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JcoolTheShipbuilder

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Everything posted by JcoolTheShipbuilder

  1. The soup is in a bowl made of frozen wine sir, you really need to start eating it or it will melt Waiter, why is there a planet in my soup?
  2. what about a giant stock ship with 2000 kerbals onboard on a collision course with Jool (and its out of fuel)?
  3. A while back I did make a truck that could construct a rocket on its back that could get to orbit
  4. I am wondering if/how I could submit my planet mod for challenges? It is a pack that has the vast majority of its destinations in other star systems, but it can be chosen whether to start on Kerbin (normal start), Proxility (Pythros System, easy start, 0.8g, 480km, but its atmo is 2.2atm), or Temporalis (Estrela Dobre System, hard start, 780km, 1.75g, 1.6atm), and certain bodies have sections of its surface significantly harder/easier to travel to and from (tidally stretched bodies with REALLY wonky gravity, devastated planet with a giant crater that has nearly its entire atmo pooled into, eyeball planet with an ice cap that half of the time is a literal death sentence attempting to land on, lower areas of a high gravity planet). Or is it like.. any planet mod is done at hard difficulty and above? There are plenty of easy, medium, and hard planets in each system, including two other systems that are their own sets of challenges
  5. Granted, but as you are unwished, a random wish happens that unwishes your unwish to unwish the unwish to the point where the word 'unwish' seems to have lost a bit of its mearning. I wish for a way for Jebediah to not be stranded on a super-kerbin
  6. Granted, but neutrinos almost never interact so despite quadrillions of them passing through you every second, nothing happens. I wish for a silly thing to happen... hmm... maybe a boat spinning on a top that is floating in lava perhaps?
  7. Granted, everything around the car gets corroded before hitting the car for free! (Oh and this includes the road) I wish.. for a KSP2 update!
  8. Granted, now you have an ion engine with 19,000s and 50kN, but it takes about 17 septillion ec/s I wish for... hmm.. procedural galaxies!
  9. Granted, but they knock your rocket off the pad every single time. And then it rains cats (and dogs) sideways. I wish KSP had caves
  10. Granted, but it is filled with really really old jokes and it is impossible to laugh at. I wish for a funny thing to happen
  11. Granted, the warhead weighs 5 billion tons, but has barely a single gram of fissile material in it, giving it only a couple tons of explosive power I wish there were more comets
  12. Granted, now the fallout games are real due to RTGs being misused! I wish dust stopped clogging fans
  13. Uhhh... no? (The tea cups turn out to be magic.. like.. they dont have magic, they are magic) Waiter! why is there a soup in my soup's soup?
  14. whoops! we forgot to strain the SCP stuff out of the soup! Waiter! why is there a capital ship in my soup?
  15. Granted, but you forgot the /nogravity mode and fall through the planet I wish for something funny to happen
  16. Granted, but it only results in every single cubic nanometer of your minecraft world being stuffed with a few trillion pieces of toast I wish for a minecraft-ksp hybrid
  17. I downloaded NFT (Near Future Technologies) and decided to undergo an interstellar voyage to the furthest star system in my mod and back (it is still VERY close to kerbol, at 0.004 irl lightyears). Stats of target planet: Radius of 1800km, surface gravity of 3.6g, atm pressure 7.8atm which extends to just 72km Stats of home planet: Radius 790km, surface gravity of 1.75g, atm pressure of 1.6atm which extends to just 50km I was initially just testing the return stage for a much larger rocket that I still need to build to do a round trip to Solis, a Chthonian planet (an orbit mission, just go there and orbit and return). I had the most effecient engine in the mod, which had 19200isp, but really low thrust. I used alt+f12 to get the small return stage to a 1600km orbit around Temporalis to test it out, get the reactor output optimized, test persistent thrust to make sure the electric charge can take going 1000x timewarp, etc.. ALSO, I had turned the reactor either to 1% power or entirely off when coasting to save on fuel and core life, I completed the mission with more than half of the reactor's life and fuel left The engine has a thrust of 3.85kN, but on the craft due to me wanting as MUCH delta V as possible, I put just one reactor and set that singe engine's thrust to just 10%. this is JUST the return stage to bring it back from