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Everything posted by Kaa253
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Before this change I had one mod (Better Part Manager) which would not load with SpaceWarp. Better Part Manager updated and required SpaceWarp 4.0. So fair enough, obviously I am prepared to do continuous mod upgrades. SpaceWarp version 4.0 is only provided by the so called "BepInEx version". Now Better Part Manager works and all the other mods are not loading. Fine, I have rolled back to SpaceWarp 3.2 and no BPM mod for now. Please, mods install for KSP1 was so easy, put it in the GameData folder and that's it. I know there is a need for a mod loader and I think/hope there is one coming from the KSP2 devs. Frankly, ckan was completely pointless, but acceptably well implemented. Don't make KSP2 into a Minecraft Forge/MultMc/GDLauncher/Orespawn mess! This has to be easy and common across the whole modders community.
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There are several threads on this. @whatsEJstandfor identified that there appears to be a rotating kerbanaut roster.
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Fixes / Workarounds: There is a workaround for this bug. Split the decoupler staging and the engine firing staging into two seperat staging events. For the example of the Kerbal K2 rocket, reorganise as shown in the image below.
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KSP Version: 0.1.0.0.20892 Operating System: Windoze 10 because FPS in Linux is currently too poor on my potato CPU, GPU, RAM: i7-2600K, GTX 1650, 16Gb DDR3 Description of the bug: Placing any OX-4L solar panel on any payload inside a fairing causes the drag reduction effect of the fairing to disappear. Expected Behavior: OX-4L part should not add to craft drag when inside a fairing, nor should it remove all drag mitigating effects a fairing is having on all the other parts inside the fairing. Observed Behaviour: When an OX-4L is placed on a payload inside a fairing the Total Drag (as shown on the F12 AeroGUI) changes to the same value as if the fairing were already jetisoned. Steps to Replicate: Build a simple probe with a poor aerodynamic profile. My probe was 1xOKTO, 1xPB-X150, 1xST-Micro-4 truss and I put 5 small SP-S06 structural panels on the front of the probe oriented flat side on to the direction of flight. Launch this (on a BACC Thumper with fins for example) with no fairing and at 5 km altitude record the Total Drag value from the F12 GUI dialog. My result, Total Drag = 198.8 kN Now cover over the same probe with a fairing AE-FF125 "Cockleshell" and reduce the amount of argon in the payload to bring the mass down by the an amount equal to the fairing mass. Launch again same thumper and at 5 km observe the Total Drag. My result, Total Drag = 24.5 kN Now finally add a OX-4L solar panel inside the fairing attached to the truss and launch again. My result, Total Drag = 255.1 kN Optional exercise 1: Launch again with OX-4L but pre-jettison fairing in VAB. My result, Total Drag = 237.7 kN Optional exercise 2: Launch again replacing OX-4L with solar panel OX-4W and closed fairing. My result, Total Drag = 26.0 kN (i.e. no problem) Fixes / Workarounds: Don't use the OX-4L until the bug is fixed, instead use only OX-4W solar panels. A list of ALL mods: It doesn't matter as I have replicated without mods but I do normally use Space-Warp, Maneuver Node Controller, Sticky Orbit Markers and Micro Engineer, also "JOINT_RIGIDITY": 1500000.0, in PhysicsSettings.json Other Notes / Screenshots / Log Files: None this time
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I have been testing fairings. Fairings usually do make a significant reduction in drag. They are not just cosmetic, as I have seen stated in many places in the forums. However, I have found at least one part that seems to negate the effect of having fairings completely. Do you have any OX-4L solar panels on your rover? What happens if you replace those with OX-4W? My tests indicate that the presence of just one OX-4L will have an effect equal to the fairings have already been jetisoned.
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I had 2 kerbals on EVA together on Duna and one of them had his jetpack stop working in the middle of the EVA. Step to reproduce, absolutely no idea sorry. I will report if it happens again.
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Confirmed. My SSTO works fine until I add a cargobay and then it can't even reach the upper atmosphere.
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Lots of stuff is really well done but I have to say that the sound is just absolutely wonderful.
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The two things that bother me the most: Not being able to skip orbits to find an encounter with another body on an orbit ahead of the orbit you are currently on. You can't even drag the maneuver node around the orbit and past your vessel like winding forwards a clock. As soon as your node passes your vessel you are back onto making a node in the same current orbit. This is unbelievably limiting and makes finding the most fuel efficient hohmann transfer impossible. After the burn is complete when you return to map view you find the map display is now showing the trajectory you will be on if you execute the same burn again! Am I doing something wrong? No one else mentions this, really am I doing something wrong? Why do I want to see my trajectory that I will be on if I execute the burn with double the delta V? In KSP1 as the burn executed the current trajectory advanced until at the end of the burn it came to rest at the predicted trajectory line. In KSP2 I see the predicted trajectory advance forwards to the place I will be if I for some reason I chose to start the same burn all over again. What is this? Oh wait, everybody is indeed mentioning this. What I see is because I switch out of map view, perform my burn and then come back again to the map view after the burn to see/ask how did the navigating go? If you stay in map view for the whole burn you see the old KSP1 behaviour to the end of the burn. But goodness gracious, who wants to watch the map during a burn? I want to see rockets firing, it's a rocket game after all. I want to see kerbals panicking! I don't want to watch the map for the whole duration of a burn. Talk about boring. KSP2 is (going to be) awesome I am recommending it to everyone, just squash these really silly big bugs ASAP. Put in the working KSP1 code and then later on you can come back to tinker with cool progressive updates from there.
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Please move this post to Bug reports
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As the title says. Kerbals can't leave the command seat and they can't go on EVA from the seat. Attempts at EVA say "EVA is disabled due to an obstacle."
