-
Posts
228 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Perry Apsis
-
I think maybe a tweak got un-twuck. I have RO installed, and the fuel cells show that they require Liquid Hydrogen, Liquid Oxygen, LiquidFuel, and Oxidizer. I attach one to the side of a tank that contains LH2 and LOX, and it says "Fuel Cell: Missing LiquidFuel." The same is true for both the fuel cell and the fuel cell array. I was considering editing the parts manually, but then I thought I'd consult the collective wisdom of the Internet to see if there was a better approach. Thanks in advance for any light you can shed. EDIT: I did eventually find the source parts and removed the LiquidFuel and Oxidizer inputs. Some MM patch adds in LH2 and LOX, so now it's working fine, but I imagine some upgrade or patch will break it one day.
- 1 reply
-
- fuel cell
- realism overhaul
-
(and 1 more)
Tagged with:
-
RO -> AJ10-137 is HUGE.
Perry Apsis replied to Perry Apsis's topic in KSP1 Technical Support (PC, modded installs)
Thanks, Alcentar and Phineas. I'll give these a try.- 3 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
This is the SPS engine for the Apollo Service Module. It looks like they took the ant engine model and blew it up until the bell is the right size, but the top part is so large that my service module sits inside it, rather than the other way around. Has anyone else seen this? Could someone suggest a way to replace the model with one from an existing engine that's approximately the right shape?
- 3 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
Perry Apsis replied to politas's topic in KSP1 Mod Releases
I had to build a new Perl installation from source. I spent 15 minutes trying to figure out why I couldn't run ckan to update some packages. *facepalm* -
Just scrolled through the changelog. When you put the whole thing together like that, it's truly awe-inspiring. A monumental achievement. Thanks and admiration to the entire team that made this possible.
-
Kerbal Space Program 1.2: Loud & Clear release date and more!
Perry Apsis replied to UomoCapra's topic in 2016
To be perfectly honest, Squad couldn't change the shading on a landing leg without facing huge community backlash. Speaking for the KSP community generally, backlash is kind of our thing.- 418 replies
-
- 3
-
- 1.2 update
- news
-
(and 1 more)
Tagged with:
-
It is time for you to take your place at my side at EA, and fulfill your destiny...
-
Kerbal Space Program 1.2: Loud & Clear release date and more!
Perry Apsis replied to UomoCapra's topic in 2016
Was working at Squad. Fancy carrying on its development yourself? I do hope that there are no hard feelings and that Sarbian will continue to support Mechjeb and module manager. But I wouldn't ask it of him if the circumstances surrounding the departures are less sunny than the Reddit post suggests.- 418 replies
-
- 1.2 update
- news
-
(and 1 more)
Tagged with:
-
Kerbal Space Program 1.2: Loud & Clear release date and more!
Perry Apsis replied to UomoCapra's topic in 2016
Might be nice to respond to the departure of so many well-known developers. A few words about development going forward? Shift in priorities or strategies? Farewell and thanks to those whose vision and hard work helped get KSP where it is today? No?- 418 replies
-
- 21
-
- 1.2 update
- news
-
(and 1 more)
Tagged with:
-
Devnote Tuesday: The wait is almost over!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Announcement posted one minute ago regarding release date. " If you’ve been following us closely, you must be aware that we’re growing and we’ve been looking for talent and great collaborators that help us build the next milestone of this franchise. New talents have enrolled in the past few months and they are just as excited as we are. Bringing new talents is allowing us to bring fresh ideas to the plate and we can’t be more excited for what’s coming." It's a franchise, you see. -
Devnote Tuesday: The wait is almost over!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Roverdude's output is amazing, no doubt, but I don't think he'll be picking up *all* the slack. Perhaps we will get something in announcements from the remaining team describing the situation going forward. -
Devnote Tuesday: The wait is almost over!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Mike (Mu), Bill (Taniwha), Nathanael (NathanKell), Sébastien (Sarbian), Jim (Romfarer), Brian (Arsonide), Chris (Porkjet), Nathan (Claw) Yikes. That at least *suggests* that Squad will be moving more into a maintenance state, rather than the aggressive development of new features we've been seeing. -
Devnote Tuesday: The wait is almost over!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
I see no reason to believe that claim. In fact, for each release in the past, it did not come out until I had been mashing the reload button more and more frantically. Apparently there is some threshold of frenzy that's necessary to trigger the mechanism. You can't argue with empirical science, man. -
Devnote Tuesday: 1.2 Pre-release, the bug hunt and more!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Careful! Once people get the idea that the game should just work well, they're going to get REALLY demanding. (Great news about the retracting gear fix, and the continued improvements with orbital drift!) -
Devnote Thursday: Tweaking and Turning Gears
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Could we possibly allow for some difference of opinion on this issue? Personally, I would have said the same thing about money. In fact, I did. Now I use settings that make it so money doesn't affect my gameplay. I like playing with life support, and I would enjoy having a stripped down version in stock. I'm sure it would be optional if it were implemented. -
Devnote Tuesday: Many hands make light work!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
I guess they're entering QA, then. Unless compiling meant compiling the notes, which in retrospect seems more likely. -
Devnote Tuesday: Many hands make light work!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Like remote control, resource extraction, (more) realistic aero, procedural fairings... (Just tweaking. I agree that multiplayer isn't likely.) -
Devnote Tuesday: Many hands make light work!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
1. Stock swap with Logitech. 2. Cause thousands of people to click the refresh button for three days, overheating their mouse buttons beyond design specifications. 3. PROFIT !!!! -
Prefer blue to purple
Perry Apsis replied to eddiew's topic in KSP1 Suggestions & Development Discussion
I can't quite be sure from reading the dev notes but I think they may have addressed the general problem of clicking on the blue line, even when the purple one ISN'T nearby. Perhaps that will help here, as well. -
Backspace to restore focus to the active vessel when in map mode, rather than tabbing through every body in the system. Oh, and hiding the navball in map mode lets you shift-tab to shuffle through bodies in reverse. Just don't come crying to me because you held down shift to get back to your ship, and found that when you got there, you had run through your orbital station at full throttle.
-
Devnote Tuesday: Many hands make light work!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Kerbals aren't people? -
Does "they" in that sentence refer to the bugs or the people? I asked because the meaning of "duped" changes dramatically depending on the referent. It could be that both interpretations are true.
-
Devnote Tuesday: Many hands make light work!
Perry Apsis replied to SQUAD's topic in KSP1 The Daily Kerbal
Yes, that's a particularly good synergy. Or is it a clear conflict of interest!?!??!???! Maybe he lets a bug lie in the code and fixes it in his mod. Sure, it's just easier and quicker, and the important thing is to get the fix to the players, right? Only now everybody's hyping his mod, and he's got nothing more to release. He's getting desperate, because he's started to get used to all the money his mod's been bringing in. Maybe the bank is threatening to repossess his Jaguar. So... maybe just one time, he introduces one little bug and puts the fix into his mod. Only it's never just one time, is it, @Claw??? -
Quick data point. I've attempted to repro six issues going back from 1.1.2 through 1.0.2, and five of them were reproducible. It makes me wonder if by archiving them in bulk, you'll be throwing away more wheat than chaff.