Arcturus in under 100 years. I was testing and I just.... kept going... and realized that I could do the entire mission itself, albeit a bit slow... Jebediah here is going to be in that seat for a long, LONG time I then used better timewarp to go to 10 million times warp 20 years after leaving Estrela Dobre, over a century before arriving at Arcturus After over a hundred years, with some very ethereal stock music playing, the craft is finally lit faintly by Arcturus' light Approaching the system Gravity assist off of the target planet after slowing to orbit GOOD GOD IT IS BRIGHT (Solaris' SMA is slightly larger than Moho's, but orbits a star about ten times brighter than Kerbol) Solaris and Tumidam are visible (Tumidam is a BIG gas giant, it is very low density, bit it isnt our target.. its rings can be seen) Doing a gravity assist. As seen by the mission timer, it is now year 142... I aimed for 74km above Solis' surface, but got closer than expected and got down to 72.3km. I quickly looked at Solis' stats, and realized I had come within 300 METERS of its atmosphere while going 12km/s. Solis' atmosphere is 7.8atm, but its high gravity squishes the atmosphere enough to where it only extends 72km above its surface. After the flyby, I played around with the manuver node a bit and found another encounter after doing a manuver a year in the future.. or about 4 orbits around Arcturus. And I during this time, my orbit did dip fairly close, and turns out only slightly inwards of Solis' orbit (and I mean SLIGHTLY, maybe 10,000km) is where heatshields start losing ablator.. and with the exposed heatshield n stuff... yea I pulled an icarus and went too close to the star and burned up.. my heatshield.. I had to keep my reactor running at 1-2% power to keep the radiators online to cool the craft in the hot environment. Jebediah now in orbit! a fairly eccentric orbit as this planet eats delta v for breakfast and this ship cannot aerobrake in its atmosphere in the slightest or it would detonate on contact. Jebediah stretching his limbs after being in the command chair for 147 years View of home (the binary stars) He ventured a bit... 'far' from his ship and GOOD GOD IT IS BRIGHT Green sunrise! Welp that was fun! Jebediah stayed for about 69 days (noice) until a viable transfer window back home as Solis orbits at 15km/s. I wanted its orbital speed to boost me, and luckily my orbit was fairly pointed in that direction already! Time to leave for his long trip home! 80km/s left in the tanks for the trip home He had to orbit again to actually escape burning at periapsis aaand he is off! back home we go! after escaping Solis' SOI at faster than system escape velocity, I coasted to the part where the orbit was fairly straight, and burned for a while until I was going at a slightly more respectable 40km/s (coming to Arcturus was at 36km/s) After 125 years of travelling, Jebediah has reached Estrela Dobre! After adjusting the orbit quite a bit, getting planes aligned, my apoapsis was still beyond Ichor, and I just burned until I got an encounter with Temporalis Unfourtinatley there was a bug that caused the lighting to just... die and not render properly in the sun's SOI (the barycenter is technically still the sun) But its flares are still there! Encounter! woo! yea that.... took a while.. better timewarp made it go by SO MUCH FASTER. Jebediah finally coming home Burning to slow down around Temporalis, circularizing n stuff And the classic of the Estrela Dobre system happened! nearly getting hit by Temporalis' moon Coralos! Slowing down.. this took many orbits... I then discovered that persistent thrust allows thrust changes WHILE in warp, so.. yea that made it easier for fine tuning stuff.. like a LOT easier, finally got down to a 60km orbit around Temporalis, going 3.6km/s (Temporalis is 790km radius, 1.75g, and 1.6atm, the atmosphere barely extends to 50km and low orbit speed is around 3.6km/s) Jebediah proudly standing (floating) in front of his spacecraft that in one stage, took him on an interstellar trip to another star system and back! Hoping that Jeb doesnt burn up as.. well.. the incident of getting slightly too close to Arcturus caused ALL of the ablator to burn off... Yea I kinda left the engine on but it burnt up anyways... it had nearly 8km/s left soo.. yea... Turns out, the craft is so light and so draggy, that it slows down way too fast for even completely depleted heatshields to get that high on the temp gage Jebediah has safely landed! after 243 years and 308 days! He had to get out and use his parachute as I neglected to put parachutes on the lander pod So yea.. Now I will download far future tech and see how fast I can get to there and back!
