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Posts posted by panarchist
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On 5/25/2024 at 3:10 AM, ElonsMusk said:
I think you also have to be landed for Ctrl K menu to be operable. It's been a while.
Nope - it works while in flight. I don't recommend using it that way, however - when clicking buttons that refocus on certain KK objects, the work area can re-center on the active craft. When flying at 300m/s in an aircraft at 7800m altitude, that can cause some... interesting results. This happened to me last week when I decided to build a ranch for Jeb at the spot just before my plane ran out of fuel so I had somewhere to land and refuel next time.
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On 5/19/2024 at 4:31 AM, SierraLaythe said:
I am having an issue with KK in version 1.12.3. After i make a launchsite on Laythe, then when i close the game and boot it up again, everything is normal up to the part when the main menu is supposed to load. Instead of loading in, the game freezes and does not load at all. Does anyone else have this issue or is it just me?
Make sure you don't have "Focus Last Launch Site" enabled in the KK settings.
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54 minutes ago, Spike88 said:
So by piecing together other modded wheel from coldwaraerospace(which it looks like the author of that mod used these wheels to make his), and parts from similar sized stock wheels, I believe I got these to work. I did just edit the original wheels instead of faffing around with a MM patch. Not sure what the license says when it comes to sharing the final result.
It says don't charge for it, share-alike, and attribution: https://creativecommons.org/licenses/by-nc-sa/4.0/ (on the first page of this forum thread)
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On 5/16/2024 at 6:55 AM, RunaDacino said:
Hello!
I'm using this mod with OPT spaceplane. Originally, the monitors worked. I landed the plane, recovered it with KCT and tried to use them and they do nothing. The RPM monitors work fine. Oddly, the cockpit has both MAS and RPM monitors present - the flight nav side has RPM, the pilots have MAS (which I wish was the other way around! RPM has Nav Utils Continued for landing aid, while the MAS ones are super stripped down).
Is there any configuration or modification I can do? It's the OPT J QS02 B cockpit. Either to force RPM for pilot MFDs (and make the navigator MFDs use MAS, rather than a hard switch), or fix the displays not working, or port the nav utils to MAS.
Try removing GameData/MOARdV/Patches/JsiToMasUpgrade.cfg - save it somewhere outside KSP in case you need it again. Basically the old CRTs have to have the JSI props, and the JsiToMasUpgrade forcibly removes and replaces them with the MAS equivalents. Removing the upgrade file from MAS leaves those JSI items in place, and as long as RPM is also installed, those props should again work as expected.
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On 5/8/2024 at 10:09 PM, Nikodga said:
It doesnt work, i've read in KK post that some issue is making the editor not work in the lastest version of KSP
The editor works fine with the latest version of KK and the latest version of KSP (1.12.5) Make sure you're using version v1.8.6.1 of KK.
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Does CKAN pull from Spacedock? Spacedock's SSL certificate was expired yesterday. It's corrected today, though, so you might try again.
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14 hours ago, Superfluous J said:
It was worth it TO ME when I paid for it though, which was after For Science! came out.
Same here. I have a metric for entertainment that's based on the cost of a movie (a cheap movie) - $5 an hour. I need to be able to get at least $5 an hour worth for my money. I buy a LOT of games, and many are EA, so for me it's important to know if I should be upset that I "wasted my money". I paid $50 for KSP, I've played 13 hours. That's about $4 an hour. So for me, I didn't waste my money. Am I disappointed? Sure, but I'm not really upset.
Is it a bargain? Of course not. I paid $15 for KSP1, and then another $20 for the Steam version, and then paid for both DLCs since I could only get them free on my original copy and I wanted to support Squad. Then I bought it on XBox and also on PS. Altogether I probably spent $100 for all that. I've played KSP for 750 hours on Steam and roughly 3,000 hours total on all platforms / versions. By far I got more for my money on KSP1 than any other game I've ever played. I knew going in that KSP2 was unlikely to hook me as hard - but still, I was expecting things to get a bit further by now than they did. None of this is a surprise to me, though.
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"Kerbal Constructs" is actually Kerbal Konstructs. KK and Kerbinside Remastered aren't actually parts mods, as they add no parts. They do have an impact on system resources, but they're closer to a utility than a parts mod.
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8 minutes ago, Flush Foot said:
I did not see anything in that Bloomberg article that we all had not read / learned on our own... Sure, they've probably stated the "most likely scenario", but there were no new facts / official statements (in the article) that would suggest they 'know more' than us.
That's fair, but Bloomberg didn't characterize it as "most likely", they were more definitive with their language than that. You can make your own decision on how reliable Bloomberg is as a source, but that's not an "assumption" - it's an unproven statement. In any case, it's pretty clear from the information we do have that TTI is either closing the IG office and laying off the employees, or they have ~70 remote employees who live in Seattle who are about to lose their jobs - or some combination of the two. I suspect Bloomberg isn't making things up.
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1 hour ago, MechBFP said:
You are just making an assumption that is IG. We already know there was a separate unannounced product in development but we have zero idea who or how many people were working on it, if it was a separate team, etc.
