BaronVonchesto
Members-
Posts
16 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BaronVonchesto
-
Okay for whomever else might be facing this problem, it would seem the newest version of Breaking Ground just HATES windows 7 and refuses to run on it. I dual boot my machine on W7 and W10 and the game runs fine on windows 10. While KSP 1.12 is unstable on windows 7 even without breaking ground, the game is perfectly stable on windows 10... go figure I guess a lot has changed since 1.09 or so.
-
Thanks for the reply. I did try checking the logs but since Im using the portable version, there are no logs in the %appdata/locallow folder. The latest crash log I have is from April of last year. Also seeing that I just downloded KSP again yesterday I guess its 1.11.2. Perhaps I'll try again with the installer instead. but as I said, the game (unmodded) launches just fine until Breaking Ground is installed, then after it was installed it crashes at launch. So the problem is definitely due to Breaking Ground Also for what its worth I checked the KSP.log file inthe main game folder and found a bunch of lines like this: Found 0 types [LOG 15:20:30.294] Expansion serenity detected in path D:\Kerbal Space Program\GameData\SquadExpansion\Serenity [LOG 15:20:30.301] GetTypesOfModulesImplementingInterface2: Found 69 types with IPartModuleAdjuster interface in 1 assemblies. [LOG 15:20:30.309] GetSubclassesOfParentClass: Found 0 types with ModuleActiveRadiator parent in 1 assemblies. [LOG 15:20:30.316] GetSubclassesOfParentClass: Found 0 types with ModuleAlternator parent in 1 assemblies.
-
Hi all, Im playing on Windows 7. To start off with I want to say that I was using KSP 1.9.x with breaking ground, making history and a bunch of mods all installed via CKAN. I hadnt played KSP in a while and tried to launch it up but would get stuck at loading - (loading Expansion Assets Breaking Ground) Thought maybe something updated without me knowing so I decided to do a fresh install. Copied out my saves and CKAN folder, then deleted the entire KSP folder and redownloaded a fresh KSP 1.11.1 portable from the site. Unzipped and it runs fine. but after installing breaking ground (and without Making History or any mods), I can't open the game. It gets stuck a while at load with the loading expansion assets, then eventually gets to Done Loading Assets and then crashes 2 second later. This is without any mods mind you.
-
This is a very good example. Another way to think about it would be to look at a See-Saw. The position of the Centre of Mass determines the fulcrum (pivot) point of the see-saw. The closer the pivot point is at one end, the easier it is to move the see-saw frm the other end.
-
Yea I know the SAS part is by design. Im saying its bad design because it increases tedium and makes thing less fun. Ive been playing KSP since 2012 so I can put up with it though i dont quite enjoy it, but a newbie may very well get put off due to the way it is now. If you want to be realistic about it you shouldnt be starting out with manned flight and gyroscopy is one of the earliest things developed in controlled rocketry so the order is totally off. But at the end of the day it just makes things unnecessarily hard and tedious - - - Updated - - - Well since its very early in the career mode TWR is pretty high (especially when using probes not MK1 pod). Im aware that turning the engines down helps a fair bit with stability, as long as your speed doesnt go up too much its somewhat manageable. Stil cant figure out why theres rotation, especially when using the solid motor. That thing just loves to spin! but really any booster adds rotation to the craft.
-
If responding in kind to people who dismiss others as trolls and merely trumpet "HURR DURR ITS OKEH FOR ME SO U MUST BE RONGG" to a legitimate complaint about the aspect of gameplay is rude so be it. I didnt come asking for help. I was giving feedback about the gameplay, but nonetheless I have responded as expected of a civilised person to the people who are actually offering suggestions and trying to help. - - - Updated - - - Well actually my problem or rather grief (since it *is* possible though painful and tedious in most cases) is with any flight where SAS is not possible (pre-octo probes and flights without pilots).
-
By all means do fail to read my post before replying... I did state that the problem exists even before FAR...
-
Thats besides the point TBH. There are some pretty massive balancing issues that need to be addressed. Both in terms of money spent vs earned as well as placement of parts in the science tree and the contracts you get (Kerbin surveys before you can build planes anyone?)
-
I appreciate the feedback and yes it is pilot inexperience because up to this point I always used SAS as I dont enjoy manual flying (but dont want to cheat by using mechjeb either). That doesnt change the fact that the additional pain is a problem and not something enjoyable. I simply dont like the changes to SAS. FYI a simple pitch to 45 degrees is NOT a gravity turn. A proper one is more intricate than that but its besides the point. Yes im using FAR, but my problems existed even before I installed it. Yes I have fins and i know to keep the Cp aft of Cg and that Cp =/- Centre of Lift. I dont believe I lack control per say though certainly the design of the rocket plays a huge role. For instance even using a simple single stage pencil causes axial rotation (something i cant seem to kill without SAS or a constant correction). Adding boosters makes things worse (especially 2 - with 3 things are much better) My point is that I can get it done (with a LOT of tedious effort) but its simply not fun.
-
Dont care if you think im a troll. Im entitled to share my viewpoint with the devs via the forums. I also dont care for people whose only response is the generic "you must be doing something wrong"
-
Of course there is... science. You have to progress pretty high up in order to unlock those cores. The earliers probe is stayputnik which has no SAS. Nop very light payload. Just a Stayputnik and reaction wheel. Im using tried and tested designs from previous KSP version. Yea for certain designs I certainly have done it, doesnt change the fact that its incredibly tedious and painful. I have to spend ALL my time just keeping the heading 90 till I leave the atmo, then pitch over. Yup Im well aware. I have a low post count but have been playing KSP since 0.1something so its not like im an inexperienced player. This is more a feedback to the devs than a cry for help.
-
mod all probe cfg files to reintroduce SAS because I hate the changes to 0.9
-
So Ive only had KSP 0.9 for a few days now but right away starting a new career game from scratch there are many aspects of this game that make it tedious and not fun to play. Top of my pet peeves are the changes to the SAS system. I want to start off by saying that I absolutely HATE them. I dont know why, but since 0.9 all my rockets seem nearly impossible to fly without SAS and the fact that only OCTO probes and pilots have SAS with no means to externally add it in majes for a very frustrating experience as getting into orbit is so TEDIOUS if not nearly impossible. Regardless of whether I have FAR or not i get craft that rotate or drift shortly after launch, and I have checked and re-checked to ensure proper symmetry and mass distribution etc. Forget about gravity turns. Its hard enough to keep it going straight up (heading of 0) , but pitching the rocket ever so *slightly* causes it to go completely out of control and tumble about all over the place. It is far worse if you try to use 2 boosters (180 degree symmetry). I have had to resort to modding all the probes to re-introduce SAS since this is now the only way to have SAS as the reaction wheels are no longer capable of SAS even if I mod the cfg file. I never enjoyed manual piloting and always depended on SAS for launch, but now it feels pretty much impossible to get anything done without SAS. My second issue is the sheer cost of things vs how little you earn. Starting from scratch feels completely nerfed and it is just so tedious to have to amass massive amounts of credits to unlock the most basic of skills like collecting soil samples. All in all those 2 issues are enough to severely limit my progress and the amount of fun I gain playing KSP. The SAS issue alone is enough for me to want to go back to an older version. All in all I am NOT HAPPY with KSP 0.9
-
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
BaronVonchesto replied to l00's topic in KSP1 Mod Releases
can we have fuel cells as well? and really what is the justification for the laser drills? Drilling into the mun for oxygen?