  18. Granted, your house is flooded with the word "had" somehow I wish for all doors in KSP to get yeeted into Grian's vault for maximum confusion
  19. Granted, he is real and his distance 3956 miles and rapidly closing. run. I wish these reactors didnt explode at 10k timewarp COME ON THIS STAGE GONNA BURN FOR THIRTY DAYS
  20. Congrats on your first mod! Welcome to the modding community! Looking at your mod and the files, I have noticed several things that are quite off.. so.. here are some tips I can provide! The issues and then the ways to solve them 1. there no normal maps for any of them Bodies in KSP require normal maps to be properly pathed and in the mod itself, the normal kittopia generates gets desposited in kittopiatech>plugindata>(planets name) Kittopia is a VERY useful tool for planet making and getting started on your first planets. The color of the terrain should match the scaledspace (Scaledspace is what is seen in space, PQS is the terrain) There is also a missing heightmap for one of the bodies. Also, Niermun does not have its green color in scaledspace, probably an error with setting texture . I did look in the config file, and you did specify a normal map for all of your bodies, the heightmap.. as well as the texture. Heightmap and Normalmap textures are supposed to be in different .dds formats. Heightmap should be no compression, L8 format. Texture should be DXT1 (DXT5 if there is transparency for stuff like oceans), and Normals should be DXT5nm 2. textures have polar stretching and seams. The textures while I couldnt open them in GIMP to see how they are like, they appear to be squares, which do not match on the seam, and have no polar distortions. (I use GIMP to do textures) What I do to solve polar distortions is go to filters>distorts>polar coordinates. This will set the texture around the top edge or bottom edge, which are the poles, depending on if you do map from top or not. do the same distortion BUT unselect "to polar" to go back to normal. The seam is fixed by using Layer>Transform>Offset, and then click offset by width. Heal brush is typically used for fixing seams and such. 3. ring texture is.. its ok, but the moons have square texture shapes For better ring textures, try to make them a bit more... transparent if you want some realism. There is nobody commanding you on what to do with rings, I think some wild rings are good from time to time! The shape of the files do not have to be perfect squares. Ring textures could be 10000 textures wide and just 1 texture tall and it would be fine! Also for the ring tiling, for some reason, I have found that it only takes the leftmost 500 pixels, where the left border is the inner edge and the right edge of that section in the texture is the outer edge. Planet textures are best in 2x1 shape, where its twice as wide as it is tall. 4. heightcolormap set to same colors for every single class This will cause no color variation in the terrain depending on height. I usually use this feature to color my planets (In fact, almost ALL of my bodies in my Estrela Dobre mod used it, some are getting custom textures based off of the output from heightcolormap) 5. all bodies in one config file I have never seen this done before. I am mildly impressed that you managed to do it without breaking the game. However, this format is only probably ok with a pack with like.. two or three bodies, but this is an ineffecient way of doing things. To make it easier to troubleshoot and declutter the config file itself (like.. the contents), you would want to get into the habit of making each body its own separate config. This does cause a large amount of config files with large planet packs, but you can quickly get to a planet if something breaks like a missing bracket causing the mod to not load and it not specifying where it broke. If you dont know whether the thing you are about to do will break the mod or not, always take it one step at a time, otherwise doing multiple things may cause confusion and make the body just not work anymore (This happened to Correlae in my mod, I just used another moon's config to fix the issue). 6. no folders in the mod file? For small packs like yours, it is fine to have all of the bodies in the same files, but if you want to make more and bigger packs, I highly reccommend you to put each type of files in their own folders (like normal maps in the 'normals' folder, heightmaps in the 'heightmaps' folder, etc, etc). This will help especially with large planet packs that add in entire new systems of moons, planets, or even stars. 7. High gravity? I did notice that the moons have... unusually high gravity, especially the smallest ones.. Overall, This is an ok first try with planet modding! its good to be proud of your first planet! I was really happy when I made my first planet, even if it was just... a low quality blob lol.
  21. Granted, but the game is so buggy, that every craft in KSP2 is now permanently "Untitled Space Craft", and it spreads to KSP1 somehow I wish the default spacecraft name in KSP2 could be changed in the settings.
  22. So I was controlling a station around Dres, and got news that there is water in Vall, and couldnt be bothered to move the mobile station to Jool, so I went to map view, clicked on a craft around Jool, and clicked control. And the game lagged a lot.. but I was now switched to it! yay! HOWEVER I was still in control of the dres station, while the jool ship is practically on the other side of the kerbol system.. And I have set persistent debris to 0 once, and with all the debris cleared, my FPS everywhere dramatically increased... I am fairly certain that the game does NOT unload vessels at range like KSP2.. it is frustrating when you launch a small little flea on Kerbin and are getting horrible lag from a station around Jool still being loaded. KSP1 has a loading range of about 2.25km by default, and more ships added causes the game to just... take longer to load and take more ram. but in KSP2? The lag in the entire system is based on the number of PARTS in the entire system! This has led to my friend being unable to play a few days old save due to intense lag. In my opinion, this is one of the more serious of the bugs and glitches out of all of the ones I have seen...
  23. I think I switched from main menu but it did flicker into the KSC view before fully switching to the craft
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