

craidie
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I pray that hard lithobraking won't result in the game freezing for a minute while it figures out the physics.
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I'm not asking for the whole game in a video. Even cyberpunk had a gameplay video out.
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I think what's more important is what hasn't been shown. Gameplay is notoriously absent. That, to me, tells the physics engine is what they're having issues with. And that worries me, a fundamental system that's still so deep in the development it's not being publicly shown so late in development. I hope they can get things working by next year, but I've heard this song way too many times. I don't expect 2023 release unless we get a video with the new physics...
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
craidie replied to RoverDude's topic in KSP1 Mod Releases
Incase someone else can't find the wiki: https://github.com/UmbraSpaceIndustries/MKS/wiki For some reason there's a lot of links that lead to https://github.com/BobPalmer/MKS/wiki instead, which doesn't exist. -
KSP Interstellar Extended Support Thread
craidie replied to FreeThinker's topic in KSP1 Mods Discussions
This was less about the warp drive and more about the Where's most of my reactors listed output going? I knew I would needs omething round 500MW of power and took double that and it still was half what I needed. So either I'm missing something obvious or something is broken. Edit: I would have no problems with this if the reactor could use cp generators(or engines). Or if it listed just the thermal power as output. It's not output power if no possible configuration accessible to us can utilize said power -
KSP Interstellar Extended Support Thread
craidie replied to FreeThinker's topic in KSP1 Mods Discussions
In the editor the reactor says it does 4.5GW Scaled down to 1.25m we''re down to ~560MW All good so far. Warp drive wants 340MW for 1c. That's fine, I have triple that... Aand it shuts down after couple seconds because of lack of power. Reason being only ~100MW of the reactors output power is in thermal. the rest ~470MW is in charged particles. But swapping the thermal generator for the charged particle one has the latter one just complain about not being attached to a suitable reactor, Which makes sense since there a red x on it. But why list the reactor as 560MW reactor if you can only ever utilize 100MW of it? -
KSP Interstellar Extended Support Thread
craidie replied to FreeThinker's topic in KSP1 Mods Discussions
Am I missing something obvious, or why is Pebble bed reactor doing 3/4 of its output in charged particles that can't be used? Is there a spreadsheet that lists all the reactors for comparison? I recall there being one for KSPI... I've been away for a while. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
craidie replied to RoverDude's topic in KSP1 Mod Releases
How do efficiency boosters work? the wiki is just confusing me to no end. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
craidie replied to RoverDude's topic in KSP1 Mod Releases
couple questions: * Wiki says a kerbal can only affect single bay, but couple lines after it says it only accounts for the highest level kerbal in the craft. After some testing it seems the former doesn't apply and the latter is true. However I expected the modules needing to be crewed? but my quick test craft of 7 tundra agriculture support modules was quite happily working at 125% load on all bays with a single kerbal on board. This seemed odd, so is this intended behavior? * assuming previous is intended that would mean a colony having more than 3 kerbals is a pointless? -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
craidie replied to Stevie_D's topic in KSP1 Mod Releases
Was Attempting to place a small satellite into the command module. then i saw this: awesome work! =) -
Fresh install with Krags PlanetFactory. Console flooded with this [Exception]: MissingFieldException: Field '.FlightGlobals.ship_altitude' not found.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
craidie replied to DYJ's topic in KSP1 Mod Releases
there's something funny going on with how the CoF of the Pwings is handled. it seems to be inverted =/. Along with symmetry on control surfaces(AWESOME) combined with root/tip thickness to be inverted on the other surface, repicking won't help. -
ok 2 bugs to report, both ISRU related. First the ISRU refinery icon in the build tab zooms it instead of rotating and it's not limited to anything but to the edge of screen. Secondlu the part doesn't want to attach with it's bottom but other object can be attached at will... it snaps in to place though even activating part clipping does nothing. Refinery is first part, fuel tank attached to it and "snapped to place" refineries that didn't attach