Jump to content

Qwotty

Members
  • Posts

    82
  • Joined

  • Last visited

Reputation

159 Excellent

Profile Information

  • About me
    Professional Novice

Recent Profile Visitors

2,096 profile views
  1. Okay, so, today, I decided to take a leap like a leapfrog playing on a LeapFrog® and make a post after not doing it for a while. Not only to share my breakthroughs and/or whatnot, but also to step out of my little Kerbal-themed bubble and ask for something I’ve been thinking about for a while: friends. Kerbal Space Friends, to be specific. I realized it would be even more fun to share the experience with others — even if it's just geeking out together. It felt a little nerve-wracking at first, but then I realized that I had already been putting myself out there. Who knows? Maybe I’ll find some kindred spirits who are just as obsessed with weird Kerbal projects as I am. And you're supposed to share common interest with your friends, or else it will be boring, right? Well, lookie here at me here. It checks out. If you are interested, I can be reached here. If not, continue reading and ignore that part. Why wouldn't you want to be attempting some multiplayer madness with me to see who can crash land the best the most or something like that, though?! Hahaha. My joke is that "if I don't start seeing some friend requests soon, I am going to start chucking Kerbals into high Kerbin orbit until I do". The day before writing this, I was hard at work trying to make something that I could post to impress y'all with my biplane building skills. As you can see, I was indeed able to get my 1903 Flyer/Flyer I/Kitty Hawk/Wright Flyer on, but, come landing time, things would get... erm... "explosive". Ever since I've started to take messing around with Firespitter more seriously, I've been having fun using it to immerse myself in the world of old-school plane-building utilizing Kerbal Space Program. The result? Beautiful chaos. Enough about biplanes, though: this is not what this post is about. Nor triplanes either. Not even quadplanes. Nay. Rather? Floating balloon vehicles. As you can see, my first attempt at a floating ship went half-to-plan. Yes, it was able to take off. But, no, it was not able to take off safely. Then, I tried the same design again, but with more balloons. Better, yeah, but the clipping was not what I was looking for. Or able to tolerate in terms of eyesores. Therefore, I had to change something. And that I did. I resized two of the inner balloons, as well as the center one. And with that, it was now more like "Squadala! We are off!". I even felt the need to go FreeIVA my way over to the floor hatch window to look down at the water high above Jeb with a sense of triumph. As evidenced by the GIF, I even walked around in FreeIVA as Jeb handing out smooches to crewmates like snacks. Totally normal, right? Just your standard, everyday Kerbal behavior. Okay, maybe not. It is indeed one of my favorite unintentional finds in Kerbal Space Program 1 thus far. Jeb pressing W to lean in and "kiss" a fellow Kerbal strapped to an exposed seat mid-flight is peak KSP nonsense. You may call it silly or insanely strange, but I call it discovering the secret Kerbal-kissing easter egg feature that the devs probably never intended. What was I doing in Kerbal Space Program 1 the day that was written? Sending valuable seconds of mission time walking Jeb around the cabin like a space gremlin just so he can do that. The sheer audacity and absurdity of it all is what gets me. This game is supposed to be about science, not doing whatever Jeb was doing there. And the best part? Because of how the video game, works the Kerbals don’t even react. They just sit there, looking unphased by Jeb's smoochy shenanigans. It's when you first figure these silly little things out that the ridiculousness hits like an RCS thruster firing at full blast the most, but oh my word — I still find this funny to me now. I am glad I was feeling silly enough to think of that, because the whole thing was so absurdly funny and funnily absurd that it felt like my sides were able to achieve escape velocity and start orbiting Kerbin. It started innocently enough. Just experimenting, thinking, “Okay, let me see how it looks when I move Jeb over here for some immersion.” until I felt like I couldn't help but start doing it to something like every Kerbal in Jeb's line of sight for the meme. It gets even funnier when you realize the context. Jeb's supposed to be this main pilot veteran type — but he's getting up out of his seat to go do that to the other Kerbals in the Mk3 Passenger Module? Pure comedy gold. As far as the balloon ship itself that Jeb was in doing all of that goes, I'm quite proud of how that experiment turned out. It was a successful proof-of-concept test run to see if I could create an airship that could stay airborne without having to rely on fuel. Thanks to the combination