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Superfluous J

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Everything posted by Superfluous J

  1. Yes I would love the inner truss system under fairings that KSP1 had. I used that a LOT sending one launcher with multiple small vessels.
  2. Very nice. Now if only the tracking station would leave Kerbin on the right side as I time warped
  3. I don't think anybody would dislike at least seeing that. I've never seen a description that sounds fun, though. I don't want to fly sounding rockets before I can do this for "real". I don't want to have to look up engine stats on a wiki because I didn't "test" them enough. I don't want to not be able to use in-game tools to transfer to Jool because I didn't take the temperature on the night side of Laythe yet. I need concrete, descriptive examples of "reasonably related to real science and advances gameplay in a meaningful way" that are actually FUN before I can get behind this. Seeing as people have been clamoring for it since Science mode came out in KSP1, I expect what you want and what I want are never going to match. This is pretty much me. I want to build and fly rockets, and I want the game to give me reasons to do so. That's how games that I enjoy work. Factorio gives me tons of things to do and a handwavey reason to do them. Boom. 4000 hours on Steam. Mass Effect gives me guns and things to shoot them at. Bam, over a dozen playthroughs of the first game, half a dozen of the second, and well we don't discuss the third but I did play it through twice. Both of those games have "science" where you "research" or "find" stuff and it makes things go better for you. Yay numbers go up and I'm happy. The last thing I want to do in a game is run a mini-game experiment that I know the outcome of just so the game knows I know the outcome of it. I don't know of these people so *shrug*.
  4. I can't add any more reactions today. So this is my ...however, it's still not outputting. Here's the new log when I added the ; to the end. It's a bit shorter than it was: namespace KPatcher; public class patch_Mun_000_Mine_0 : PatchModule<CelestialBodyComponent,CelestialBodyProperties> { private Logger logger = new Logger("Konfig Patch", "0.0.1"); static void Main() { } public override void Patch(ref CelestialBodyComponent Module, ref CelestialBodyProperties Data, string partName,PartData partData, PartCore Target){ logger.Log(JsonConvert.SerializeObject(Data)); } } [Debug] [12/26/2023 22:17:50] [Konfig] [0.0.1] logger.Log(JsonConvert.SerializeObject(Data)); [Debug] [12/26/2023 22:17:50] [Konfig] [0.0.1] [Target(Mun)] [Module(CelestialBodyComponent)] [Data(CelestialBodyProperties)] logger.Log(JsonConvert.SerializeObject(Data)); [Info] [12/26/2023 22:17:50] [Konfig] [0.0.1] Found patch file D:\SteamLibrary\steamapps\common\Kerbal Space Program 2\BepInEx\plugins\000_Mine\munlog.konfig [Info] [12/26/2023 22:17:50] [Konfig] [0.0.1] Searching D:\SteamLibrary\steamapps\common\Kerbal Space Program 2\BepInEx\plugins\000_Mine [Info] [12/26/2023 22:17:50] [Konfig] [0.0.1] Getting patches [Error] [12/26/2023 22:17:50] [Konfig] [0.0.1] The invoked member is not supported in a dynamic module. mscorlib System.Collections.ListDictionaryInternal -2146233067 at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <eef08f56e2e042f1b3027eca477293d9>:0 at Konfig.KonfigMod.GetConfigs () [0x0003a] in <4218657a54774aa7ae43857ea3ac1656>:0 System.String get_Location() [Debug] [12/26/2023 22:17:53] [Konfig] [0.0.1] MainMenu
  5. Which is not helped by the fact that the report window fills with 0-point reports that you can't delete. Unless you spend the EC to transmit the half you can transmit, then you can delete them. As one of those people, I wholeheartedly disagree I liked that too. it wasn't just clicking buttons.Granted, the current science is just clicking a button, but at least you only have to do it once.
  6. Oh also. Why can't I double click... ANYTHING and have it open? But workspaces in particular.
  7. Yup. ANY number is possible, from 10k m/s to .0000134234m/s
  8. It would be infinitely more useful if the name was "Check your staging"
  9. The only time this happened to me, I *THINK* the problem was the fairing base was clipping into the decoupler I had immediately over it. Starting the fairing straight out with no vertical component allowed me to make the fairing.
