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KSP2 Release Notes
Everything posted by Carraux
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Carraux replied to RoverDude's topic in KSP1 Mod Releases
I was able to solve my issues. Now it's running as intended. Thanks!- 1,473 replies
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
Carraux replied to RoverDude's topic in KSP1 Mod Releases
I am unable to get this thing running with the latest KSP version (Win 11, installed via CKAN). I manually added FireSpitter and CommunityCategoryKit but this didn't help. As far as I can see in the log, everything is loading fine, but it won't appear in the game. Any ideas? Mod list: KSP.LOG:- 1,473 replies
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Problably I am dumb and blind, but.. I don't know how long this problem persists, because I seldom fiddle with gimbal but today I noticed that all the engine controls in VAB for gimbal are gone. Trottle Control Remove from Symmetry Fuel Delivery Overlay That's all. No gimbal. Adv. Tweakables are set in the options menu, Tweakable Everything is also installed. Any ideas?
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I think this was sarcasm
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The more one is lacking, the more they are telling us. KSP 2 is dead.
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Reentry Heating Effects with Chris 'Mortoc' Mortonson - KSP 2 Dev Chat
Carraux replied to Nerdy_Mike's topic in Dev Chats
Nice reentry effects. I think we will get these in the next update, but will we get the heating/reentry system too or just the effects? -
KSP 2 is a perfectly playable early access game (v0.1.4)
Carraux replied to Vl3d's topic in KSP2 Discussion
I hear you, but I do not agree with you. And stop blaming the gamers, it's not their fault. -
Besides science: Have they said, how colonies would really work? Or multiplayer? Or resource gathering? Many believe that all these parts are (almost) finished, that only the buggy state of the game prevents the developers from swiftly integrating these modules one by one. I, on the other hand, believe that they haven't even started yet. That's why we don't hear anything about it. We see the current state of development of the game. There is nothing more. That's all.
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Subnautica is a great example of how you can do this: Public bug tracker, public progress tracker, and in the game you simply it F8 for an ingame bug report (automatically makes screenshot, you can add text).
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I second that. Release the modding API please.
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Nate Simpson in May 2022: "We have made the difficult decision to move the release date of KSP 2 [...] We are building a game of tremendous technological complexity, and are taking this additional time to ensure we hit the quality and level of polish it deserves." So my guess is "canceled".
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Core mechanics are missing. I'm not talking about colonization or multiplayer. Core mechanics like thermals for example. And they come with grid fins. Or sun flares.
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For me it is not clear how the rocket orientation inside VAB translates to the launch pad. If I attach two solid boosters left + right and I launch the rocket, the boosters are up + down...
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I have this problem too when decoupler and engine are in the same stage. Try to put them into separate stages. Or decouple manually (right click)
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Ah, I see. Thank you.
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If I split my craft into two or more parts to insert new parts and recombining them afterwards, it messes up staging completely. And moving whole stages in the stage stack has no visual feedback. Wish: A "reset staging" button as in KSP 1.
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Yes, confirmed.
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Decouplers/Separators not separating from activated engines
Carraux replied to Snake2pointoh's topic in v0.1.0
There is a confirmed bug, that when you put decoupler and engine into the same stage, the lower stage won't detach. Put them into seperate stages or decouple manually. And please don't crop your pictures.