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KSP 2 and Proton
Kaa253 replied to Geonovast's topic in KSP2 Technical Support (PC, unmodded installs)
Super Potato Ubuntu 22.04 i7-2600K 16 Gb DDR3 GTX1650 (so below minimum game spec) Proton experimental The game runs but only at 2 fps on the launchpad with the Stock Kerbal K-1 and all graphics settings on low. Dual boot to Windows 10 on the same PC, same conditions and I am getting 12-15 fps so barely playable on this hardware anyway. I am encouraged by the fact that it already runs (even though unplayable) under Linux at all -
SimpleConstruction! (SCON) Stock rocket building
Kaa253 replied to zer0Kerbal's topic in KSP1 Mod Releases
I don't think it was smelting metal with the ISRUs. I think ISRU.cfg needs to be HAS[#ConverterName[Mono*]] like this... @PART[*ISRU*,Smelter*]:NEEDS[LaunchPad,SimpleConstruction]:FOR[SimpleConstruction] { +MODULE[ModuleResourceConverter]:HAS[#ConverterName[Mono*]] { @ConverterName = Metal It probably worked okay only if Karbonite is installed. Sorry, I don't really know how to do the GitHub pull request thingy. -
SimpleConstruction! (SCON) Stock rocket building
Kaa253 replied to zer0Kerbal's topic in KSP1 Mod Releases
I just installed this mod for the first time into an already in progress game. I did find one problem (which is very fair, its clearly labeled as pre-release) in that on attempting to load my saved game it reported that ships would be lost on account of missing parts. The parts concerned were the ore tanks. In Tanks.cfg I think maybe this code here is renaming the parts. Does it need to? The cloning of these tanks for Metal and RocketParts does need new names but is this necessary for the vanilla ore tank? @PART[SmallTank,LargeTank,RadialOreTank]:NEEDS[SimpleConstruction]:FOR[SimpleConstruction] { @name ^= :$:-ore: @title ^= :$: (Ore): } Anyway, I have B9PartSwitch so I just removed the Tanks.cfg as I don't need really this cloning to happen at all. I don't seem to have the microstrutpad part, should I have that? I would like to have the survey stakes i.e. Not So SimpleConstruction but is this possible without KIS? After stock EVA construction I have gone away from using KIS. Edit: It looks like the survey stakes have been adapted to work without KIS already in EL. Copied them across and going to give them a try. -
totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Kaa253 replied to Nertea's topic in KSP1 Mod Releases
I hacked together a rough and ready USI-LS agropnonics patch for the PAS-G 'G4RD3N' cupola, the SDV-4 'Demeter' module and the SDV-G2 'Villa' dome. I expect others can do better but here it is to use, share and improve however you like. -
That's very interesting but I don't know enough to learn from it. I am currently using which has "pink" ringed planets but does not include RSSVE. I noticed the following in my Player.log. It is either OpenGL does not support a shader or else my graphics card is too outdated.
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Just adding that I see this Linux (possibly OpenGL related) bug too. RSS for Saturn and also the ringed planets in GU all have the same pink rings as reported by @leopardenthusiast seen in OPM. KSP versions 1.10.1 & 1.11.
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It doesn't seeem to fix anything for me. Downloaded Coatl Master and Linux version KSP 1.10.1.2939
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This mod is awesome! I was playing an RP-1 career but I just got too fed up with the extremely high level of the realism simulation. Engines that needed ullaging, constantly finding out that I was carrying the wrong fuel for the RCS thrusters, insufficient avionics, running out of electrical power, really slow science gathering and radiation always killing my crew. A lot of my favourite mods and parts are also not compatible with RP-1 and I was missing them a whole lot. Don't get me wrong, RP-1 is a masterpiece but the emphasis on realism just sucked all the enjoyment out of casual KSP play for me. The trouble was that upon returning to the default scale, the Kerbin system has just run out of challenge. Smurff is letting me do career in the Real Solar System (RSS) with the challenge that the real sized system represents and as a bonus all my favourite mods are working close to perfectly. I have installed the full Near Future collection, Cryo Engines, Community Tech Tree, Kerbal Construction Time and the Squad expansions. I found an old (last update 2016) Historical Progression contract pack which still seems to work mostly okay in KSP 1.10.1 and it fits in with my Smurff career really well. Thanks so much for making Smurff !!!
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It would be good to know how did you fix it? The only fix I have found is to stick with STOL designs.
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My rule for my own career play through is to look at the orbits. distances and relative locations of the planets but never zoom in until I have actually gone there. Zooming in on the map is spoilers! So I don't at present have much information on what's really waiting out there as I have only visited Moho -> Duna. That said, so far, brilliant planet pack, thanks a bunch.
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Blocker features in KSP2 -- what would stop you from playing it?
Kaa253 replied to a topic in Prelaunch KSP2 Discussion
Like many others... if it is not native for Linux then I won't have much interest in it. I should also emphasize that Linux support is far far more important to me than any form of multiplayer ever will be. -
I feel exactly the same. JNSQ is providing me with great new interest in the game. The thing that I found doing a career game with Making History, a life support mod and CTT was that getting enough science to reach first kerbaled Mun landings in Apollo style was impractical. Too many 3.75 or even larger late career parts are needed to lift a CSM & LM set up to Mun orbit in one launch. I wound up doing a Munar orbit rendezvous kerbaled Mun program based on 3 launches for the initial mission and then 2 launches each thereafter. First (a) a reusable MOL-like Mun orbit "Gateway" station and then (b) LMs and (c) CSMs using Titan IIIC class "kerbal-rated" launchers. It looks like I will need to unlock almost all the tech tree before the first kerbal gets to walk on Duna . Thanks for the great mod.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Kaa253 replied to RoverDude's topic in KSP1 Mod Releases
Oh. My misunderstanding. That's great