Also PD supposedly has 5 floors worth of office space at that location. 70 people is not 5 floors worth of office space .
That unannounced project almost definitely would have been cut first over KSP2. So unless you actually know that locations internal structure and headcount, you don’t actually know anything.
It's not an assumption - Bloomberg confirmed it on 5/1, and it's been reported via other news outlets.
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10 hours ago, Westinghouse said:
Yeah, I'm completely with you here. But at the end of the day, they're probably just going through the standard corporate steps for shuttering a division. Radio silence for a while probably, just bland corporate statements.
It's very unlikely we'll hear anything right up until confirmation of shutdown for the project or the selection of a new developer. Certainly TTI isn't going to say anything that isn't 100% definitive, and all the current/prior devs are under NDA and I'm sure want to keep any severance.
I agree that OP's comment about "destroying lives" seems a bit hyperbolic, but it's certainly impactful for the 70 people who are impacted by the closure, and for some I'm sure it's a real hardship. I hope they all bounce back quickly and are able to move on to something else that pays well and is personally rewarding to them.
Regardless of how KSP2 was managed, I really appreciate the effort the team put in, and I wish it had worked out better for them, the studio, and the fans.
@Siska - you don't have to be a bad developer, you just have to have bad luck. Not to mention there are good devs out there who have trouble finding work due to being "too old", having a disability, or "not fitting in to our culture here". I wouldn't say that's the usual case, but it definitely happens, and for people in those shoes, having to find another job is much more disruptive.
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On 3/22/2024 at 8:42 AM, JadeOfMaar said:
All interstellar system mods are compatible with OPM because OPM itself is not interstellar and does not fill a huge area that its SOI can clip those of the stars from the other mods.
However, any interstellar mod which has a "home-switch" or "system replacer" function (whether on by default or you turn it on) is usually incompatible because the point is to replace the stock planets.
Now, seeing as you're new to interplanetary and interstellar I'm going to have to introduce you to a meme I made based on observations of players in the Discord server of an interstellar mod:
I'll second this and add that I have Nova Kiribani and OPM and still haven't made it past Duna.
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On 4/5/2024 at 6:51 AM, AtomicTech said:
It's a joke/nod about panarchist because some of his older mods used the name PSA (Panarchist Space Alliance) in it.
Technically, all my mods have PSA in the name, they just all happen to be old. :-D
On 4/4/2024 at 8:41 AM, bright Universe said:it is a problem.
by the way,what does PSA mean?
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December '68 - when Apollo 8 orbited the moon - the first time mankind made it past LEO and changed SOIs.
On 10/4/2023 at 7:55 AM, Hotel26 said:Honestly you should get extra kudos for predating the Space Age.
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58 minutes ago, Tokamak said:
(side question...how the heck do I actually upload images and logs here, instead of posting elsewhere and linking? I could have sworn there was a way...)
They removed that functionality a year or two back. You have to use an external link like Imgur or Pastebin now.
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On 9/21/2023 at 2:20 PM, Stormwalker said:
EDIT: Found the problem, but haven't figure out how to fix it yet.
Problem is not in fact MKS (or anything by RoverDude) at all, actually. Nor was it a mod I currently have installed. At one point in the past I had the Global Construction mod installed, and apparently when I uninstalled it (using CKAN), some files got left behind, and those are causing this "NEED" in SSPXR-MKS-Extras.cfg to be satisfied as GroundConstruction (from the Global Construction mod) is an alternate to MKS for this requirement ( other things in MKS Extras are not being applied as the "NEED" for MKS for those items is not satisfied).
[LOG 16:30:23.837] Deleting root node in file StationPartsExpansionRedux/Patches/SSPXR-MKS-Extras node: @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[MKS,!Kerbalism]:AFTER[MKS] as it can't satisfy its NEEDS
So, even though I don't have MKS, and don't have Global Construction anymore, it is apparently enough to fool ModuleManager into thinking I *do* have Global Construction.I deleted the files that I found, but apparently that was not enough, and there is some other vestige of GlobalConstruction remaining in my install that I have to track down and remove.
EDIT 2: Reinstalling and uninstalling Global Construction via CKAN fixed it.
Glad you were able to resolve it. Global Construction was once integrated with MKS, and like MKS it uses (or used) MaterialKits, so I'm not surprised that was the issue.
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On 9/17/2023 at 4:59 PM, king of nowhere said:
I find that kerbalism is not compatible with a complex space program. Having a dozen ships around the place, and having to regularly service each one of them, would be too time-consuming. Kerbalism works best with a single mission, or a small number of missions. I had a lot of fun with kerbalism challenges, but it was always one single massive ship and I would always only control that one. what I love of kerbalism is exactly the challenge it gives in adding extra design constraints, at a time when the stock game had become too easy.
What I love about Kerbalism is radiation, and rendering it and the Van Allen belts beautifully in the UI. I have other mods for LS, science, and parts failures, but there isn't anything else out there doing radiation the same way.
