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Everything posted by Apollo13
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1) With the latest update, I can't attach Concrete Blocks to surface with H-key. 2) When attaching a Winch, it defaults to Connector-side attaching point. Pivoting with QEWASD doesn't expose the Connector node. Used R-key to change attachment orientation. 3) Cannot attach Ports to vessel surfaces with H-key. I get message stating that. Or, the Port disappears below the surface with the H-key. IMHO, this update is broken. It introduced a couple unwelcome changes: one being the Concrete Block problem above. Another being the Inventory Mass check. I will revert to previous version.
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Exploding landing legs is a known problem. Squad knows about it and has no clue how to fix it. There are multiple writeups in the BugTracker
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@tillyd Thanks for the response. However, the problem was auto-struts, as Li0n indicated. PF is full compatible with 1.1.1; works like a charm. Also, there are no longer PF bases in the Structural tab; everything is in Aerodynamics, as they should be. You should give PF a try again.
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And the answer is...STRUTS! Yep, I had stock struts and PF auto-struts. Turned off auto-struts and re-added stock struts. perfect lift off. THANK YOU
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Procedural Fairings cause vessel to stick toLaunchpad. Vessel has TWR of 2.33 at launch. I used launchclamps to lift vessel off launchpad. Vessel remained stuck. Removed PF shells in the VAB. Launched perfectly. I'm using KSP 1.1.1. Perhaps PF is incompatible? Though, it was fine with KSP 1.1
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I've seen the problem mentioned by others, but have never experienced myself...until today. The vessel's TWR at launch is 2.33. It launched perfectly the first time. I reverted to adjust (not add) a part and went back to the launchpad. Upon attempting to launch, it would not budge. I closed the game and restarted it. No joy. For those of you who have experienced this, what did you find was the problem and solution? thanks EDIT: Removed Procedural Fairing shell. It launched fine.
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@CobaltWolf, I don't believe that exploding parts dropped/attached to the surface is a SEP problem. We have seen other parts explode as well, even stock parts. Squad made a bad design and implementation decision years ago concerning the surface, and they've been trying to fix it ever since; they have had little to no success. Look at the BugTracker for the pre-release. There are many example of legs simply exploding, even when not the active vessel. Just today, a Kerbal on EVA on the Mun bumped into the leg of the lander. The leg exploded. Bottom line: don't wear yourself out trying to fix this. If you can find a workaround Squad's inability to address the basic problem, then great. That would be appreciated.
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Same problem here. I was looking forward to this mod (I previously used Munar Experiment Package). But, given the explody problems I'm having on Minmus, I'll just put this all away until the team gets it right. And, yes, I am attaching them to the ground via the H-key, not just dropping them. Yes, I have the Dmagic animate plugin as well.
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Apollo13 replied to Nils277's topic in KSP1 Mod Releases
I just learned about this game from KottabosGames YouTube channel. I'll start using it today. In the OP, I noted that you provide templates for your parts. As a modder myself, I always provide a UV map so players can rebrand and retexture my parts. You go above and beyond; you even supply Blender .BLEND models. Kudos to you sir!! And a Like/Rep-Point in the OP. -
[1.12.3] KISS - Kerbal Improved Save System
Apollo13 replied to Aerospike's topic in KSP1 Mod Releases
I really like that one of the save file options is quicksave.sfs. This way I can quickly restore with the F9 function key. Saving to quicksave.sfs take about two seconds and doesn't require that my rover or kerbal stop moving. I can even save when a kerbal is on a ladder (another stock quicksave failing). Suggestion: 1) When player presses F8 key, mod saves game to quicksave.sfs. It does NOT display the mod dialog box. It just saves like F5 2) When player presses ALT-F8 (or CTRL-F8 or SHIFT-F8; choose one), the mod dialog box is displayed. 3) When the mod dialog is displayed, when player double-clicks a file name, the game is saved to that file. This is the behavior you have now. 4) If the player single-clicks a file name in the dialog and presses the Save button, then display the Confirmation dialog.- 78 replies
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@Ezriilic, Just a quick THANK YOU for HyperEdit and updating it for KSP 1.1. It resolved a situation I had today. I have a Mun base, including several buildings and a rover. I had a Kerbal on EVA (standing still) and timewarped to expedite an experiment. Coming out of timewarp, I heard an explosion, and I did a quick check. Found nothing missing. Did a QuickSave (big mistake!!!) I then hit "]" to go to my rover. My now, missing rover. It was the thing that exploded. (Ahh...I love Squad's inability to fix timewarp physics even though they have had years to do so.) Mind you, the rover was not the active vessel when it exploded. No parts of the Mun base, including the Kerbal, were moving at all. HyperEdit to the rescue: As I mentioned, I had quicksaved, so I couldn't go back before the explosion. I thought, "What can HyperEdit do for me, so I don't need to launch and land another rover?" Well, HyperEdit has a button especially devoted to landing rovers wherever you want. A couple HyperEdit clicks and I had another shiny new rover sitting at Mun base. So, THANK YOU. Sidebar: "So that I can try to help you, and/or figure out the problem. But if you'd rather not, that's OK too. " Maybe his vessel design is so super-secret that nobody is allowed to see it. Can't be too careful, you understand. Spies everywhere.