of a J-N160 'Fireflash' Air-Breathing Nuclear Engine with KerBalloon technology, it was indeed possible. Flying in the air? Like that? Without liquid fuel? Sign me up promptly!!!! The takeaway about this day? The day this was written?? It was more than just a chaotic flying lovefest; it was also, ultimately speaking anyway, a total success. I mean, who needs the constant anxiety of watching your fuel reserves tick down when you can just float majestically over Kerbin like the airborne royalty you were always meant to be? This airship felt like a glimpse into a new realm of possibilities. Imagine the potential! Long-range exploration missions, high-altitude research, Kerbal tourism, or just floating around, enjoying the view of Kerbin without the constant risk of running out of propellant. But, of course, no successful flight is typically complete without some mid-air shenanigans usually, like you saw. Being a fan of closed-loop design type of vehicles, the successful test of this felt like quite the win that way. Think about it: with this type of design, you can hover indefinitely at high altitudes to gather atmospheric data, like monitoring weather patterns, and do things like observe the surface below without ever needing to land or refuel. Oh, and let’s not forget how visually absurd this thing looks. It’s part airship, part spaceship, part nuclear-powered monstrosity, and all of it is floating in the air like it’s no big deal. You’d think this was some niche prototype for high-altitude experiments, but no — this is my new type of mode of transportation. Forget rockets. Forget planes, even. I’m flying around Kerbin on a nuclear-powered balloon vehicle thing like some kind of overpowered dirigible captain now, and it’s glorious. The absolute madness of combining balloons with nuclear propulsion, eh?? In conclusion: this airship is pure, unfiltered genius wrapped in a thick layer of Kerbal insanity not too unheard off for the type of zany builds you see players create sometimes every now and then. "Those biplanes I showed you earlier ain't got nothing on this", I say partly sarcastically. That's like comparing a paper plane to an awesome alien super heavy-lift launch vehicle. It’s novel, it’s efficient, it’s absurdly practical, and it makes every other craft I’ve built look like it was training to get me to this type of spot. If this isn’t a pinnacle of Kerbal engineering, I don’t know what is. Balloons, you know? These bad boys are just like, “Up? Sure, we can do that. Forever? Yeah, we got you.", and I think that is quite lovely. Flying this thing feels like an absolute power move. Rockets are stressful—you’re constantly worried about trajectory, fuel, staging, and whether your craft is going to spontaneously disassemble. Planes? They’re fine, but you’re always one bad maneuver away from a fiery crash. This airship? It’s just vibes. I’m floating above Kerbin like I’m on an airborne yacht, sipping imaginary tea while looking down at the planet with smug satisfaction. I could stay up there forever. I’m practically untouchable. Gravity doesn’t even know my name anymore. Fun, right? I deem this stuff worth a shot. There is lots of potential there. To celebrate, I did the absolute madness that was my Red Bull Stratos recreation in Kerbal Space Program. I didn’t just build a simple balloon setup. Nope. I strapped a solid rocket booster to the balloon-ship, because of course I did. Why? Because I wanted the most Kerbal Space Program -ish Red Bull Stratos recreation possible — that’s why. As per usual with S2-33 "Clydesdale" Solid Fuel Boosters, it had started punching through the atmosphere like it had a personal vendetta against Kerbin's gravity keeping it sat on the surface. The rocket had a large-model Advanced Reaction Wheel Module with a Sarnus-SIV-CGI Instrumentation Unit sat atop of it, so that I could have a way to guide the rocket during ascent. That being said, you can see how, regardless, during ascent, there was a partial loss of control that resulted in the rocket tipping downwards, but, luckily, I was able to turn that around. This part I was especially proud of, considering how the rocket tipping downwards temporarily resulted in the projected apoapsis starting to go down, not up, as it should nominally be optimally. But it was a Red Bull Stratos recreation in Kerbal Space Program, after all, so when it came time for Jebediah Kerman to be like Felix Baumgartner, things fell flat. Quite literally. Into Kerbal-ish faceplanting. I don't think that anything like that ever happened to Felix when it was jump time, unlike Jeb. "C'mon! Get up! Walk the proverbial metaphorical plank, Jeb! Just do it already!" "I can't... a mysterious force is making it so that I can't move without EVA RCS jetpack thrusters, let alone walk!" Like... what in the KSP??? As luck would have it, the very same said EVA RCS jetpack thrusters were able to yeet him