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Cant think of a username

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  1. The Goal: Visit as many kerbinside & stock airports in a single circumnavigation, in the shortest in-game time

    The rules: Not much, Mechjeb is allowed except for auto-land, and pretty much any other mod that does involve autopilot or similar. MAF and similar "control" mods are allowed too. No cheating, obviously, quicksave/load is allowed but try not to use it and put down how many times you used it. 

    Must be one continuous flight, refueling allowed by using the KK menu at each airport (the fuel tanks shop thing). Stock parts only, no rocket engines.

    Requires: KerbinsideRemastered mod

    Start and end: KSC (only counted once)

    Helipads do not count, custom airports do not count.

    How to submit: Just write down the path you took, how long you took (in game timer top left) and any assistance mods (like MAF) if you used any. Also put down how many quickloads/reverts you used if any.

     

    My best attempt: KSC -> Island Airfield -> Kola Island -> Kerman Atoll (timewarped to sunrise here)-> Harvester Airfield -> Area 15  -> South lake -> Round Range (night landing, timewarped to sunrise here) -> Nye Island -> Hazard Shallows -> (had to return due to sun setting, timewarped to sunrise here) -> Desert Airfield -> Kojave Sands -> KSC2 -> Uberdam Airport -> Meeda Navel Air Station (night landing, timewarped to sunrise here) -> Cape Kerman -> Jeb's -> KSC

    I had to quickload twice, once at Harvester after overrunning the runway on takeoff because of the high alt, and once at Nye Island after I tried to buzz the tower and stalled.

    17 Airports total

    XxXbLMHhb9ZL.png?o=1

     

    Looking forward to your attempts!

  2. On 10/15/2023 at 3:40 PM, linuxgurugamer said:

    No idea.  I would need the following:

    • Player.log
    • copy of:  GameData\LoadingScreenManager\PluginData\LoadScreenManager.cfg
    • Image of the directory which LSM is pointing to

    I don't have a Player.log (Macos)

    LSM.cfg is:

    debugLogging = True
    dumpScreens = False
    dumpTips = False
    totalSlides = 20
    includeOriginalScreens = False
    forceSlideshowWithNoImageFiles = False
    displayTime = 17.5022984
    fadeInTime = 0.5
    fadeOutTime = 0.5
    tipTime = 5
    tipsFile = /Users/yin/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/GameData/LoadingScreenManager/PluginData/tips.txt
    includeOriginalTips = False
    neverShowAgain = False
    adjustDisplayTime = True
    logoScreen = /Users/<>/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/GameData/LoadingScreenManager/PluginData/logo.png
    logoTip = Custom loading screens by nitrgendioxide
    FOLDER
    {
    	path = /Users/<>/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/GameData/LoadingScreenManager/PluginData/screens/
    	fileMasks = *.png;*.jpg
    	ignoreSubfolders = False
    }
    

    The folder is just a folder full of .pngs (Only .png nothing else)

  3. You can find the original text on the ksp2 steam page: https://store.steampowered.com/app/954850/Kerbal_Space_Program_2/

    Or, in this spoiler you can find the original text that I put into the translator

    Spoiler

    The original Kerbal Space Program is one of the most beloved games of all time and, years after its release, it's bigger than ever before. Its sequel, Kerbal Space Program 2, has been fully redesigned from the ground up to meet the demands of modern and next-generation space exploration, all while maintaining the monumental foundations of the first game. Build a space program, construct powerful spacecraft, and navigate expansive celestial bodies as you explore cosmic mysteries.
    Key Features to come during Early Access
    Next Generation Technology
    As the game updates progress, players will gain access to a whole new set of next generation tools and technology including new engines, parts, fuel, and much more. This new tech will not just create novel puzzles for players to solve, but will also enable new feats of space exploration within and beyond the original Kerbolar System.
    Colonies
    Brand new to Kerbal Space Program 2 are colonies. Colonies not only pose their own physics challenges, but also require resource gathering to build structures, space stations, habitations, and unique fuel types. Eventually, these colonies become advanced enough for vehicle construction, propelling deep space exploration and beyond.
    Interstellar Travel
    Next-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. In Kerbal Space Program 2, interstellar technologies pave the way to a host of new star systems and celestial bodies, each comprising novel challenges and harboring secret treasures. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration.
    Multiplayer/Modding
    The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Soon players will be able to share the challenges of deep space exploration. More details on these features will be revealed at a later time.

    Here is the output:

    Kerbel Universe is one of the most popular games of all time, and a year after its release, Kerbel Space Program 2 took the original game's story and turned it into a space exploration feature. . Now and in the future. Your needs can be met. . Collection of satellite images
    This is good news.
    the bus
    As the game progresses, players will discover new weapons and technologies, such as new vehicles. Aircraft parts, fuel, etc. This new technology is more than just a writing tool. But a new way to look at the Kerberos core.
    bad for me
    There are two new versions of KerbalSpace. Expats need money for room, board, lodging and heating, but that's not the only problem. Finally, the area is suitable for construction vehicles to support space exploration.
    You are a star
    New technologies, new ships and research institutes have taken it to a higher level: space travel. During Korbel's second visit, stellar technology spawned new, larger planets, each with new challenges and defenses. These four factors lead to global warming. Petar, Petar and two others died in the fire. Fixed date
    Listener/Thinker.
    The levels in Kerbal 2 follow the general concept of the first game with a few additions. In the game, players can play the role of an astronaut.

