like a huge QOL improvement, but i had a few QOL regression problems. Combine that with saves and craft just breaking, I don't really want to invest in a mission for it to just fall apart. I have no problem with early access games overall. Some are worth it, some aren't its as simple as that. And i don't buy games based on what they might be, but what they are now. I've bought games based on what they might be, and those games are no longer for sale because charity buys will never be as sustainable as having something desirable on offer. I was putting off playing KSP1 in anticipation that KSP2 would just be a improvement overall, and I didn't notice when all the new KSP2 features (mp, colonies, interstellar) were moved to a undated roadmap. Now i'm just playing KSP1. Still have a lot to do that I've never done, and I see this as a chance to try new planet packs which is always fun. I'm perfectly happy with KSP1 besides issues coming from using 1000 mods like load times between scenes, and RAM usage. Honestly it was a huge whiplash going from being excited for KSP2, to being excited to play KSP1 again. I honestly never thought I'd be wanting to forget KSP2 existed just a day after its release. I wish the best to KSP2, and hope I want it one day. I actually really want to like it, and want to want it.
  3. They bought a frontpage fullscreen banner on the steam storefront for EA launch. I don't think the community put that there.
  4. I went through the same experience. I think that kerbalism handles this itself was mentioned somewhere in the kerbalism thread but its been long buried. So if anyones popping in from a search, remember to remove the kopernicus MultiStarSolarPanels.cfg if you use kerbalism.
  5. I took the whole thing apart testing after each part, seems the front wheels were what was blocking the hatch.
  6. I have a Exploration Vehicle on the Mun thats giving me a Hatch Obstructed warning when I try to get Bob out of it. Theres only a few parts on it, and none anywhere near the rear. I thought the rover part might just be bugged to not allow exit, but I tried a naked one and EVA worked fine, so i guess its just a little touchy with where the hatch is. I uploaded the craft to steam workshop if you want to take a look. I'll just send someone to disassemble the rover or edit the save. The only mods on it are restock afaik, tho i am using a lot of mods. https://steamcommunity.com/sharedfiles/filedetails/?id=2943093423 BTW ty for the wonderful parts, here is a video of the graceful deployment: https://drive.google.com/file/d/1iKj0HMvwpaq_FYreSIOJwC7QC7APFjJy/view?usp=sharing
  7. Agreed on all above, and they really make it hard to play. I'll add one not mentioned: -We can see entry and exit from SOI, but not the trajectory or apsis. This makes even going to the moons difficult to do precisely. I really think all the maneuver node stuff should be top priority beside performance.
  8. I always end up adding this to my KSP install. Cool to see you still adding to it years later.
  9. All we know is there were negotiations, and they were at a standstill, and T2 decided it would be better to basically reform the studio under a different name than to come to a solution with their employees. I've said my piece. KSP2s goodness seems MUCH less certain. Our fears of T2 based on it's history might come true, we'll see.
  10. You are reframing the problem. T2 had a dev studio for ksp2, T2 held that dev studio by the balls in negotiations, and the dev studio didn't give in to every demand. T2 creates a new dev studio with a new name, with the intent of cannibalizing the old studio into the new one. They aren't getting a better deal, they are being forced to take the deal, or be without a job. Disgusting. This isn't poaching it's corporate domination.
  11. What if that offer is only better because your current job is dissapearing. What if that job is only dissapearing because of the offer. Shady af.
  12. This is sad. KSP2 was the only game I was looking forward to. I had an unusual amount of confidience that it wouldn't be ruined, but if T2 is cannibalizing the dev studio, i'm sure they'll cannibalize the game as well.
  13. You should consider having a way for people to preview the music, or provide a link to your soundcloud. I searched it up myself, and downloaded to preview, but it'll help others decide to download. Also I can report the same error as above. Eve 1 and 2.ogg have an error while unzipping in both windows default unzip, and 7zip. With 7zip it does create the files but they won't open in any audio program. The rest of the files work fine. Impressive work on the soundtrack though. Reminds me of Stellaris.
  14. It's important to me that the game doesn't have any strings. No always-online, no MTX. As far as wishes; full IVA interactivity, and VR support would be amazing. It would be even cooler if we could move around IVA, but it would be amazing even as a cockpit sim.
  15. I can't thank you enough Pizzaoverhead for enabling me to overhaul KSP with music from Cosmos. I used to leave music off before I found this mod.
  16. I think the covered docking port for the new 1.25m pods isn't working properly. I tried docking one with a docking port jr, and couldn't target the docking port for use with Docking Port Alignment Indicator, and when i tried to dock by eye, they wouldn't connect. Luckily I didn't need it for the mission, and could just EVA transfer crew.
  17. I ended up using all my rcs fuel to deorbit, and lost control about 40km up because it was probably too forward heavy without any monoprop. The plane flopped around knocking everyone out but somehow not ripping apart, i tried to fight it but it wanted to fall backwards. Decided not to fight it and gained a bunch of speed around 20km. So I landed it backwards. https://imgur.com/a/n6va7dd What an amazing vehicle.
  18. There are a few mods out there that handle this, but my favourite is CraftHistory. I use it to organize craft into folders, and more importantly autosave the last craft I worked on(without overwriting.)
  19. I was playing on classic stock resources. I also noticed changing templates between classic stock, and CRP(which i have installed) doesn't change what you can reconfigure storage containers as. They stay configurable only to classicstock resources even in CRP mode after restarting the game. My workaround is to use the omnistorage because it lists every resource ever conceived.
  20. I gotta thank you for this mod it's becoming my new favourite. Besides the whole concept being awesome, it's actually very useful for someone like me who doesn't like to build aircraft. I was using a modified stock Spearwings a300 to haul around your also awesome buffalo to do kerbin contracts, and mining for money, but it was very expensive if it crashed, and it isn't very good for landing in rough terrain(which is how I found out it is very expensive to crash. The plane.) I considered powered vtol, but that's beyond my skill. With the airship I can build something that is relatively the same price as a mk3 cargo plane, but can carry way more, drop rovers in any terrain, and function as a mobile base in itself. So thank you Angel-125 for creating this awesome thing. On a side note i was trying to eva kerbals in the cargo bay for a few minutes(the hatches in the floor are great btw) before I figured out I need to use airpark. I felt like an idiot.
  21. I'm confused. I havn't ever seen anything in the 'command' tab except the message that shows in the editor to say I can only use it in flight. Similarly the resource converter tab always reads 'this configuration doesnt have any converters.' I finally started a clean install and new sandbox save with the intention of adding back my mods until i find what conflicts, but still no converters or command. Picture of command and converter tabs of Hacienda. Is there a instruction I missed somewhere? Prerequisite i'm missing? My gamedata folder has WBI, squad, and MM and that's it. I've had fun just mining lodes for money/learning pathfinder, and see so much potential fun in the future, but I need to figure out if this is intended behaviour before i continue my save. Thanks in advance to anyone who might help. Edit: I accidentally left kis/kas in, tried again with just pathfinder and buffalo(another fresh install),still can't figure it out. Here's my output log just incase.
  22. I had this problem with the ISRU UI in the Buffalo mod. I'm not sure which step fixed it because i did all this at once, but I did a clean install of all wildblue mods, replaced kerbalism with USI-LS, and started a new save, and wildblue UIs worked.
  23. Nyancats flew around on it for a few seconds. I just installed crafthistory so i assumed it was that, but it hasn't happened since, so I don't know what caused it.
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