out after enough flailing around like a fish floundering because it has been taken out of its watery habitat. He plummeted through the atmosphere like a tiny green meteor as he started spinning wildly towards the ground he was approaching with speedy velocity. Jeb even did some spin tricks with the last bit of EVA RCS jetpack fuel that he had left. At the end, I was able to make sure that Jeb's safe water landing was ensured. He touched down gracefully, and with that, it was yet another mission success. I had a great time the day this was written reconnecting with Kerbal Space Program all over again. It seems the key to that is in the creativity and thinking outside of just planes and rockets. The absolute comedy and fun times were priceless indeed. After everything this mission put him through — SRB chaos, spinning, plummeting, and that wild RCS ballet — you’d've expected the landing to end with him face-first in the dirt or bouncing 50 meters into the air, right? Nope. Not Jeb. Not this time. He stuck that landing so cleanly, it looked like he’d been practicing for years. Between my chaotic biplane crash landings, nuclear-powered balloon ships, and Red Bull Stratos tribute that spiraled gloriously out of control, I had successfully proven to myself (and hopefully to you) that KSP is less about "playing the game right" and more about playing the game like this here. But here’s the thing I want to make clear while you're still here and I had time to ensure this was published the day it was written — I don’t want to do this alone anymore. Kerbal Space Program is always more fun with others to geek out with, laugh about ridiculous creations, or even compete to see who can crash land the most spectacularly. If any of this chaos resonates with you, why not be my Kerbal Space Friend? You can add me on Discord and we can connect! To show me your fellow crazy builds, engage in multiplayer madness together, hang out and chat about how we keep accidentally discovering Kerbal “features"... all of that. Whatever strikes and thusly suits your fancy. Again, to repeat, if interested, here’s the link to reach me: https://discord.gg/DeYg3aeu Seriously, don’t make me have to start chucking Kerbals into high Kerbin orbit until someone accepts my friend request. Let’s make some chaos together — Kerbal-style! And so, my fellow Kerbonaut-kontrollers, to summarize, the day I wrote this, this holiday season, I didn’t break physics — I just bent it until it started laughing with me. Gravity was like, 'Hey, you can’t just float here forever,' and my airship was like, "Bet." about it. And with that, I’m off to dream up even more ridiculous Kerbal adventures — hopefully with some of you by my side later because of this post. if I don’t start seeing some friend requests soon, I’ll send Kerbals to kiss y'all until you all decide to be the one to investigate that Mystery Goo™ Containment Unit for science and the magic of friendship! Consider all of yourselves warned. Hopefully, one y'alls friendship shall be like the ultimate Kerbal Space Program expansion pack I didn’t know I needed something like something straight outta a blursed GameStop bargain bin. And... with that... there you have it... The end of this post! "Until the next", you know? Until then, fly safe. Or dangerously! Whichever works.
  2. I made chicken lo mein for Thanksgiving dinner instead of the more traditional Western turkey dinner style typical of American (and furthermore moreover Anglospheric) Thanksgiving Dinners. The frozen dinner was deployed from the cryogenic storage unit (freezer) and thoroughly enjoyed by mission control (me). It came preloaded with MSG boosters and flavor payloads. A stack of dishes from earlier missions still in orbit around the sink that night too. The mission from pan to plate, Operation Lo Mein Lift-Off, was executed with nominal efficiency and minimal cleanup. The P.F. Chang's Frozen Chicken Lo Mein, unlike the lo mein dish itself, was still by all means as American as the typical traditional Western turkey dinner style, though... so — ironically enough — my Thanksgiving dinner consisting of food whose origins originated from a completely different part of Planet Earth than the holiday Thanksgiving itself did still somehow managed to be peak American. Even if that means it was more like peak Asian-American. Eating an immigrant-inspired dish filtered through an Americanized lens sure sounds like the spirit of modern America to me. What I learned on the Thanksgiving Day that this was written, after gaining proof of it from personal experience, is that Thanksgiving dinner does not need to be turkey dinner for it to still be valid. So, therefore, all in all, Thanksgiving 2024 was a tasty resounding success. Much like in Kerbal Space Program, the mission didn’t follow the traditional flight plan but still achieved its objective: survival, satisfaction, and a dash of creativity.
