Gordon Fecyk

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Everything posted by Gordon Fecyk

  1. Agencia Espacial Kanada through Day 46... and a half: Yer turn, hosehead. What? No way, eh? I ain't gettin' in there! No? Don' wanna be stuck in th'same room as Valentina? Geez, hoser that's even worse! What if Eri found out? She'd be- ...ok. Val? What?... No! Hands off! Take off...! I reloaded a slightly earlier save to appease the SPKQ. Beauty.
  2. I figured I'd get more 'street cred' using FAR. At first my early space planes needed non-plane-like handling to fly and land safely. With FAR I had to learn how to use flaps and design slower stall speeds into my ships. Guess I've grown used to it by now. And only in FAR could I build something like this to get to orbit on Tier 4 parts:
  3. Agencia Espacial Kanada through Day 46 Hey, hoser. What? Come 'ere fer a bit. No way, eh? Yer jus' gonna stuff me in a pod an' shoot me in t'space. This' jus' an... inspection. Ya. Ya need t'inspect inside this cone. Ya right, "this cone." That's a mark one pod. OK, but we need someone who sounds more like a scientist, eh? This better not take long, eh? If yer gonna shoot me up in t'space at least bring me down quick! Thirteen milestones done by Day 45. Or I may have lost count. I'll have to review the save file.
  4. This is in a spoiler because you might consider it 'cheaty.'
  5. Agencia Espacial Kanada through Day 39 Yes, we want you complete these building contracts. Yes, we want you to tell us what great job-creators we are. Yes, we want to avoid getting the SQ's attention... - - François Kerman, Year 01 Day 35 That's nine milestones done by Day 39. I'd love to try to optimize this later.
  6. Yay for including Explodium Breathing Engines. This one already worked because the blue jet particle models already existed, but I've always wanted to properly integrate those plumes with RP-Stock.
  7. @ddavis425 and @Jognt This is the full Minmus config that seems to work: This adds an ocean and raises Minmus' flats 10 m above the new 'sea level.' Be warned that craft placed on the surface prior to this patch could jump on load; use World Stabilizer to counter this effect.
  8. Let me get home from work and I can take a shot at it at my own PC. There were other things changed alongside this, and it was done on a fully defined Minmus configuration and not the Minmus stock template. So I'd need to adapt this some.
  9. Agencia Espacial Kanada through Day 35: However, I think we're going to do it. And I think we need to pay what needs to be paid. I don't think we oughta waste any money, but I think we oughta do the job. - - John F. Kerman, Year 1, Day 35 This'll be jus' like watchin' Chris Kerman break th' sound barrier! Um, hoser… it is watchin' Chris Kerman break th' sound barrier. *snort* oh, duh... sorry, eh?
  10. (After re-reading the question, silly me) Drop tanks could work better to save on parts and on mass, getting you more delta-v with fewer engines. But if you need those separate engines for thrust-to-weight (such as for Tylo landings) then use those instead. I suppose it depends more on whether you can keep TWR above one or not.
  11. Remember that KSP's considerably scaled down compared to reality. A direct-ascent mission, like what the Kerbal X stock craft and the Soviet LK-700 were designed for, is much simpler but only works reliably in the 1/10 scale ultra-dense system we play in. But even in this system you'll see a lot of multi-stage Tylo landers because of the sheer amount of delta-v needed to land on Tylo and get back to orbit. Try playing in JNSQ if you are up to it and can make it work. Even modestly scaling the system up to 2.7 x stock will start demanding multi-stage landers to the Mun.
  12. I had to add a placeholder ocean to Minmus in Alien Space Programs to deal with home world frame rate issues. The solution involved enlarging Minmus ever so slightly to cover all of the water. @PQS { Mods { VertexHeightOffset { offset = 10 enabled = True order = 1000000 } } } …or something like this. +10 metre radius.
  13. Wow! Nice gig, there. I'm an IT professional, which means I'm a nitpicker and I complain about bad software design a lot. The current PC edition of KSP runs only if non-admin users can write to the location where KSP runs from. The same goes for mods. I get frustrated when I have to grant a non-admin user read/write access to the same place where a program runs from, because it means said non-admin can put an unwanted / unauthorized program there and run it. Now that might seem relevant only in a business environment, but also think about a desktop PC shared by a family with inquisitive kids. Will KSP2 work on a locked-down PC? As in, can be installed by an admin user, but then run by non-admin users, without permissions hacks? I don't know what year you're doing this interview in, but 29 August in 2019 is a Thursday. As in today. (I'll see myself out, now...)
  14. At what point are you on in the tech tree? Or your facilities sizes? If you have Mission Control and Tracking Station on level 2, you could go to Minmus on a tin can put together with duct tape as long as you have about 2 km/s dV from low Kerbin orbit. Maybe less if you're thrifty.
  15. I actually haven't tested that far. I'd need to see how other planet packs handle the Breaking Bad (sorry my brain keeps going that way) Breaking Ground surface objects and add them back. Most of the time I'm templating the actual world so its native objects could appear, but for the Mun and Minmus I'd have to add them back by hand. It'd be curious if Bop's objects appeared on those.
  16. Agencia Espacial Kanada through Day 32 To be sure, we are behind, and will be behind for some time in manned flight. But we do not intend to stay behind and in this month we will make up, and move ahead. - - John F. Kerman, Year 01 Day 32
  17. Really...? Must be using the previous attempt. Make sure you're using the current master as templating the Mun doesn't work. I ended up having to template Bop again and rebuild the Mun from Kittopia dumps. That worked, but it also meant I had to search and replace all Mun easter eggs. Also, the skybox won't move and neither will the sun. Re-parenting the home world around an object other than the sun causes strange things with the KSC scene. I just wanted to make sure the scene worked for upgrading buildings and recovering craft. You should find the tracking station and landed craft views should be fine, however. The same problem happens on Minmus, Laythe, and Tylo for the same reason.
