EmanonP
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Posts posted by EmanonP
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I load a saved ship, and in the VAB it shows all the struts are attached. Go to launch, and struts are gone. Entire rocket is just a wobbly mess. What am I missing?
I mistakenly posted this in tech support earlier...don't think it belongs there...sorry. -
I load a saved ship, and in the VAB it shows all the struts are attached. Go to launch, and struts are gone. Entire rocket is just a wobbly mess. What am I missing?
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None of my orbiting debris will delete. Also, bit clunky having to click delete from the list, and then confirm delete in the center of the screen.
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Running radeon rx6700 xt 12 gb, i9 processor, 32 GB ram. Settings on high, 1920 x 1080 res (highest I can go). Clouds/water etc set to high.
All my views are super low res and awful. Am I missing something? Getting decent FPS (60-90 depending) but the views from orbit, and ascending/ descending are crap.
Visuals of the craft etc. are really good however....
I'm sure there's a thread out there about this, but I couldn't find it in the clamor that KSP2 releasing has started. Sorry in advance. Pic hopefully included....
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On top of that, seems you can't pin your craft altitude and speed in orbit either. You can hover over it, but it won't pin.
Maneuvers are horrible in this build. Can't focus on the target and see the intercept coming into play. Seems it's pure guess work and luck to get a decent intercept.
Hell, even Apollo had better computing abilites.... -
9 hours ago, LameLefty said:
Speaking of maneuver nodes - it's been a couple years since I played KSP1 intensively, so maybe this was a Debug menu option I enabled or something, but how come when I set up an encounter with a moon or planetary body, I don't see the trajectory as it will appear at that body, complete with the expected periapsis? I get these odd little target graphics (which seem to serve no real purpose except for "wow" factor for new players maybe) but I don't see any way to see my planned trajectory around that body.
What he said....and....
7 hours ago, whatsEJstandfor said:If you mean that you're seeing where you're predicted to enter and exit the SOI, but don't see the trajectory within that SOI, my understand (per @ShadowZone's latest video) is that this is one of the priority fixes coming up.
I can only hope so. At this point, unless I'm missing something, you can't tweak your exact orbital path by focusing on the target and tweaking the maneuver node. Used to be able to fine tune it to the point you could enter say a perfect polar orbit and such. As it stands now, you can only grossly guess at how close you will pass.
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Gah. It's early development. Those whining it's not as good as KSP1 that's been around for a decade just need to go away.
It's buggy, it's lacking content, parts, mods, career mode etc.
Go back to KSP 1 if that's what works for you and stop flaming an early release game still under development.
Plays just fine for me. Don't regret the purchase at all. -
32 gigs ddr4
i9 -9900 KF processor
AMD Radeon RX 6700XT 12 GB
Pretty sure I'm good.
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*Sigh* I was hoping they would make the same mistake they did with KSP 1. Early access and ALL future content was free. Thank goodness folks out there kept a record of that "contract". I remember the whole argument when they tried to make us early signers pay for additional content. I was grandfathered in thankfully!
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Here you go. I know if it's broken it's okay to move on, just wondering if it's broken or me. I like these repair contracts as it's good practice for orbit maneuvers, and if they all are broken, that would be dissapointing.
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Have a contract to repair an antenna . My engineer has repair kits and screwdriver, the part is clickable on, but when I hit the "repair part" tab, it says I need to have a repair kit . Which I do.
Bugged? Or am I missing something simple?
Thanks in advance for any help....
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3 hours ago, jimmymcgoochie said:
That's a KIS container. I'm not too sure if/how that works with the stock inventory system, but it's possible that the container doesn't use the stock inventory system so it won't show up in that inventory menu. Try again with a stock cargo container (SEQ-3/9/24 I believe) and see how that goes.
I always get caught by the Mods and the stock stuff. Works like a charm when you use compatible items. Thank you!
2 hours ago, Stamp20 said:KIS and the stock inventory are completely separate. If you want to transfer parts between the inventories, you have to drop them on the ground first. If you want to use KIS containers with stock construction, you can use Kerbal Inventory for All to add slots to modded containers and pods.
Thank you as well. I guess I keep hoping that this last update would have magically managed to merge both mods and stock.
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Okay. I've watched what I can find on you tube
In this, when they click on the construction tab, it not only shows the Kerbals inventory (jetpack and parachute) but also the inventory of the container. From there, it looks like they can just weld
stuff on at will.But when I click on the tab, all it shows is my jetpack and 'chute. The inventory of the container doesn't show up. Also, if I right click on the container and click "inventory" while construction mode is
open, I hear the "door" to the container open, but nothing appears.
I'm probably missing something super easy here, but getting a bit tired of all the "cool" stuff the expansions gave us that aren't all that intuitive to use IMHO.