  3. They type "woodore@forestmail.com" into a typewriter and wait for a squirrel to deliver the message.
  4. Hi there. Been a while since our last post indeed. This cis-trans duo over here known as @Qwotty (that shares a brain (thus body) like Kerbals do a dual-pod command module) had been busy working on jettisoning useless thoughts and other things like that. On the day that this was written, we decided to spontaneously create and then take on what we call the "10/14 Challenge", which is named after the day it was started, which is to see how nuanced we can get with these designs. We launched a colossal, disk-shaped satellite loaded with an impressive number of dishes, all aimed at establishing help for communication networks for future interplanetary missions. And, no, it was not in an attempt to play some sort of game of cosmic ultimate frisbee with Jeb, although that is tempting. As far as KSP1 builds go, this one looks like it's trying to contact every unknown alien species and their UFOs outside of the Kerbol system at once. This thing, created as a result of thinking outside of the box, is so huge that you’d think we were trying to send signals to another galaxy, or at least just to flex on the entire KSC. The payload launched, that being the giant satellite disk, after being decoupled from what launched, read as weighing 66.57 tons. That and a part count of 47 including a decoupler that shall be removed later by a Kerbal during a mission dedicated to that. It sort of looks like a "space pizza". You could say that the dishes are the "pepperoni slices". It spun out of control twice during launch due to SAS switching between orbit and surface mode, things had still gone smoothly otherwise. Knowing KSP, true to the calculations made about the delta-v in the VAB, it had just enough delta-v to jump out of Kerbin's SOI by a hair's breadth. As it should have, though... seeing as the point of the mission was to get the big dish out into a Kerbin escape trajectory, not to go farther!!!! The rocket used to launch the payload uses a large cluster of Rhino engines, as well as jettisonable liquid fuel boosters. Why liquid fuel boosters instead of solid fuel boosters? Because the SRBs would overheat! You can see so below in the first half of this GIF, where we were recording testing them in the hopes they'd work, and that we would get to show you that. The other half is trying the more successful liquid fuel booster idea solution, but falling over as the thrust of the rockets burning rocket fuel assists that descent towards the ground. We present to you the "Disk-net Array"... ...a truly magnificent frisbee-ish satellite array relay disk so big that several Kerbals can play around on it like a roundabout playground toy. This is not recommended, though, as the Disk-net Array's OKEB-100 'Gateway' Blanket Photovoltaic Array and RFL-2000 Dish Reflector Array parts were not designed with playful Kerbal roughhousing on the gigantic satellite array relay dish probe in mind. What is, however, recommended, is using this beautiful thing to bounce signals such as memes about snacks to your Kerbonauts far out in the deeper parts of outer space. And, knowing that as strong as the strength of that array is, it was still out only so far, we two built an efficient an efficient 176.811-ton rocket with a much smaller payload designed to bounce the signals from the Disk-net Array out farther. It worked quite well, and resembled launches done with similar launch vehicle designs, and thusly shows that this type of rocketry design is a tried-and-true type of thing inded quite verily. The smaller relay ship probe for comms made it all the way to Duna without a problem, and with more than enough delta-v for operations — to the point where there was enough fuel left over. Therefore, thusly, the payload was left attached to the rocket that brought it to Duna, so that the little bit of liquid fuel left can be utilized by a ship at a later time during a rendezvous for refueling. And then, ultimately, the destruction of that part of the spaceship, after it has been deemed no longer anything more than space junk. That cute little dish-equipped spaceship was put in a high polar orbit around Duna, as to not ever get its signal blocked by the planet itself. The polar orbit sits right around escape trajectory territory, as to be as high above Duna as possible whilst still staying within its sphere of influence. It’s like the ultimate Duna Wi-Fi router, keeping our space missions, rovers, and Kerbals in touch (especially when they need to send a frantic “I’m stuck in the sand, help” message). So yeah, we’re back, and we’ve got more wild ideas in the pipeline. Especially as far as modding goes. We found useful information about how use KSP1's Part Tools plugin utility for the Unity Engine before writing this that looks like it should be able to assist us with finally be able to create rocket part mods to publish and whatnot. Getting .mu models to show up in the VAB in KSP1 turned out to be far more of a challenge than we had thought it would be, but here we two still are, not giving up on it, because it is quite evident that others have been able to do it over the years, and we are trying to be able to become a part of that club and thusly be able to do things like take requests. Stay tuned as we continue our quest to dominate adorably while making sure Mira doesn’t go feral from lack of snacks and Gabe doesn’t accidentally turn one of these launches into a meme-worthy disaster. Maybe sooner than later we two shall have some mods to share with all of you. "Until then", you know?