  4. 7 hours ago, Pthigrivi said:

    Yeah it works on Parallels for me too, which is great. No rendering errors, but yeah the FPS are pretty bad. I can play with a bit of patience but its a slog so Im going to wait a few months for better optimization. My machine is a bit older than yours, one of the last models with an i7. 

    Parallels also works, but I think you need a windows license, plus it has much worse performance than wine atm

  5. There is this windows emulator called Wine. And yes, you can get ksp2 running on it!

    Specifically, I used CrossOver (a gui/patch for Wine), and the game managed to get itself running on my macbook pro m2! (FPS is what you expect it to be, duh)

    Here is the CrossOver forum link -> https://www.codeweavers.com/compatibility/crossover/kerbal-space-program-2 you can check the tips section for some stuff I added on how to get the game working a bit better.

    You run Steam on CrossOver so you can launch ksp2, or you can try taking the exe from a windows computer that has downloaded it.

    Current downsides:

    - The ocean water has rendering issues...no boat building for now

    - The FPS is NOT great. I don't know how bad it can be on a mac m1

    - VAB loading takes quite a long time

    - After exiting a flight into the ksc, the lag is still there

    But hey, it WORKS at least!

    Image (proof):

    image.png?width=1840&height=1228

  6. Background

    The Kal controller is a well known piece of KSP that can do simple automated tasks, such as controlling your robots, but it is much more. The Kal controller is a simple computer that can execute tasks based on time. With that in mind, it is possible to use a Kal controller to do control rockets... by itself, without human interfering. Today, we put that to test with this challenge. It's simple: make a Kal only controlled rocket that can go places.

    The Objective(s)

    Level 1: Take a fully automated rocket controlled by one or more kal controller to LKO (and back, if you want)

    Level 2: Level 1 + flyby a celestial body of your choice

    Level 3: Level 1 + orbit a celestial boy of your choice

    Level 4: Level 3 + land

    Level 5: Level 4+ get back to kerbin

    Rules for all levels:

    1. The rocket can only be controlled by Kal controller(s) once it takes off
    2.  ^ Exception to number 1: you can use timewarp or start/edit Kal controller sequences in space (such as after warping), but you may not control the rocket directly anytime
    3. Mechjeb and Kos and automation mods are not allowed
    4. You must land/return in one piece (staging allowed, but don't crash please)
    5. No exploits... I  guess... pretty obvious
    6. Otherwise just be creative :D

    For submissions, just post a video/screenshots and the KAL sequence if you want. And ofc the level you did

    Good luck :targetpro:

  7. Hi fellow exploiters! Today I finally discovered the art of air-less jet engines! (sort of, it doesn't work in space thou...)

    And Now, presenting the aircraft with the best name ever.... No Air Jet!! https://kerbalx.com/cant_think_of_a_username/No-Air-Jet

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    All the info for the aircraft is written on the Kerbalx link. If you take it out for a flight on Eve, Duna, or, best, JOOL, Please take a video or picture and post it here! I would love to see some useful applications of jets without air! (It would also be good if you can fix this plane's aerodynamic model, as it is very bad)

    And Last thing: I think I know why this works, as written on the Kerbalx page, but I am not really sure why it doesn't work in space. If any experts here know, please tell me, or tell me your theory. 

    Best of luck, 

    CTAU (Can't Think of A Username)

  8. Sooo... after some intense scanning of Eve via kerbnet, I found a spot where there IS an akatsuki lake biome, and you can get data from it! Below you can see the surface scanning module's data! However, this patch of akatsuki lake is not actually a "lake", it's the side of the crater below the actual "lake." The "lake" is still a foothills biome. Sooo basically, akatsuki lake does exist, but it in the wrong places. Also it isn't a few pixels wide. I can drive around it quite a bit.

    image.png

  9. Sooo Akatsuki lake is supposed to be a biome on Eve, but it isn't, but it is???? On https://kerbal-maps.finitemonkeys.org/ it is displayed as a separate biome, but I heard that in game it doesn't show it as a separate biome (it says foothills). Now I am just really confused. Can someone explain what the heck is this lake?

    Some links of maps that provide some interesting evidence (use biome mode)

    A tiny bit supposed to be Akatsuki lake: https://kerbal-maps.finitemonkeys.org/?body=Eve&loc=35.113310220547817,108.54618043543216,Pin 

    A big chunk supposed to be Akatsuki lake: https://kerbal-maps.finitemonkeys.org/?body=Eve&loc=49.255056,100.00258,Pin

    In the same way, Craters biome is also very cursed.

    This crater and a few around it are supposed to be Crater: https://kerbal-maps.finitemonkeys.org/?body=Eve&loc=-18.38459, 147.705002,Pin

     

    Final question: [Without mods] Can you actually collect data from these biomes or at least be physically at them?

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