Thanks in advance... -
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Yes. I have it in the KIS container. I've maneuvered my really oversized "supply" ship to within 3 meters of the satellite. (That took some doing...next time add rcs instead of cutting down on your engine impulse....)
Managed to grab the mite, and it did attach to the satellite (there has GOT to be a better way to move parts around in space!) I got an announcement "we've begun to build in space" milestone, but the contract did not
complete. Tried re orienting the mite on the satellite to no avail. Perhaps bugged? Anyway, one would think that when you "grab" something, you can then move your kerbal around with it in your grasp. Much like you can grab
a meteorite with a claw and reposition it. Again, may be missing something.....
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So lets see. First off, G key to grab. Important . On land, I can manipulate and move the mite a few feet at a time by grabbing and dropping. Thought I had it knocked, then tried it in space.
Only lets you drop it a very short short distance (basically on your head), with no real control. I can grab it, but once grabbed, I can't switch back to EVA pack to move around....getting closer, but
still missing something?
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Okay. Figured out how to put the sc 62 on engineers back. (SC 62 into the IMIC 800, then onto the Engineers back on EVA). Mite rocket still to "big" to fit. Tried moving it on launch pad with 2nd Kerbal, but apparently
I don't know how to use 2 to grab and move it. Ah well, will keep trying. Eventually I might get it, but will most likely not realize how I got there!
Thanks for the info so far. It has been helpful.
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Ahh....so if I'm reading this correctly....I need a storage container that can be detached and moved, that will let the part fit into it? At this point I am using the Imic 800 to carry the Mite rocket. I may be an idiot, but
there is certainly nothing about these missions that is....intuitive? I now have my main rocket within 20 meters of the satellite, but still can't maneuver or attach the rocket. Not sure what I did, but at one point
it said "too heavy to move, bring more Kerbals". So I eva'd the pilot, and nothing. Ugh. Been playing the game for years, but never really messed with the KIS/KAS, and especially not since they added this type of
contract!
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3 hours ago, mikerl said:
It sounds like you are using KIS and have the repair kits in the engineer's KIS inventory. Repair kits will not work from there. They need to be in the kerbal's stock inventory which normally contains the parachute and EVA jetpack which can be removed from the kerbal. It is not possible to switch an item from KIS inventory to stock inventory unless the item is placed down somewhere. If this is in orbit you can put the parachute in the pod the kerbal came up with to make room for the repair kits.
Thank you VERY much. You were spot on, and although I couldn't figure out how to swap the KIS repair kits into stock while "docked" with the satellite, I did return to Kerbin, and refly the mission with the kit in my stock inventory.
Now...would you like to go 2 for 2? I also have a mission to attach a "mite" rocket to a satellite. I have it in the KIS inventory, I can "pull" it out and get the pop up menu of "rotate, attach to node, drop" etc. However, I find no way to move it from my mother ship to the target some 200 meters away. I also can not add it to my stock inventory...too big. Any help would be great. There aren't any tutorials I can find on Youtube, and nothing really fits the bill in the forums.
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I have a contract to repair solar panels. I have repair kits in my engineer's inventory. (Right click on engineer, click on inventory, and I have 2. Also EVA refill and wrench).
I can equip the wrench. I can equip the refill. I click on the repair kits, and they say "no action". I'm right on top of the solar panel. I click on it, and it the "repair" tab pops up. I click on that, and in green at
top of screen it says "EVA repair kit required". I click and drag repair kit, it gives me options to rotate, drop, place on node etc.
What am I missing? Should be a simple fix right?! -
That is the exact info I was looking for. Thank you. Wasn't sure if it was given, or earned. Well, here we go again. 10 years of getting so far and basically starting over again!
Now, if the folks that made the mods I use would get busy updating to 1.12 life would be good! -
Restarting career (hopefully, with this being the last major update, will be the last time I do this). Don't see the fireworks, nor the new transfer planner in the VHB. Are they part of the tech tree
unlocks? Or am I just missing something.
Thanks for any help in advance!
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Yep. Thought about it last night, and realized most of my mods will be broken with the update and would need to be reinstalled when they get updated to 1.12.
Should have thought of that right from the start. Mods deleted, game installs in a snap!
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gtmex, going to guess it's an issue on our end. Been with this game the whole 10 years, and not once has the blame fallen on KSP. I'm working on 6 hours of letting it churn, and I'm okay with that. It will sort itself out, or someone will give us an idea of what we can do.
That said,....nice job over the years KSP! Thanks.
Docking port alignment
in KSP2 Mod Discussions
Posted
Would LOVE to see this mod introduced for KSP2. I happily admit I suck at eyeball docking, and that mod in KSP1 was awesome. (Navyfish I do believe).