  5. We two decided to think ambitiously in Science mode — utilizing that gamemode does not place weight limits or require budgeting — and started building an engine cluster for a gargantuan spaceship. That's right: what is in the GIF below is merely just an engine cluster being tested, and is, in essence, designed to be used as a huge rocket engine for even huge spacecraft to use multiple of them.
  6. I uninstalled all of my mods to create a new mod setup for KSP1 machinima, and posted my first today. I hope that you enjoy it. Here it is:
  7. What I did the day in KSP1 the day that this was written was recording footage for a KSP YouTube video that will be the start of many, doing things like launching communications satellites and trying to do interstellar travel yet again. It was the type of thing that reminded me of that this game is Kerbal Space Program and not Kerbal Star Program. Those Alcubierre drive warp drive mods are cool and all, but I have yet to see NASA utilize one of those as of writing this, and isn't Kerbal Space Program supposed to be more in-line with NASA than something like Star Trek? That type of stuff combined with the star added by Infinite Discoveries messing with solar panels really made me think twice about getting carried away trying to add celestial bodies outside of the Kerbol System that way. I mean, seriously — solar panels not working because of star mods? That’s a dealbreaker. It’s one thing to have your ship blow up and then glitch through the fabric of space-time, but to have your solar panels — an often-utilized source of energy — rendered useless? That’s the straw that broke the camel’s back, and it was enough to make me reconsider. Especially knowing that not doing so could be what delays making videos, as it is easy to get lost in the vast expanses of the stars that Infinite Discoveries can give you and the troubles including bugs that can come with that, and trying to work with it became detracting and distracting that particular type of way. Integrating an Alcubierre drive and star systems to navigate to with it into KSP introduces much more complexity and vastly more challenging distances to work with, and in this case, it was too much. I remember Kerbal Space Program being this neatly contained solar system playground space sandbox where you could build, launch, and explore without worrying about century-long voyages or malfunctioning warp drives when I was growing up — a game grounded in its own quirky realism, where challenges were centered on the Kerbol system's intricacies. Then came along the interstellar mods capable of turning KSP into a half-playable mess, that of which I spent a lot of time with before realizing the value of not going crazy with Infinite Discoveries adding a bunch of stars that ultimately just end up breaking the game. That is what I am going to go do for the sake of making videos as well see what I can do about manually adding some stars myself by hand or something like that which don't break the game, and maybe even my own propulsion system mod. Creating KSP1 videos is everything that I thought that it would be and more, and Kerbal Space Program's proven to be quite the fitting game for making machinima with. I am hyped as of writing this about being able to start sharing with you and to pilot my debut here. It has got me feeling like this: By the way, on a funny and silly unrelated note, when I tried to add on some writing above with "Rewrite with Copilot", it spat out this when I copied and pasted it in: "On thes f , a , - (n. for the. boni,, f all [", am I right? When I say that I have been working on something for all of you, I mean it. And here is proof: And here are the stars that I was going to explore: There are certainly no Kerbal Space Program videos uploaded quite yet as of posting this, but the link to the channel where they will be is here. Until then, I will be here working on that.
