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KSP2 Release Notes
Everything posted by EasyAce
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: i5-9600 | GPU: RTX 2070 Super | RAM: 32 In the shadow of Kerbin, there is little light on my craft. The illuminator does not work as it should (another bug) but I also noticed a strange white-ish glow that shouldn't be there, ref uploaded screenshot. Included Attachments: .ipsImage { width: 900px !important; }
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: WIN11 | CPU: i5-9600K 3.70GHZ | GPU: GeForce RTX 2070 SUPER | RAM: 32GB In orbit I noticed my "solar" vessel action button was greyed out even though I've attached the OX-4L. Not sure if I've clicked somehere wrong... Included Attachments: .ipsImage { width: 900px !important; }
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Not sure exatly the same, but I have something similar in v0.2.0 When radialy attach boosters, then try to add the clamp-o-tron, the symmetry has effect on the radial attached boosters, not the ship as a whole. What I expect: If I attach 4 boosters symmetricaly on a root liquid fuel stage, then try to attach the clamp o tron to the booster, I expect one clamp o tron to symetrically be added to the other 3 boosters as well. What I experience: If I attach 4 boosters symmetricaly on a root liquid fuel stage, then try to attach the clamp o tron to the booster, I experience 4 clamp o tron being attached to each booster.
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[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
EasyAce replied to DemonEin's topic in KSP1 Mod Releases
In the description: "-All stock command pods have an advanced interactive IVA" But I do not have this in MK1. Should I not? Edit: I have none of the IVAs actualy. hmm. not working then -
Planetshine works fine for me in 1.12.2. Suggest updating it in CKAN from Max version 1.10.9 to 1.12.2
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[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
EasyAce replied to DMagic's topic in KSP1 Mod Releases
++ No major bugs for me either. Suggest updating this in CKAN from Max version 1.8.8 to 1.12.2 -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
EasyAce replied to Nereid's topic in KSP1 Mod Releases
Suggest updating this in CKAN from max version 1.10.0 to 1.12.2. I haven't seen any major bugs yet. -
[1.12.x] ResearchBodies V1.13.0 (15th May 2022)
EasyAce replied to JPLRepo's topic in KSP1 Mod Releases
Just sharing that this mod seem to work fine with 1.12 for me so far. I have a large modlist, incl GPP... and everything seem to be ok. Still early career though... Just wanted to share since it say "Max version 1.10.9" in CKAN. -
[1.10.1+] Contract Pack: Field Research [v1.2.2] [2020-09-20]
EasyAce replied to nightingale's topic in KSP1 Mod Releases
Just want to share that I am using this mod now, with GPP aswell, in 1.12. Seems to be working fine. Suggest considering updating it in CKAN to reflect this, as it only states to be comp with 1.10.9. Oh, this was posted wrong. Forget it. Wasn't able to delete the post.- 469 replies
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- contract configurator
- contract pack
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(and 1 more)
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Awesome!! Thank you >1000h of fun!
- 321 replies
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- grand discussion thread
- on final approach
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(and 3 more)
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Its out!!! Ref Twitter
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An update: It is 10:10 CST 16:10 UTC 18:10 CEST
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So 2 hours ago, you wrote the quoted text, means that was about 10:00 UTC.... Which means you are speaking about a guesstimate to be 15.30 - 16.30 UTC (Universal) = 17.30 - 18.30 CET (Europe) = 9.30 - 10.30 am CST (US) just to clearify the guestimate on a more global scale
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KSP 1's 10th anniversary is a little over 2 months away...
EasyAce replied to GoldForest's topic in KSP1 Discussion
Not yet... by my knowledge. Any minute maybe? -
So nobody knows the hour of the anniversary, right? Så T-minus... an counting hours is just meh. Or do we know the hour? If so, maybe someone could create a countdown clock or something?
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[1.12.x] Crew R&R - Crew Rest & Rotation
EasyAce replied to linuxgurugamer's topic in KSP1 Mod Releases
Thank you. Please try this: https://drive.google.com/file/d/1ubjUtS_OZyq4O-aSlER68UCTZTK0YDNH/view?usp=sharing -
[1.12.x] Crew R&R - Crew Rest & Rotation
EasyAce replied to linuxgurugamer's topic in KSP1 Mod Releases
I've discovered a bug, where this mod was singled out. Hence I think this is not compatible with KSP 1.11.1.3066 as of this moment. I have "tons of mods" installed. 69 to be exact. With Crew R&&R I had 70, but also an annoying delay when using the right-click menu's on parts within the VAB. Example: Start a new career and pick a MK1, then right click it to get the menu and start clicking the "Lights On" button. My experience is that is does not work. Then when I click it several times in a row it suddenly works every now and them. For me it is more or less random like the game has lots of lag and my clicks performed when a lag is hitting is not catched by the game. I went through my mod list and everything works fine when Crew R&&R is uninstalled. Picture of the menu and where I experience the bug BUT I wanted to check if this is related to only this mod or in relation everything else I have... so I also moved my install to another folder and re-installed KSP 1.11.1.3066 only with the Crew R&&R mod. This also added Clickthrough blocker, Module manager, Toolbar controller and Zero MiniAVC. The experience was that I do NOT experience the same issues with a clean vanilla install and only Crew R&&R and the dependency mods... wierd. @Linuxgurugamer: You asked me to share a logfile. I am sorry to say that I am only familiar with the .txt files created when I experience a ctd. As far as I understand there are no such files created in this case. How do I create/find a file that may pinpoint the technical details for you? -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
EasyAce replied to linuxgurugamer's topic in KSP1 Mod Releases
Seems I succeeded to uncover where the bug is. I removed all mods and started installing them once more in batches. Down the list I singled out Crew R&&R to be the one that creates the challenges I experience. With everything installed I have no issues when not adding Crew R&&R but as soon as it is part of my setup, I experience the delays as previously described. I am not technical enough to single out if it is a bug directly between KSP and the mod Crew R&&R... or if it is Crew R&&R in relation with some other mod. Just as an FYI, this picture show where I experience the bug. I create a career start and go straight into VAB, right click the MK1 to get the menu up and then try to click the "ligths on" button several times in a row. There is a very disturbing delay... or something that forces the button to respond every now and then. I also see some lag related to the Kerbals in the background (the engineers walking around on the ground). I will add this as a post in the Crew R&&R thread as well. -
[1.12.x] Click Through Blocker - NEW DEPENDENCY
EasyAce replied to linuxgurugamer's topic in KSP1 Mod Releases
Yes using CKAN. Actually, the list I shared was from a .txt directly from CKAN. Handy. Took 10sec to create Been around for a while so I have my modlist labeled and ready for each new install. +1 I am one of those guys that has been around forever. Every now and then I return and check out the new updates to the game. Every time I end up "just one more mod" until my game finaly get to overloaded... like kraken events on my Space Station made > 10h effort (which often leads to insta-uninstalling KSP) or a new update comes out making my heavily moded playthrough not working. This time I really saw it possible to avoid some mods. You know, with the new lights and the new engineering mechanics... still I ended up with the "little list above". Lots of QoL mods are still needed... like docking port alignment indicator... then of course I need some IVA stuff so the DPAI gets the real "feel"... which again pushes for ScanSat and the other RasterProp related stuff... And I got to have the clouds. (still don't see why they've never added it vanilla... atmosphere studies of other planets... and the related challenges when it comes to physics/forces is very essential to rocket engineering). Can't go without Chatterer... and the Alarm clock is of course relevant... and of course I need to raise the bar a notch so adding Kerbalism, Research bodies and constructions time........ and there you go.