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Everything posted by FasterThanFlourite
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Well, the SRBs do that already by default with this mod . Note: 50% standard reliability is really low. It took the first SRB about 5 launches to get more than a meter off the ground without exploding. @Angel-125 Idea: Would it be possible to add an option to pay the engineers to upgrade the reliability a bit (instead of launching and exploding and learning the hard way) ? Edit: @Angel-125 I wondered, since it says "starting MTBF", does this starting value increase with later generations or higher tech-levels, too (like the reliability does)?
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I wonder, is there a way to get automatically delete all the notifications / records / world's first messages that happen while in a KRASH sim? When exiting the sim and starting the launch properly, everything reverts back to normal, but the messages in the notification window stay and thus one often needs to delete a couple of "Heaviest Launch achieved!" messages, especially early on in the career.
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Same issue here. Luckily editing ResearchandDevelopment.cfg does indeed immediately fix the problem. But I saw it's already being tracked on github. So far I only launched a couple of probes in the early hard-mode career, but I must say, this mod makes for a much more interesting progression. In all the years prior, I always wondered why there wasn't a mod introduced more unlock tiers. Instead of immediately unlocking essentially unlimited parts with the first upgrade, now I'm actually challenged to work my way up the tiers and I must admit, it feels great being limited by 25 parts after the first unlock. This constraint forces me to come up with more creative solutions to the contracts instead of just slapping on more boosters and more science instruments. But the 200% funds penalty on hard kinda hurts, haha.
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This mod works so well in tandem with KCT, but alas it seems to constantly crash KSP on the new career I just started. 1) Once with a FlowGraph error when editing a previously built craft: KSP-log_FlowGraph_error 2) And then again simply when entering the VAB editor: KSP-log_Copied_Tracker_error In both cases ScrapYard was the last entry in the log before crashing, so I uninstalled ScrapYard and that immediately got rid of the crash 2).
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- kanford and sons
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
FasterThanFlourite replied to JPLRepo's topic in KSP1 Mod Releases
I just started a brand-new career. After trying to find out why my contacts didn't trigger, I found out that DeepFreeze spams this error in the console. Here's my KSP-log. https://file.io/1gGMaEDmaiJp -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
FasterThanFlourite replied to RoverDude's topic in KSP1 Mod Releases
With Probes Before Crew I experienced the same. Obviously not something that's the fault of Sounding Rockets. But with the popularity of unmanned starts amongst realistic careers, I'd love to see some changes to make SR even earlier tech, if that's possible. Essentially just glorified fireworks is exactly what I imagine Kerbals would start a "space" program with. @RoverDude, would it be possible to couple SR with a change in the tech tree, so that only the SR parts are available when starting the game? Kinda like this: I think starting only with SR part would definitely offer the most 'straight out of a barn' experience that would fit this whimsical mod so well. Sadly, as of right now, it doesn't really work for me at all in an unkerballed start, like @610yesnolovely mentioned, since you get about 10x as much science as you get from the standard science experiments and I don't have the restraint to not use your little cute rockets when offered. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
FasterThanFlourite replied to RoverDude's topic in KSP1 Mod Releases
I just want to say that I absolutely love this mod. It might only add a few parts, but they're so integral to the game that I consider them to be stock. Especially with a Probes Before Crew / Unmanned playthrough. Along with many other mods I also installed Komplexity, which tiers the building upgrades into 10 tiers instead of three. Along this, I stumbled across weird height limitation, so I wanted to ask: Is it intended that adding the Nosecone parachute adds nearly 10m to the height of the rocket (Flea as size comparison)? # -
This fantastic little change! It always bugged me that the upgrades in the base game had such huge jumps between tiers. Since I also plan to install Strategia, what would happen if I accidentally upgraded the Admin building (I guess that is what you mean by Komplex it?)
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This mod is so gorgeous that I refuse to play KSP without it. Even though it absolutely murders my FPS. I tried the 43k clouds and while they look amazing for screenshots, I found they cover too much sky for gameplay purposes. When above the clouds, I can barely see anything of Kerbin below. I like the distribution of the 8k clouds much more. Is there a possibility of essentially turning the 8k clouds into higher resolution 43k clouds, but with the same pattern, density and distribution?