  8. We have indeed and were previously utilizing the Outer Planets Mod planet pack before with a similar install, and it was working fine then, like it is now as of writing this, thanks to help from you, like how you said you were "not seeing this issue with the solar panels". You helped us get the issue figured out and problem solved through your asking. You see, just like you, we were using Kopernicus on an install of 1.12.5, and that worked fine, but during the time that the initial post was made, we had installed Kopernicus wrong. How so, you may ask? By picking an install of Kopernicus that was not the "Kopernicus Expansion Continued-er Stock Configs" in particular specifically. The golden key is to install "Kopernicus Expansion Continued-er Stock Configs" as opposed to the other options. Doing so with a clean install solved the problem. Before that, we were noticing that installing Kopernicus the other way as opposed to what is abovedescribed kept resulting in the same problem with solar panels. The problem has therefore thusly been troubleshooted down to the root cause after meticulously being thoroughly investigated, and now the solution is available here to assist other Kerbal Space Program players with this bug.
  9. Today, in Kerbal Space Program, the day that I wrote this, I took Valentina Kerman out to deep space and got to do interstellar travel how I had been wanting to do it for the first time — which was without the problems from before — and had a great time (what some might call "the time of my life") right up until Valentina had died upon approaching a planet that I had locked Valentina into a descent towards, at which point I had. It was much too rapid of a descent for the RE-L10 "Poodle" Liquid Fuel Engine on-board to stop the beyond dangerous fall into (what I presume to be) "Oceanogseaf", a planet orbiting a star that I had flew all the way out to as Valentina Kerman called Recalewh, that of which is "roughly 0.94 times the size of Kerbol", according to the .cfg file for the planet. It was a sad note to end on, but I had learned a lot about how to do space travel using @RoverDude's Alcubierre drive part mod to travel to the stars provided by @Sushut's mod that randomly generates them while doing that space mission. Thanks to the helpful advice from @capi3101 and @JadeOfMaar, I was able to finally break through the battling with understanding how to utilize warp drives for interstellar travel and have not had the same problems that initially had stopped me from trying interstellar with the warp drives since, which just goes to show that those two really truly had knew what the Kerbal they were talking about. No more burnout due to being stuck within the confines of the Kerbol System or whatever planet packs have been released and no more having to worry about warp drives causing adventure-stopping explosions caused by lack of awareness about Exotic Matter levels, that of which had previously been extremely exasperating to deal with. Now I can post my interstellar space missions instead of having interstellar space mission breakdowns. So... that being said... big shoutout to four involved that I tagged with an @ sign... because — all four them, combined with my determination, effort, and smarts, are what made the mission being posted about possible. Here is a GIF created with recorded footage of Valentina burning up: The mission lasted for a total of 18 days, 2 hours, 18 minutes, and 11 seconds. During this time, it reached a maximum altitude of 43,565,771,237 meters and achieved its highest speed at 52,896,341 meters per second and 52,896,339 meters per second over land. The mission covered a ground distance of 8,921,565,727 meters and a total distance of 9,646,708,988 meters. The most significant G-force endured during the mission was 366.3G. For a relatively small test ship, its reach was truly "out of this world". I remember falling asleep orbiting around a star, waking up, and then getting right back to business. This mission wasn’t just simply merely an impressive space mission like my others before that I have posted here; it was a cosmic achievement of epic proportions that was more far-reaching than any mission previously done before! It showed me proof that the world full of infinite potential due to infinite discoveries (see what I did there?) was now well within welcoming reach and that now I have the foundation for turning Kerbal Space Program into a nifty spaceflight combat wargame KSP RPG, but whether or not that is going to be with code in the form as a mod with some sort of release for the public is TBD. As of writing this, I am wondering if it going to be more of a D&D type of thing where imagination and immersion in combination with mods to boost — and perhaps even hypersupercharge them — take center stage, or if it is going to be more of a full-fledged roleplaying game system with coding and .dll files that goes in the GameData folder. Either way, I am sure that it will be epically fun and create engrossing procedural tales. That's what I did the day that this post was made, along with making a YouTube account for posting KSP videos. More on that and other stuff later. You all shall see.
