mindstalker
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Posts posted by mindstalker
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Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes
OS: Windows 11 | CPU: Intel Core i7-12700H | GPU: Nvidia RTX 3070 | RAM: 16GBHave a lander style ship where I docked back to my main ship. So I have engines facing in each direction. Engine on lander was disabled through in flight part manager.
When trying to slow down retrograde I discovered that ship was speeding up if I timewarped even 2x. After playing around with it, I discovered that in part manager setting max throttle to 0 of the engine that was turned off fixed the issue. Or moving it to a later stage also fixed the issue. While on current stage, it produced thrust, while in timewarp, but used no fuel.
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On 12/1/2023 at 11:29 AM, Strawberry said:
Important to note nothing suggests we will get ballasts and the like come .2 (nor any non science parts for that matter), the foundation will probably be in place but there will probably not be any parts that utlize that system initially. That being said, its definitely something the team is interested in
I'm sorry, but have you seen the expansive docks. That's like saying, "This isn't Kerbal Spaceplane Program", when it obviously is.
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43 minutes ago, The Aziz said:
15 resources
I hope the hardcore part of the colony management enjoyers are happy.I'm not colony management enjoyer but I am also happy because it's not just basic fuels we know about.
I'm hoping this is more of a tree. Lets say there are 4 basic resources, A, B, C, D you can have 2 element resources that are made by combining resource AB, AC, AD, BC, BD, CD. Thats 10 right there, then a few trinary resources like ABC, ABD, ACD, BCD, then finally ABCD. Thats exactly 15.
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Part Manager claims there are brakes on the LY-01 landing gear, but they seem to apply zero force even when cranked up to 200 braking force. Other landing gear with brakes work fine.
Edit: after 3 or 4 reloads of the game suddenly the brakes now work.. what??
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On 11/28/2020 at 6:45 PM, Superfluous J said:
I assume so, as long as one ship is under the mass limit.
There's no difference between a ship and a collection of parts, at least not to the game engine.
A ship has a tree structure in the game engine. You can combine multiple tree structures with docking ports. Its weird.
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On 11/26/2020 at 1:27 PM, Rejected Spawn said:
Almost a bit surprised nobody asked yet, guess I'll do it myself... Will any of this engineer epicness be accessible while an engineer is sitting in an external command seat?
First reason I'm asking: My flight skill in EVA expressed in percentage from none to legendary is dangerously close to a negative value. I prefer my little green friends to stay safe so it would be nice to make a movable robotic arm with a seat and stick onto a construction vessel that grabs the soon-to-be-remodeled craft with a klaw and holds it nice and steady.
Second reason: Seriously the above use case description would look madly cool, imagine a shuttle that opens its bay and extends one pistoned klaw to grab a satellite and a more flexible arm that reaches out with a kerbal on it to modify the sat... Not really expecting this functionality (yet) but it would look seriously professional.

Pretty sure you will be able to access these functions while holding onto a ladder. Hopefully they make it available from a command seat as well. We will see.
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5 hours ago, theJesuit said:
@IceCube yes it can but it is difficult. As you also need to provide entertainment and sick bay upgrades to a hitchhiker. These are expensive to run.
You'll need to mine particular resources too. So while feasible, it is hard.
Yes the SSPX greenhouses provide more food per harvest. Not sure on theor oxygen though.
Peace.
Main issue is that parts will break down and are not always fixable. And radiation damage keeps adding up.
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Read the description of the lander, I believe it says it's leaky or something. Even though habitat is enabled the pod isn't actually pressurized, you wear your suits inside.
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Thanks for the new supplies parts in the dev build. One question, the text doesn't seem to change when you change the type, as it does when in your included photo. Its always just "supplies"
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9 hours ago, Sir Mortimer said:
That info might be from a time from before the new engine failure system. Kerbalism recently introduced ignition failures and engine failures based on engine operation duration, which means that engines can fail fare more often than they used to. To... ahem: compensate for that, most engines can be repaired by any kerbal. There are however some that require special skills. If I remember correctly, a NERV requires an engineer, and ion thrusters require a scientist - but that might have changed again and I forgot about it.
What's weird is when I viewed the FAQ page it said all can repair engines. Later I viewed it again and it reverted to and older version that didn't say that. Not sure if it's versioning in some weird way or what.