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Squad does a pretty good job supporting mods and modders. Bethesda just released the Creation Tool their developers use so that modders can mod Fallout 4. Awesome! Fallout 4 Creation Tool Companies, such as Squad, Bethesda, and others recognize that keeping their game current keeps it relevant via modding. Relevancy translates to sales and extended game life. An extended game life means the player will most likely buy the next iteration and recommend it to their friends to do so.
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This really needs to be a stock function. Why Squad couldn't do it and a modder can is...well, sad. Glad, though that zentarul did this. This mod is now a MUST HAVE for me. Given that, you must never, NEVER abandon this. LOL I emailed Badie and KasperVid to nominate this for Modding Mondays
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[1.12.3] KISS - Kerbal Improved Save System
Apollo13 replied to Aerospike's topic in KSP1 Mod Releases
Don't plan on little luxuries...like sleeping. LOL- 78 replies
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[1.12.3] KISS - Kerbal Improved Save System
Apollo13 replied to Aerospike's topic in KSP1 Mod Releases
You also cannot QuickSave if your kerbal is moving on the ground. ALT-F9 has never worked for me. I've got 1600 hours in KSP and am a modder myself (I need to update my more popular mods for 1.1). But, ALT-F9...not mine. However, ALT-F5 works like a charmer. Congrats on the the impending fatherhood. Your first?- 78 replies
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Not that I've experienced.
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Thank you folks for all the responses. I feel a lot more confident now. Will upgrade this week. Gave Like/Forum-Rep points t all.
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@Explorerkatt pointed that out earlier. It was not the active vessel.
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[1.12.3] KISS - Kerbal Improved Save System
Apollo13 replied to Aerospike's topic in KSP1 Mod Releases
Love this mod. It came along at just the right time to resolve an issue I'm having on Mun. My favorite feature? Being able to quicksave when I'm in a moving rover. the damned stock Quicksave requires that you be absolutely still. Asinine!! Suggestion: please do NOT require confirmation to overwrite an existing file. In fact, I'd like to see fewer clicks, not more. For instance, if I click on an existing file, then just overwrite it. I don't even want to have to click the Save button. That said, the double-clicking works as well. If you do go forward with a confirmation, let it be configurable in a CFG file, so I can turn it off. Suggestion: Provide a Delete Save game feature Suggestion: Provide a Load Save game feature (so the player does not need to return to the Space Center) Replacing the stock quicksave function with this is a great idea.- 78 replies
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Apollo13 replied to JPLRepo's topic in KSP1 Mod Releases
Thanks for updating. Now, my Kerbals can travel to Duna, Eve, and beyond and not use Supplies (USI Life Support). BTW, the forum thread link in SpaceDock is broken. it points to broken link -
I've been playing KSP on a Win 7 Home Edition System. I play many other games as well, such as Skyrim, some FPSs, some old school (like Silent Hunter 4). I'm about to push that button in the bottom right of my desktop that updates me to Win 10. 1) How has KSP 1.1 (64-bit) run for you in Win 10? Any issues? Problems? 2) Have you seen problems in your other games, including older ones? 3) Any other horrors I should consider or expect? (yeah, that's a really broad question) I have over 80 games in Steam. I'm a SCS senior beta tester for Euro Truck Simulator 2 and American Truck Simulator, so they MUST work (I'm in those forums as well, obviously). I've done a bunch of Googling and found some opinions and facts. Now, I look directly to the KSP community for their collective experience. thanks
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Added CRP, and it works. Thanks. You may wish to add that requirement to your OP, immediately below "Get it at the GitHub Repo! ".
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