  10. I am not at the moment as of writing this, and Infinite Discoveries is the only thing like that installed ("with Kopernicus, of course", like you said), so it's not something like that, I wouldn't think. I got it through CKAN, and have even tried installing different version other than through CKAN. I have totally tried things like verifying the integrity too, but even uninstalling and then reinstalling Kopernicus is not seeming to do the trick. This issue has been narrowed down to stemming from installing Kopernicus Planetary System Modifier through CKAN, that of which also requires installing Module Manager 4.2.3, ModularFlightIntegrator 1.2.10.0, and Harmony 2.2.1.0 as dependencies. Without it, the solar panels function normally. Even a KSP Community Fixes patch addressing this particular issue did not fix it. Every time I remove Kopernicus and its dependencies, the solar panels work fine again, and vice versa. Therefore, the problem is there somewhere. But, still, it is hard to know what it is. Especially after, quote, "editing and removing the SolarPanels.cfg from C:\Program Files (x86)\GOG Galaxy\Games\Kerbal Space Program\GameData\Kopernicus\Config both seemed to have no changes". Something somewhere is obviously obnoxiously overriding the solar panel behavior, but with the clues provided as of writing this, it is like trying to look for an unlocatable Kerbal lost in deep space with no cozy comms connection back the KSC — and that is what makes the fact that as of writing this my only issue with my Kerbal Space Program setup is this bug all the more infuriating. Something within what gets installed when CKAN installs Kopernicus and its dependencies into the game is what is doing this, and a deductive process of elimination done through removing mods proved that outright. So, the question is what changes the solar panel behavior and how to reverse that while still keeping Kopernicus and the stars and such that it gives.
  11. I already pinpointed the issue to being outside of that but thank you for the suggestion. Perhaps you did not read the "Kopernicus and/or its dependencies have something to do with it, as without them, the solar panels work fine" part clearly enough. It seems to have nothing to do with Infinite Discoveries. And I cannot even find others reporting that issue you were talking about anyway. This bug is most likely even older than that mod if anything.
  12. The Bug: When the Kopernicus mod is installed, solar panels deploy automatically in the Vehicle Assembly Building (VAB). The toggle options for the solar panels are missing, and you can't control their deployment. Additionally, they seem to have lost all function as well. It is obvious as of writing this that Kopernicus and/or its dependencies have something to do with it, as without them, the solar panels work fine, but those mods are needed to add new stars using Infinite Discoveries, and there does not seem to be any working fix as of writing this that allows for both working solar panels and the stars. Editing and removing the SolarPanels.cfg from C:\Program Files (x86)\GOG Galaxy\Games\Kerbal Space Program\GameData\Kopernicus\Config both seemed to have no changes that would make any effects. The solution to this in 1.12.5.3190 or any other game version seems to be elusive even though multiple posts in different places have been made about this. KSP Log: https://drive.google.com/file/d/1Dp_4BgC0U5IwNW-6YwBqUUNAXui5zgAt/view?usp=sharing
  13. Let's not forget the edge case of running said engine from inside a fairing or cargo bay. Turned my ship into a relativstic shrapnel stream and even unleashed some Omega Molecule there. Revisiting the scene of the destruction after the fact was actually pain. Thank you both kindly for the helpful advice that translated into what, as of writing this, seems to be the solution to *(most of)* the warp drive bugs. As you can see here below, we two were able to launch a fully functioning spaceship with a warp drive. It was able to make it to Eve and then Eeloo. It appears as though that the issue has been resolved, seeing as the spaceship never blew up within the window of time that it would before. We even made it to Moho too before directly crashing into it at what must have been quite a rapid speed to hit the surface of a planet like Moho at. That being said though, we used ALT+F12 to test the warp drives again but ran into a similar type of boom thing like from before. And it seems to be quite replicable, much like it was before, but this time more specifically. As you can see here above, there were no issues with things going boom in regards to doing the escape trajectory burn, or in terms of velocity, but when the Exotic Matter resources got depleted to the point of reaching zero, the whole ship exploded, and to the point that it had locked the game in an extremely long loading screen wait time (meaning infinitely), which is, again, the specific KSP1 bug that we were looking to avoid, and for the most part had avoided earlier. So, that being said, we are both over here wondering as of writing this if it is true that we two must keep our Exotic Matter levels higher than zero or else things will boom. Is it correct to say that we must ensure that our Exotic Matter levels always remain somewhere above empty? It sure seems so, and that is something that would make logical sense: Exotic Matter is crucial for stabilizing