  10. Fantastic mod. A must-install for me for any maneuver node beyond transferring to Mun. I would like to request the addition of the ability to type in an exact value for the date/time of the node. This would make it much easier to use AlexMoon's Transfer Planner (which seems to still work in KSP2 because the systems are the same) to place a node in the far future. Ideally, I'd like to be able to copy a string like "Year 1, day 236 at 4:19:12" directly from the webpage and paste it into the mod. I also noticed that if you use the keypad to type numbers, the KSP hotkeys for these keys triggers, which causes the game to mute and unmute sound effects and music. I'm not sure if this is something you could fix.
  11. I tried this (exactly as typed) and this is what was logged in log.sl. It seems to be an error. I pasted everything from about where it started loading my konfig file. namespace KPatcher; public class patch_Mun_000_Mine_0 : PatchModule<CelestialBodyComponent,CelestialBodyProperties> { private Logger logger = new Logger("Konfig Patch", "0.0.1"); static void Main() { } public override void Patch(ref CelestialBodyComponent Module, ref CelestialBodyProperties Data, string partName,PartData partData, PartCore Target){ logger.Log(JsonConvert.SerializeObject(Data)) } } [Debug] [12/26/2023 03:17:22] [Konfig] [0.0.1] logger.Log(JsonConvert.SerializeObject(Data)) [Debug] [12/26/2023 03:17:22] [Konfig] [0.0.1] [Target(Mun)] [Module(CelestialBodyComponent)] [Data(CelestialBodyProperties)] logger.Log(JsonConvert.SerializeObject(Data)) [Info] [12/26/2023 03:17:22] [Konfig] [0.0.1] Found patch file D:\SteamLibrary\steamapps\common\Kerbal Space Program 2\BepInEx\plugins\000_Mine\munlog.konfig [Info] [12/26/2023 03:17:22] [Konfig] [0.0.1] Searching D:\SteamLibrary\steamapps\common\Kerbal Space Program 2\BepInEx\plugins\000_Mine [Info] [12/26/2023 03:17:22] [Konfig] [0.0.1] Getting patches [Error] [12/26/2023 03:17:22] [Konfig] [0.0.1] The invoked member is not supported in a dynamic module. mscorlib System.Collections.ListDictionaryInternal -2146233067 at System.Reflection.Emit.AssemblyBuilder.get_Location () [0x00006] in <eef08f56e2e042f1b3027eca477293d9>:0 at Konfig.KonfigMod.GetConfigs () [0x0003a] in <4218657a54774aa7ae43857ea3ac1656>:0 System.String get_Location() [Info] [12/26/2023 03:17:23] [Konfig] [0.0.1] Initialized [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] 0x00000226104BCF00 System.Collections.ListDictionaryInternal -2147024885 at (wrapper managed-to-native) System.AppDomain.LoadAssemblyRaw(System.AppDomain,byte[],byte[],System.Security.Policy.Evidence,bool) at System.AppDomain.Load (System.Byte[] rawAssembly, System.Byte[] rawSymbolStore, System.Security.Policy.Evidence securityEvidence, System.Boolean refonly) [0x0000e] in <eef08f56e2e042f1b3027eca477293d9>:0 at System.AppDomain.Load (System.Byte[] rawAssembly, System.Byte[] rawSymbolStore, System.Security.Policy.Evidence securityEvidence) [0x00000] in <eef08f56e2e042f1b3027eca477293d9>:0 at (wrapper remoting-invoke-with-check) System.AppDomain.Load(byte[],byte[],System.Security.Policy.Evidence) at System.AppDomain.Load (System.Byte[] rawAssembly) [0x00000] in <eef08f56e2e042f1b3027eca477293d9>:0 at (wrapper remoting-invoke-with-check) System.AppDomain.Load(byte[]) at System.Reflection.Assembly.Load (System.Byte[] rawAssembly) [0x00005] in <eef08f56e2e042f1b3027eca477293d9>:0 at Konfig.KonfigMod.GetConfigs () [0x005c9] in <4218657a54774aa7ae43857ea3ac1656>:0 [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0534: 'patch_Mun_000_Mine_0' does not implement inherited abstract member 'PatchModule<CelestialBodyComponent, CelestialBodyProperties>.Patch(ref CelestialBodyComponent, ref CelestialBodyProperties, string, PartData, PartCore)' [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0246: The type or namespace name 'PartCore' could not be found (are you missing a using directive or an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0246: The type or namespace name 'PartData' could not be found (are you missing a using directive or an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0246: The type or namespace name 'CelestialBodyProperties' could not be found (are you missing a using directive or an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0246: The type or namespace name 'CelestialBodyComponent' could not be found (are you missing a using directive or an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0246: The type or namespace name 'CelestialBodyProperties' could not be found (are you missing a using directive or an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0246: The type or namespace name 'CelestialBodyComponent' could not be found (are you missing a using directive or an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'Sim' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'Sim' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'Sim' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'UI' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'Messages' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'Sim' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'Game' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS0234: The type or namespace name 'Modules' does not exist in the namespace 'KSP' (are you missing an assembly reference?) [Error] [12/26/2023 03:17:23] [Konfig] [0.0.1] CS1002: ; expected [Debug] [12/26/2023 03:17:24] [Konfig] [0.0.1] MainMenu Konfig is installed via CKAN and is version 0.0.4
  12. Wouldn't one be an autosave? Because I certainly can't see two manually saved workspaces with the same name. I think that's it. I checked again after this and couldn't find any examples of it. I often go through and clean up workspaces I don't intend to ever use anymore. And from what I recall, when I had 2 that looked to be the same name they were unfinished versions of the final workspace.
