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Everything posted by Apollo13
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I will opt-out of beta to get official 1.1. Thanks
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Kerbal Space Program update 1.1 “Turbo Charged” is now available!
Apollo13 commented on KasperVld's article in Developer Articles
Ahh... Will do. thanks. gave you a Like/Rep-point as well. -
was pre-release # 1228 released as 1.1? If so, too bad. Landing legs (LT-1, LT-2) continue to explode. I've not had Steam provide me with 1.1 yet.
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Kerbal Space Program update 1.1 “Turbo Charged” is now available!
Apollo13 commented on KasperVld's article in Developer Articles
In version # 1228, exploding landing legs are still very VERY broken. -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Apollo13 replied to WaveFunctionP's topic in KSP1 Mod Releases
STANDS ON SOAPBOX When I see statements similar to the above concerning "cheating" in KSP, I just want to scream. First, Merriam-Webster defines "cheating" as: to take something from (someone) by lying or breaking a rule Please note, in order to cheat, you must take something or take unfair advantage of SOMEONE ELSE. There needs to be another person/player involved. I don't know about you, but I don't compete against another player in KSP. I'm not gaining an advantage so as to achieve a higher score against another player. What I AM DOING is playing a single-player game the way I WANT TO. Heck, some players consider MechJeb as cheating to use it to auto-dock or rendezvous. For me, having rendezvoused a hundred or so times manually, I just finally decided, "let somebody else do the work". Since then, MJ, MJ has rendezvoused for me Am I "cheating"? No. I play the game I the way I want to. And, so should you, without the self-righteous judgement of others. Sidebar: Does this mean I could alter a fuel tank CFG to have 1000000 units of LF/O and weigh nothing? Yep. GETS OFF SOAPBOX As for me, I've never used For Science. I'm all the way through the tech tree (except the 1000-cost nodes) for the umpteenth time. I may use the mod in the future. -
My Pylon explosions happen on Mun and Minmus. never tried the launchpad. I'll try to replicate the problem; been unsuccessful thus far. That said, KSP may have a bigger problem with surfaces. Landing Legs explode. Although supposedly correct in the next version #1228, I'll wait-and-see. Recently, I had a vessel on Mun. Landed fine on LT-1 legs. Switched to another local vessel. In the distance, I heard and saw the first vessel explode. Upon switch to it, there were pieces above the ground, locked in place, i.e., not dropped to the surface. I caught a glimpse of the vessel, legs intact, below the surface; I was able to screen capture that. On other landed vessels, the legs exploded, sending the vessel skyward. Bottom line: this may not be a KAS issue. EDIT: LT-1 Landing struts still explode in # 1228, even when just sitting on the surface undisturbed.
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I use the H-key to attach pylons to the ground. I get the explody fun. Igorz: here's what sal_vager said in response to the bug report on bug tracker: .
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Given your explanation concerning grounded items exploding, I reported this as a bug in the Squad pre-release 1.1 bug tracker: bug # 9241. I copied your explanation there as well. This goes beyond the KAS mod to basic KSP functionality. Hopefully, it will be viewed as such and fixed.
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Your Hyperedit DLL worked perfectly. I was able to orbit a vessel at Kerbin, Mun, Minmus. Thanks. I'll see if I can replicate the situation. I tried one a bit ago and it did not work. Thanks for the suggestion. EDIT: Concerning the electricity issue, ignore that. I just had a brain-fart and didn't read the right number. It works. Sigh... Rather than Hyperedit a vessel to Minmus, I simply hacked my persistent,sfs file to include the parts onboard the craft at the base site. Then used an Engineer to re-create the explosive situation. Unfortunately, it did not explode. I even tried switching vessels and coming back to it to see if I could cause an explosion. Nope. All is fine. I'll post a picture in a bit.
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I really like this mod. Since you work for Squad, please encourage them to make this a stock function.
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Yes. I had one manned vessel (10 electricity) connected to another with a battery (1000 electricity). Instead of showing 1010 electricity in the stock Resources icon in upper right corner, it showed only 10. I'll do more testing. Yes. The same vessel I mentioned above. I attached two concrete pylons to Minmus ground. Attached Winch to each and Ports to the vessel. I then attached the cables from each Winch to the ports. I then quicksaved the game. Upon reloading the quicksave, I waited about five seconds, then...boom. Every time. Both pylons exploded. I don't have that quicksave nor log file. I'll see if I can go back to minmus to replicate this. (Oh, how I wish Hyperedit worked in 1.1 pre-release. Would make it much easier).
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Much to my chagrin, I just learned the true meaning of these two sentences; sh*t explodes!!! Even when you are not touching or manipulating it.
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Igorz, thanks for the quick fix. Now my Kerbals won't starve. I also noted that Electricity does not transfer via a Winch and Port (Plugged-Docked mode). By design? Other resources can transfer via the cable.
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Well...KIS/KAS no longer working for me. I'm using KSP 1.1.1209. I installed Build 3. Now, when I go to the VAB, the command pods no longer have inventory. My active Kerbals in space and elsewhere, who used to have inventories...nada. Especially critical given that I use RoverDude's USILifeSupport, and I have Kerbals who are starving and no longer working (yeah, I'll remove that mod until this issue is resolved). I re-installed Build 2 of KIS and KAS, and I created a new sandbox game with ONLY: Squad, KIS, KAS mods. Nothing else. Same result, no inventory in VAB or for Kerbals. Here's a link to my ksp.log file==> ksp.log I'm not worried. I figure Igorz will grab this problem and run with it. KSP is pre-release after all. We expect crashes, mods not working, hiccups. All part of the process.
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Apollo13 replied to JPLRepo's topic in KSP1 Mod Releases
2). When viewing the vessel, the Kerbals in the vessel are displayed in the lower right corner of the window. These icons show the crew members and tourists. Frozen Kerbals are not shown an icon there. FYI, when the game starts, I get a dialog that says this version is incompatible; says it's compatible with 1.0.5. The DeepFreezeContinued.version file appears correct. -
I noticed in the game
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ugorz: I just noticed (literally 1 minute ago), that KIS has left-click drag-and-drop of items into the inventory. Well done!!! So much easier/intuitive than alt/right-click-drag
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Apollo13 replied to JPLRepo's topic in KSP1 Mod Releases
1) I am unable to freeze tourists. Intentional?? I'd like to do this for long trips to other planets. 2) The frozen kerbal icon is not visible -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Apollo13 replied to JPLRepo's topic in KSP1 Mod Releases
One of my favorite, and necessary mods, for inter-planetary travel. I'm testing your 1.1 dev version now. THANK YOU!! Like/Rep-Point to you as well. Sidebar: I assume ALL pre-release 1.1 mods will crash. Even had a couple CTDs already with other mods. LOL!!! -
[1.8.x] Contracts Window + [v9.4] [11/1/2019]
Apollo13 replied to DMagic's topic in KSP1 Mod Releases
Hi DMagic, I hope this mod is on your radar to update for pre-release 1.1. One of my favorite, most used mods. Not pushing, though. -
Really? You're new to the forum and your first post is to complain about extraneous parts in a mod. We users are happy this mod was updated so quickly, given that KSP 1.1 is a pre-release. Your username is ijustwanttoleavefeedback. If all you're going to do is complain,...then don't.