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Everything posted by ExtremeSquared
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totm nov 2023 SpaceX Discussion Thread
ExtremeSquared replied to Skylon's topic in Science & Spaceflight
In stream description: "Approximately 45 minutes after liftoff, SpaceX’s fairing recovery vessel, “Ms. Tree,” will attempt to recover a payload fairing half." Does this make sense? Are they trying to recover in the Gulf of Mexico after a full orbit? -
I don't see this as a demand for change. It's a perfectly valid question though given KSP's use in classrooms.
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To be fair, I don't think any of us expect KSP to get anything right beyond orbital physics, but the game describing every body in the system as life-containing is a bit bold. All biomes contain life and the R/D center lists biomes on Moho and Eeloo. It's relatively unlikely that bacteria would survive in those places.
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Debian has a bunch of metapackages for Ham radio stuff. Qsstv is where I'd start for sstv.
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There are plenty of bugs to be found on Voyager-type missions. I'm guessing there are limited protections from overflow errors in either Unity or KSP or both. I get persistent graphical corruption from switching to an extreme-distance ion probe that did a solar slingshot maneuver 200 game years back. Requires restart.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
ExtremeSquared replied to TriggerAu's topic in KSP1 Mod Releases
Right, the date arithmetic must be done manually. The orbital path shows timestamps when you click on it, which guide you to where you want the maneuver node. Then set a maneuver alarm. -
How many rockets you accidentally destroyed?
ExtremeSquared replied to TheJoolian's topic in KSP1 Discussion
Launch success rate is somewhere around pro baseball batting averages. I am getting pretty good. -
Makes sense regardless. 1.8.0 was a bit of a train wreck and 1.8.1 is still slightly rough around the edges. Releases usually go like this when developing with a lightened QA effort. Makes sense for mod coders to always wait for 1.X.2 in order to avoid wasting effort.
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I shrunk a Kerbals head, what do you think ?
ExtremeSquared replied to Triop's topic in KSP1 Discussion
Their eyes are too big also. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
ExtremeSquared replied to Poodmund's topic in KSP1 Mod Releases
Sorry. The plan to experiment in KSP and edit a post in a browser tab instead of using a text editor went poorly. Some unknown hotkey activates the "submit reply" button when the textbox is not focused. I will get back to this. -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.10] [3rd Jan 2022]
ExtremeSquared replied to Poodmund's topic in KSP1 Mod Releases
I am testing this now. Just got a one-way Karen/Plock contract with a duration of 17 years which is probably unworkable below a 15km/s dV budget. Nissee 29 years. Urlum 26 years -- doable. After cfg change: -
What year is it in your save, and how did you get there?
ExtremeSquared replied to Jodo42's topic in KSP1 Discussion
Career started in 1.6.1 is at 266 years. ~150 tracked crafts. Mining colonies and orbital fuel depots in every planetary system + OPM planets. Winding it down now with a grand tour of every body including OPM bodies. That alone takes over 150 years with simple hohmann transfers. Planning to bring all manned missions back when 1.8.2 is released and mods catch up, and start again from clean install. I am a little surprised this save has lasted so long without bugging out seriously. -
I wonder if this isn't bad timing. Maybe should have saved this until 1.8.1 for the sake of giving good first impressions to new players, considering the state of 1.8.0. Then again, KSP 1.0 was in even worse shape and a lot of us still got hooked in the EA days.
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buildings indestructible in ksp 1.8?
ExtremeSquared replied to Flying dutchman's topic in KSP1 Discussion
You try middle mouse button? Not exactly intuitive... -
Yeah I guess...
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You didn't put career game cost in there. You'd want some sort of complex metric like ( thrust2 * dV ) / (weight * cost) I have used the flea for some especially violent short landings in big planes. The burn time and twr are nice for that application.
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Redesigning all Eve-capable landers is a normal part of the upgrade process in my experience.
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Also 1.X.0 releases are notoriously buggy, and 1.8 is certainly no exception, so it makes sense for most mods which take any effort to fix to wait for the 1.8.1 release.
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I wonder if Unity handles HID in an absolutely wacky way. We keep seeing these input device issues that shouldn't really be issues with modern OS designs.
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It's a from-scratch install in a clean VM. Odd indeed. There are some other documented texture bugs also, so I will revisit this in 1.8.1. No complaints though -- this is pretty well polished for an engine upgrade.
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Is mouse wheel behaviour reversed everywhere in game now? Camera nav in the VAB is reversed, which is arguably based on preference, but scrollable sidebars go backwards too, which is just wrong.
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They really tore into the top bugs in the bugtracker on this one. Nice.
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KSP Loading... Preview: Action Groups in flight
ExtremeSquared replied to St4rdust's topic in KSP1 The Daily Kerbal
At the very least, this will hopefully make the bug where actions groups disappear part-way through a mission less crippling for landers. Nothing like trying to land an unnecessarily complex lander with half a dozen context menus pinned open during descent because the AGs stopped working.