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KSP2 Release Notes
Everything posted by Ignath
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Ignath replied to TriggerAu's topic in KSP1 Mod Releases
When you re-install do you just merge folders into themselves or do you REMOVE the entire TWP addon from your GameData/TriggerTech folder and install fresh? If merging, I suggest you remove the entire addon structure from your GameData folder, re-download and re-install. -
Steam Controller Does Not Work
Ignath replied to Beale's topic in KSP1 Technical Support (PC, unmodded installs)
Did you run from the Big Picture mode? Is your controller's profile set up to use the SQUAD default settings? Check the STEAM controller batteries? I'm out of ideas and just spit-balling here now, but I can't answer an issue I can't reproduce and my STEAM controller has been working just peachy for KSP, sorry. Edit: I just realized I'm using STEAM's BETA version as well...are you on the BETA version or not? Perhaps that makes a difference? -
Routine, yes....boring, never! I always get excited when I see that rocket coming back in for a landing.
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And landing SUCCESS!!!!
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That re-entry burn video was pretty cool, excited for some new camera views!
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Also understand that the download was provided as a "Beta" release, intended to help @Proot help sniff out any bugs or issues with it before he fully releases it. Once the compilation is fully released, I am fairly sure @Proot will include the information about the new body in the OP.
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Agree with Thomassino here. I thought originally that it came from OPM as I'm playing with that installed as well, but I bet it does come from KSPRC and is Proot's analog to Halley's comet or 67P/C-G or something similar.
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Is anyone else having issues with Scatterer install? I keep getting this Kraken when trying to update the latest version of scatterer with the selection of Sun Flares: "Too many mods provide Scatterer-sunflare: Scatterer-sunflare 2:v0.0246 * AstronikiSunflareforScatterer 1.1 Anyone seen this before or have any possible solutions?
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CKAN was the origin of this issue at one point. Go back about 2-3 pages and read through until you find @Valerian and I discussing this issue. It turned out that the metadata for CKAN had an error in it and was causing incorrect folder placement on installation or something. I <3 CKAN myself, but it certainly isn't the be-all, end-all solution for mod installation, it has its problems like any other method.
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Steam Controller Does Not Work
Ignath replied to Beale's topic in KSP1 Technical Support (PC, unmodded installs)
I just tested on my system. I'm running Win10 with STEAM and my STEAM controller worked just fine. The modes changed when I went from menu to VAB to flight and all buttons, etc... seemed to function as intended. Have you tried verifying integrity of your game cache via STEAM? Perhaps the steamworks package that runs the controller is corrupted or something on your system? -
Check your folder structure for Planetshine, it should look like this: GameData PlanetShine Config Icons Plugins Config, Icons and Plugins should be inside the PlanetShine folder. At one time there was an issue with the structure where there was another PlanetShine folder inside the PlanetShine folder, which the Icons and Plugins folder were in. Putting Icons and Plugins folder into the top-level PlanetShine folder fixed the issue when I had it.
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Congrats Das on an excellent stream last evening. I was able to catch you from about the time you went live until right after the guys (or perhaps I should say people, there was a woman present) from Bigelow had to take off. All the people from Bigelow seemed to have a great time on stream last night, they sounded like they were enjoying themselves and loved what you did with the KERB! p.s. Expandable sir, not Inflatable!
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None of this pack have been updated for 1.1.2. You can try to install them all with the most recent version of the required mods (some have tried and made it mostly work) but there are files that WILL NOT work at all (like the .assets files) and including them in your install will break some stock functionality / textures or images (mostly due to SQUAD moving around required files between these .assets). Also, @Proot has been working on the update for 1.1+ and, last I knew, was "close" to being finished with it. Patience is a virtue and I'd suggest finding it in yourself to be patient until he has had a chance to pull everything together. It will look far better once the pack is complete than it will trying to piecemeal together the .90 or 1.0 (whichever version it was Proot released his most recent version in) version into the 1.1.2 version of KSP. Installation will also likely be simpler at that time, as you won't have to upgrade any mods to most recent, Proot usually packages them in his downloads IIRC.
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1.1 is seriously bugged, but comes it as a surprise...
Ignath replied to Temeter's topic in KSP1 Discussion
Assumedly the founders of SQUAD: Adrian Goya & Ezequiel Ayarza -
For those who missed it: Landing starts around 38:00 in the vid.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Ignath replied to TriggerAu's topic in KSP1 Mod Releases
@MOARdV posted this last Thursday regarding transfer window calculations but I'm unsure if @TriggerAu saw it, I don't see any response at all. -
I believe this has been reported to @nightingale many times and it's a stock-related (or perhaps stock-limited) bug. I don't believe there is anything that can be done about it at the moment. Here is Nightingales response the last time this issue was posted (page 13):
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Ghosting displays the nodes that are "behind" the navball. They appear on the navball but are "ghosted" (more faded than the nodes that are not "behind" the navball) out. It makes things much easier to see exactly where your nodes are and where they are moving while you burn. It may make it easier for you to follow a 45 degree burn between pro and normal, as it makes it easier to see where nodes are if they're not on the visible face of the navball.
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1.1.1 is now available! Hope that helps out with your shader issues @Proot.
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It does make sense when you consider entertainment value as a formula of cost / hour enjoyed. You can't look at something you are doing on your "free" time (in other words, NOT WORK, so no intention of earning money) and compare that to time you spend earning money/working. Entertainment is different than work. Taking my "formula" into account, KSP is far more value to cost than something like a movie. For example, my STEAM playtime is currently around 770 hours. I bought KSP for 20 bucks when it came to STEAM. Therefore, 20/770 = $0.026 / hour or ~3 cents US per hour. Now, lets take a movie in the US...A typical movie lasts around 2 hours and in the US costs around 14 bucks for admission. Therefore, 14/2 = $7.00 / hour. KSP is WAY more value when looking at cost vs hours enjoyed than a movie. If you do the math, it's likely more value than almost any leisure activity that you can pick that isn't free.
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That works using STEAM launch options.
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Sorry to hear that @Proot. Thanks for all your hard work, I'm sure we'll all still love the release for 1.1 even though SQUAD screwed up the method you were using for creating detailed surfaces, etc... Perhaps a bug report/feature request on the bug tracker or feature request forum could help get SQUAD to come up with some new "optimizations" for PQS that will allow you to continue in the method you were. Either way, I'm still excited for this...the game feels not quite right without it. Finally, get some rest from it, put it down if it's getting stressful! Last thing any of us want is for you to burn out and become tired of KSP/KSPRC.
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