  13. You explained it to me once, and I still don't know how it works. My favorite is when I save 2 workspaces with the same name, each with a ship of the same name, and I somehow get 2 entries in the "load a workspace" screen.
  14. It is good for that, but it's not very efficient. That said, in KSP if the most inefficient thing is your Mun transfer you're doing pretty good so no big deal. But I kinda like being efficient
  15. I've never seen a real life rocket that looked like this.
  16. Good. Tin can lander should need extraordinary shielding to re-enter from Mun. Or LKO. It's a TIN CAN. There's a reason the Lunar Module was left at the Moon. Because KSP1 was more forgiving. And I thought it was wrong back then. From the IG team themselves:
  17. Dunno. I went by the release notes as I can't remember.
  18. Not at all. Without a moon, there's no transfers. That's a fundamental gameplay aspect that having only one planet would lose. Without Minmus, you'd never need to leave the ecliptic plane (or know about it). Sure, it's a minor point but Mun and Minmus are the training wheels they can't be super different. Also without Minmus, you'd never have to worry about another world (Mun) getting in your way on the way somewhere. Duna is fundamentally different from the other planets in that it has a thin atmosphere. You can't just propulsively land on it but you can't just use parachutes. This gives fundamentally different gameplay that you would not get if the only planet was Kerbin. Ike presents a unique problem for players who have never encountered it. Pros can avoid Ike (Or use it) with little issue, but that first time you encountered Ike was like "Well NOW what do I do?" Likewise Moho, Eve, Gilly, Duna, Jool, Tylo, and Laythe all have unique challenges that you must work your way through playing the game. Vall is too much like both Mun and Tylo (and Ike) to really count. One of Pol and Bop adds uniqueness but the other really doesn't. And Dres and Eeloo are really just easier Mohos. Regarding engines, again no but I've babbled enough. Regarding Science, though, I do agree that it's not THAT paper-thin. It's more construction-paper thin, because each science tool can get points from different restricted areas. But again they're all the same points and the interaction by the player both boring AND cumbersome (which is in itself a feat), unlike a steel-grip entry into Laythe's atmosphere from interplanetary.
  19. It is, but KSP1 didn't have one until version 1.17, in 2019. Most of us used Precise Node so it FEELS like it's had it all along.
  20. You "kind of" can, if you set them on the wavy-line orbit in the main body's SOI. yes it's a pain but you *can* do it. Not the best answer, but there's a mod for that. This is my biggest gripe. Agreed 100% that maneuver nodes need to be easier to tweak exactly. I expect there will be a mod for THAT soon as well. There is! You can right click on the SOI change icons and warp to there. I miss "F" as well but "T-T" works. Agreed. KSP1 worked (mostly) flawlessly for this though it did take them several tries. I agree technically with this, but we're comparing an incomplete game with a complete one. You can't say KSP2 is lacking because we're only seeing about 1/5th of KSP2. Of COURSE it's lacking.
  21. Yes. 100% same here. However, I only do it to get the encounter. I fix the encounter periapsis in my mid-course correction. Same. And these ones I make EXACT and I LOVE that in KSP2 I can see the stretch of orbit on which I'll be burning, so I can drag the node to *just* the right place. Well, if you could work for an hour and get enough money to live for a year, then yeah I'd consider that pretty unlimited. In KSP1 money was never an object.
  22. I just made a huge mistake in the game (staged away a probe with 0 fuel in it before transferring fuel to it, with no way to re-connect) so I loaded the last quicksave before that. ...which was during ascent. ...in atmosphere. ...with a throttled-down engine. And it loaded perfectly. There's no mind-blown kemoji so
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