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1 hour ago, IceCube said:
Hi all,
So I am in the infancy of my hard mode career playthrough and just noticed that my pilot was able to repair an engine that failed. However in the wiki it is mentioned than only engineers can do so. That kind of saved my first mun mission so not gonna complain but can I assume it will always be the case or did I miss something?
also I am wondering what are scientists used for in kerbalism? Since it is mentioned that Goo and Meterial bay can’t be rest once depleted what value would a scientist bring to a mission beyond manning the lab?
love the headache around planning manned mission it’s awesome!
playing ksp 1.7.3 with scansat, restock and +, kac, transfer window planner, kis and kas.
thanks!
Which wiki are you referring to? https://github.com/Kerbalism/Kerbalism/wiki/PlayGuide-~-Reliability
Says all can repair
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18 hours ago, Xt007 said:
Would you happen to have FAR installed?
Nope, in the 3.1 release they drastically reduced the weight that shielding causes. Everything floats now, or I might just be missing something.
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Has anyone had any luck making a probe that sinks in water in the current release. Until I unlock Ore tanks it seems everything floats even with shielding turned up to max.
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1 hour ago, Pappystein said:
Um, Shielding?
Nevermind, wrong forum, very strange, I'm quite sure I didn't post in this topic.. Whatever *shrugs*
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14 hours ago, Sir Mortimer said:
Pressurization / Habitat implementation is a bit messy right now, and it might very well be that it doesn’t work well while on ground. Does it work in space? Try cheating it into orbit and see what happens. Won’t be perfect either, but there is some code that might mess with you while you’re in an atmosphere with oxygen.
Yea, inflatables haven't worked on the ground since I first tried out Kerbalism many months ago when we had to use air pumps. I just chocked it up to blowwing up a ballon while in atmosphere is much more difficult than in a vacuum. Though some sort of message might be nice.. shrugs.
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The ability to repair engines that are low on use seems a bit glitchy using recent dev build. GUI says I have 0 ignitions left, (Skipper engine normal) a visit via IVA says engine is fine. It still fires once. I can then repair it. Have a similar issue with terrior where I've used to land on mun and trying to return. I try to repair before a long burn to head back to kerbin. it fails to let me repair but it still fails hard mid burn, unrepairable. Though it still has a minute left on time.
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Any plans to make it more obvious that this capsule is unpressurized. I found it very confusing at first as well
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16 minutes ago, shdwlrd said:
Been there many times. It's the primary reason I usually don't leave Kerbin's SOI anymore. It's the nature of the beast when the game is continuously being updated.
Just give yourself cash and points and repo to get back to where you left off.
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If early access is super cheap I might get it. But honestly, don't. Maybe invite those who have been playing KSP for years to a closed beta. But early access generally means "never quite finish game development"
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3 hours ago, infinite_monkey said:
Another question/suggestion on engine failures: As I stated before, it happens way too often. I'm not sure though, if that is just unbalanced or due to a bug. Shouldn't it happen about 1% of the time? For me, trying to launch a Falcon 9 from Tundra Exploration, it seems to fail every time. Maybe not at launch, but at the latest during the boostback or reentry burn.
Also, it would be nice if we could have a redundancy factor for engines. The engine for TE's F9 booster is a cluster of 9 engines as a single part. The real F9 can safely launch with up to 2 failed engines. Would it be possible to emulate that with accordingly reduced thrust instead of 100% working vs. total failure?
I think you are supposed to cluster your own engines to provide your own failsafes.
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10 hours ago, Strait_Raider said:
No, it's in the last main release. They die immediately after the message that we have found them. I get "Contact lost with X's ship", "Ship X ran out of Y consumable", "X died".
Are you sure they actually died? If so it's likely a conflict with another mod. Make sure it's not just an errant message though.
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1 hour ago, Strait_Raider said:
I'm having an issue with rescue contracts - as soon as I get close enough to interact with the vessel I am supposed to be rescuing someone from I get a message that they died. "Burned Alive", specifically. Is this a result of not getting there in time (45 minutes or so from mission acceptance to an intercept in LKO) or interference with another mod possibly?
In a dev release? Report it as an issue in the GitHub. 3.0.2? Likely a conflict with another mod. I frequently see issues about the rescuee is about to die, during loading, but they are fine
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1 hour ago, klesh said:
I have 13 friends on Steam that own KSP. Not one of them actually plays it; they weren't able to get past the lolsplosions part of the game. I suppose they weren't bitten by the inspiration bug enough to want to learn more. They also all bought it in like 2014 for super cheap, when it was far less flushed out than it is today. I don't think I'll be using the Multiplayer features of KSP 2 at all.
What's your thoughts on a bit of open multiplayer trading. Eve lite if you will.


Colonies Sneakpeeks
in KSP2 Dev Updates
Posted
With this release, will we be able to "generate/breed" Kerbals in the station. If we don't have any spare kerbals, who pilots the craft you build??