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On 9/17/2023 at 12:14 AM, Stormwalker said:
I'm a whole lot confused.
I tried to launch a station with a centrifuge module, and it won't deploy because it says I need something called "Material Kits".
I googled "KSP Material Kits" and found out they come from another mod called MKS.
I don't have MKS. I don't WANT MKS, because it comes with a lot of things in which I have no interest. Your mod doesn't say that it depends on MKS (if it did, I wouldn't have installed it!). Is it supposed to be asking me for stuff from MKS if I don't have MKS? Because if so, I might as well uninstall it.
You have at least one of RoverDude's mods installed, which means you have MKS, or at least part of it. If you look in the configuration options for your save game, you should see a checkbox for MKS somewhere in there that you can uncheck - or uninstall RoverDude's mod. Alternatively, you can go into GameData/StationPartsExpansionRedux/Patches and delete the "SSPXR-MKS-Extras.cfg" file.
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On 8/15/2023 at 6:30 PM, cxg2827 said:
The Lindor V mission was the finale to completing my JNSQ career save. Huygen is probably the prettiest moon to visit, though was on the same challenge level as Eve.
A big thanks to the mod team for making this planet pack.
Gorgeous ship, great video! Also, a real nail-biter at the end.
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On 8/20/2023 at 11:26 PM, Mutantbard64 said:
I have a bug where some parts will make the game crash and close near instantly I dont which parts yet it worked before what do I do?
Try reproducing with only Heisenberg and its dependencies installed (no other mods) so you can determine if it's a mod conflict. If it still happens with no other mods, then there may be an issue. Most likely there's a mod conflict.
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On 8/10/2023 at 3:54 AM, JonnyOThan said:
This is a good suggestion, but you could also just use ckan and have immediate access to all the versions of the mod and not have to worry about renaming or managing any files.
Also a good suggestion, but a lot of people don't use CKAN, and sometimes it's not practical to use CKAN.
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On 7/7/2023 at 11:59 AM, Aperson3546 said:
having either extraplanetary launchpads or kerbal attachment system seems to make no button in the KSC view work such as quit to main menu, enter VAB or fly active vehicle on the launchpad does anyone know why?
It's most likely due to a mod interaction, but not EL or KAS by itself. Best way to figure it out is to remove all of your mods that are not "parts-only", and then add back half the other mods and see if you have the problem - if not, remove that half and add the other half. Keep removing and adding half the set with the problem until you isolate the specific mod. EL does modify the KSC buttons, so it's likely a conflict between EL and another mod that accesses the same functions.
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On 7/6/2023 at 10:03 PM, JadeOfMaar said:
The only likeness to System Heat is that there is or should be a restriction on what radiators should be usable. It's indeed about maintaining a heat loop that doesn't concern ISRU and engines. This is within scope for Kerbalism, I think, but I'd rather that it has compatibility without dependency and without coming close to provoking Kerbalism's incompatibility with mods like MKS.
If you're suggesting that this could be done by wedging those two mods tighter together somehow then you're free to experiment and I'd like to see if and how that works out. But ideally this gameplay loop should start from the ground up and be as simple as USI LS or Snacks. That means more players and the more basic of players are willing to install it.
From a technical perspective, the input and output temperatures are far lower, necessitating a different working fluid. For a life support radiator, you're basically limited to either water or ammonia. Ammonia is more efficient, and to date nearly all LS radiators in the real world use Ammonia. I've been thinking for a while about trying to model this in KSP via System Heat and possibly a modified version of TAC-LS or a custom mod, but I've been either too lazy or too busy to start creating one.
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On 7/8/2023 at 3:10 AM, munix said:
What does that even mean? We know that modding is not officially supported yet, so why would it be documented already?
(emphasis added)
That's exactly the problem. Documentation is a living thing. It's never 100% up to date, and always in flux. It's the nemesis of any organized tech company and the last thing to get attention. And that's a problem - it's always a problem, but more so when it doesn't start or isn't disseminated early on, because the more documentable content that gets added without documentation, the less likely it is to ever be documented.
In today's game modding climate, as soon as you have an accessible API, there should be documentation for it to support the modders. (and internal devs) Modding is expected nowadays, and it increases game sales and gives the game longevity and additional sales long past the point at which sales would normally stop. The earlier support exists, the larger and more robust the community for that game. It's a win-all-around situation.



Shadowzone's findings on KSP2 history
in KSP2 Discussion
Posted
You don't have to know anything about the specific product to make those decisions if you know the industry really well or know people really well. Successful companies do this all the time, because the people there doing the hiring either know software development, project management, and/or people management really well - they have mastered one or more of those three disciplines and that gives them the ability to hire the right people. The key to a successful business isn't knowing everything - it's knowing how to find, acquire and hire other people who, combined, do know everything. (or at least enough to succeed)
The problem with TTI/PD/IG and KSP2 is they didn't hire the right people to make the project a success. Also that they didn't change out those people when things weren't working far enough in advance to put the project back on track. (or didn't identify the problem early enough to be able to)