  18. I see the rules changed to include Kronometer, but only after the first two launches. What were the "because reasons" reasons? If it's just a matter of time keeping for fairness, just ask participants to submit their persistent.sfs and persistent.loadmeta files. There is a section describing all of the contract and milestone completion times in seconds, and one second is still one second whether on stock Kerbin or JNSQ Kerbin.
  19. I suppose I better start doing something. Agencia Espacial Kanada, through Day 21. Wadda mean, 'six days?' This stuff doesn' jus' appear from nowhere, eh? We used t'make the Mun in six days! Minmus in ten! Not my idea, knob. That Dressian hoser made us use KCT. Ya well, this' some race, eh? Like watchin' grass grow. An' speakin' of knobs, ya better have a few o'dem StayPutniks waitin' fer dem soundin' rockets. Don' worry hosehead. We'll get ya yer science. You better, eh? Or Wernher'll be angry. Mission log so far: This first video has all of the gameplay, but not all of the music, subtitles, and commentary I wanted to add. I ran out of time. But I'll replace the video later. I'll complete this post for now and add the pre-commentary version as soon as it renders and uploads. The completed first video is now uploading!
  20. Guess it's been a while. 1.7.3-1 In Testing. I'm recovering from my injury and have had adequate time to review ASP finally. The master repository for ASP has corrections to sun luminosity, adds Realistic Atmospheres 1.3.1, adds a no-atmosphere toggle for appropriate home world settings for sandbox and science games, and has a working Mun homeworld. That last one took so long because I needed to map and configure each Mun artifact so they were true to stock, while still having the KSC scene work properly. Both Minmus and Mun resist templating as a homeworld so I had to template Bop and build each world from Kittopia dumps. I still need to localize all of the Homeworld Mun text, but the rest of it is ready for testing. Please try it out. You'll need a current Kopernicus edition for your version of KSP.
  21. Dressian, what is holding you back from loading JNSQ? Is it just the lack of a KSP 1.7.3 version due to your being unable to access it on Steam? Or missing a 1.6.0-specific Kopernicus? Hm, so just your Steam account being inaccessible. I take it you've been through Steam Support on this matter. Hm... what kind of trouble could I get into providing a 1.6.1 release to someone who has a working 1.6.0? If it's OK, I'd suggest letting folks continue with the original plan of doing this in the JNSQ system. Or have two leaderboards. One last thing: Do we have a preferred or required rule set for KCT? There are several presets and some of them negate time requirements on some things.
  22. OK, I'm in. Contestant Two: Agencia Espacial Kanada (because kerbal backwards Spanish & beer) The AEK's tired of building arms and legs for everyone else. Time to reach space on our own, leaving empties on The Mun and beyond. Led by the fearless Chris Kerman, fighter pilot and badS extraordinaire, and backed up by original four-member Bob and his hosehead engineer brother Doug, these kanucks emerge from behind the successes of others to take the spotlight on their own. Beyond the required add-ons, I'll use Ferram Aerospace Research Continued to make flight a little tougher, and I'll add a final milestone beyond the required ones: Construct a viable single-stage-to-orbit craft for JNSQ Kerbin. And before you doubt this, consider that I've already done it. Just without taking any cargo up yet. My career settings are default except: DSN modifier is 16x per JNSQ recommendations and stock comnet limitations. Part pressure and gee force limits on. Kerbal gee force limits on. Require signal for probe control. Plasma blackout enabled. Here's the rest of my mods list. I'll try to add links as time permits: Mission requirement mods (Kopernicus, MFI, MM, JNSQ, Contract Configurator, Career Evolution, Community Tech Tree and UnKerballed Start, Kerbal Construction Time) Universe-editing mods (Ferram Aerospace Research Continued) Quality-of-life mods (Kerbal Engineer Redux, Kronometer, Kerbal Alarm Clock, Transfer Window Planner, MemGraph, possibly Bon Voyage later) Visual mods (Environmental Visual Enhancements, Scatterer, RealPlume Stock, Distant Object Enhancement, Texture Replacer) Part mods (None, may add Explodium Breathing Engines and Eve Optimized Engines later) Silly mods (Mun Pocket Edition, Kanadian Dictionary) DLC (Making History and Breaking Ground, depending on rules may avoid using parts from these) I'll see about starting a new YouTube playlist and posting a link to it here. I've never use KCT before so this should have a considerable impact on my play style. (Oh, @The Dressian Exploder if you're going to use a full sized flag in the original post, please just use the AEK flag. It'll take less room. Thanks!)
  23. I think I can help with that. When I mess with a Kopernicus planet pack I always start with Kopernicus / MFI / MM first, then test, then add the planet pack alone, then test again. Only if that works do I start piling on the mods and keep an eye towards undoing a step if needed. I just need some clarification on the required mods list. Career Evolution says it needs an unmanned tech tree to start and then lists three choices, and then you ask us to use Community Tech Tree. Do one of the required unmanned tech trees and CTT conflict? Or do we just use CTT?
  24. I've already been to Minmus and the Mun in early career in JNSQ using the stock contracts. It must be time for Bob and Doug to expand their horizons. Have to see if I can build that required mod set. Considering JNSQ was designed for stock engines that are supposedly overpowered in stock scale but seem just right in 2.5 scale, why use SMURFF?
  25. I used the GitHub Clone or Download function to use the current master branch, and installed it by hand. Seems OK on Kopernicus 1.7.3-1. If you do what I did, remember that the manual installation instructions include removing settings.cfg, so JNSQ can populate its own versions of the graphic detail settings.