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- astronomers visual pack
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[1.12.x] Part Commander Continued
FasterThanFlourite replied to linuxgurugamer's topic in KSP1 Mod Releases
Highlighting for me did not work either. After checking the console, I discovered that you need to have AA enabled (at least 2x) for Edge Highlighting to work. Set AA to 2x and now the highlighting works for me. -
I just checked the configs, since I was a little annoyed by how often the SRBs failed and I am surprised to see that the failure rate is so high: @PART[*]:HAS[@MODULE[ModuleEngines*]:HAS[@PROPELLANT[SolidFuel]]] { MODULE { name = SRBFailureModule baseChanceOfFailure = 0.5 expectedLifetime = 5 } } Where every other base chance of failure is either 0.1 or 0.11. I do understand that SRBs are supposed to be instable, throw-away items, but my only gripe with this mod is that the SRBs are quite annoying, since they fail so often which leads to a guaranteed catastrophically failed launch unless you test. If I interpret the numbers correctly, with 0.5 base chance, with four untested SRBs you have only a 6.25% chance of all working as intended. And I do think it is rather frustrating to have SRBs fail so often and ruin all your launches without you having the chance to repair it or to adjust for the mistake (as you can usually when other parts fail every now and then). So for now I've set it the base chance of failure to 0.11. I will see how that plays out, since I really like this mod. It adds so much excitement and potential for unexpected stories and encourages the use of Kerbals to repair things (which probes cannot!). So it gives me an incentive to try and use Kerbals. With the Probes Before Crew mod you otherwise almost never want to use Kerbals.
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I quite like this mod (Of course I would, it's by the amazing linuxgurugamer!). It gives a better sense of achievement than the standard stock game, where achieving a difficulty new landing lacks in feedback. However since the new version 1.10.0.1, every time I load a save in KSP 1.9.1 it seems to have reset my achievements and replays them all over again. E.g. launching the 10th mission to the moon: You just launched your first rocket!, Achieved Orbit!, 20 contracts completeted! and so on.
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After removing some of the mods, I have now about 20 less and the crashes seem to have gone away. Likely it was caused by an incompatible mod. Probably one of these: AtmosphereAutopilot CommNet Constellation CommNet Manager CommNet Relays Contract Pack: Giving Aircraft a Purpose Contract Pack: Kerbal Academy Decal Stickers Double Tap Brakes Engine Lighting Engineering Roles - Final Frontier Ribbon Pack EVA Handrails Continued Firespitter Resources config Hangar Extender KSP Rank Ribbons - Final Frontier Add-On Lithobrake Exploration Technologies Near Future Propulsion Extras: Hydrogen NTR Configs NEBULA Decals Continued Operations Roles - Final Frontier Ribbon Pack Persistent Thrust QuickBrake QuickContracts QuickHide QuickMute RasterPropMonitor RasterPropMonitor Core RLA Stockalike Science Roles - Final Frontier Ribbon Pack Smart Parts STM's Expedition Ribbons - Final Frontier Ribbon Pack Surface Experiment Pack
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I've had another idea: What do you think about a contract pack for OhSnap? Simple goal: Testing part x enough times to get it to reliability y. That would encourage one to tinker with certain parts much more, while also atleast getting paid to do some of the reliability grinding for OhSnap.
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Slightly reduced modlist now. Still above 200. I don't understand how someone could have less. How do you manage to play with less? I nearly consider all of those mods essential . I tried reducing it even further in the attempt to find out what causes the game to crash after about an hour with the access violation error message I mentioned some time back. Turns out it wasn't scatterer, as even when deinstalling it the game crashes on a scene change. I'm not sure, I read that it could be caused by too much alt-tabbing (which I do every few minutes). After removing some mods, the FPS seem to be up now at ~55 FPS 2560x1440 with the standard scatterer options (instead of ~30 FPS). Could have been that the previously installed KS3P had caused that FPS drop. This now seems much more in line with the numbers you gave @blackrack.
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@zer0Kerbal I'm curious, what do you think of implementing the pay to test feature?
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The important question would be which resolution you're playing at. With my previous setup with an i5-4670, 16 GB RAM and a 1070 GTX 8GB I got only about 15-3 0 FPS after start in with a 120ish part stock rocket. I was playing in 2560 * 1400. Now with an upgrade to AMD Ryzen 5 1600 (still paired with 16 GB RAM and GTX 1070 8 GB I get about 35 - 45 FPS, typically. Pretty much never 60 FPS. In Stock without scatterer it's something like 120 FPS. But scatterer (especially the ocean shader) is so gorgeous that I can't ever play KSP without it :). So I really do wonder which resolution you're playing at.
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Since all the contracts didn't recognize orbits, I figured it was a general KSP question. I managed to fix the problem by restarting the game, going to the tracking station, taking control of the vessel from there and after about 10 seconds all the contracts suddenly recognized I was in orbit / completed.
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I love this mod, it makes routine journeys much more exciting. Although I do agree with @infinite_monkey, a pay to test feature would be great. I've put in a little more detailed feature request on Github.
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- zer0kerbal
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