the warp bubble in the Alcubierre Drive, and without it, the drive can't maintain the bubble, causing a sudden collapse that results in an explosion. It’s like the game’s trying to stick to the science, but in the process, it breaks apart into a softlock. The mod's logic suggests that Exotic Matter is essential for stabilizing the warp bubble, and running out of it can cause a catastrophic failure, like an explosion. While this makes sense scientifically, the way the game handles this failure—by breaking into perpetual loading screens—seems more like a bug than an intended feature. This kind of game-breaking bug does not seem like what a mod creator would intend to. implement. If the mod follows that logic, then that's fine, and makes sense even, but the way that it blows up is semi-game-breaking and requires restarts to escape perpetual unchanging and unvarying loading screens that are not very nice. To repeat: stuff like these bugs does not seem to be part of the mod that was intentionally put in there. Although the part regarding Exotic Matter levels very well may be, which would make sense. We two are looking for a keen KSP player who would know to corroborate with a "no" or "yes". We are basically just wondering if this one type of event is a normal thing that happens to other KSP1 players and if Exotic Matter levels must always be =>0 or if other Kerbal Space Program players have been able to have their spaceship reach an Exotic Matter level of zero without it doing this type of stuff. It seems like the former, and we two wondering if that is the case. For instance, look at our recorded documentation of Valentina Kerman burning Exotic Matter at full throttle until the fuel levels reach zero and how the spaceship proceeds to blow up afterwards immediately after. The fact that this game-breaking bug with different possible causes always occurs during the moment that the Exotic Matter levels reach suggest that the keeping-fuel-above-zero maintenance is indeed intentional, but the way that it causes the game to glitch into a state of unplayability is not. There is where getting corroboration from readers comes into play: would you fellow Kerbonaut-deployers agree that, along with staying inside the bubble and making sure not to produce Exotic Matter during warp drive burns, that it is absolutely essential to ensure that Exotic Matter fuel levels always stay above >0?? The other specific things that caused the game-breaking bug previously have been addressed from what we two can tell. Although right before writing this, we encountered yet another when firing the engine again after producing more Exotic Matter, which could have been from not toggling off producing Exotic Matter, which is like how it was before. These warp drives require more attention and precision to prevent them from breaking the game how the mod should not be anyway than we had initially thought. But we two are sure now that people who read this will know what we are talking about specifically in terms of Krakens and know what to say about them. The goal is obviously to avoid these altogether so that we can stop metaphorically stop tripping over the same rock every time we walk by it due to not knowing about the different paths. We are sure that you know those paths. To answer the thread's question that makes the thread what it is, what we two had did in KSP1 today was get all hyped after being told how to solve our problems with the warp drive, only to merely run into another one, as if a Kerbal version of DJ Khaled (DJ Kherbled) had appeared out of nowhere like a Pokémon hiding in tall grass and went: Anybody who has spent enough time utilizing the warp drive mod talked about earlier has as a result learned how to make it so that the game-breaking bugs do not occur entirely, which simply leaves the questions for those people about how that is went about and what the deal is. Especially regarding Exotic Matter. Help with that would be appreciated so that that DJ Kherbled will stop riding over to our spaceships on a Kraken and shouting "Another one!" (as he does) before the said spaceship blows up.
  14. Cannot tell now that all of those mods have been installed, but what we two do know though is that it was not those mods. It was from the mods on CKAN that specifically give you the warp drives engine parts. It may have very well been the mod by RoverDude. It is up to speculation at this point. Something must have not been installed right and/or clashed with something else. Oh well. Those things always seem to cause spontaneous unpredictable and unintentional detonations. We have been wondering if it is because of the PB-NUK Radioisotope Thermoelectric Generator overheating, but we do think that that is it, and think that it has something to do with the mod being broken, as in the spaceship always ends up going boom at some point, and it is always because of using the Alcubierre warp drive parts — no matter what they are — which as far as troubleshooting goes, as of writing this, does not seem to have any sort of immediate answer as far as debugging Krakens goes, unless there is some sort of solution for this which has been overlooked or not found yet. As if the bugs as far as the bubble looking how it did (which is how it should not) and the fact that they still take as something like about as much as time as Xenon engine burns do to reach far-out stars added by Infinite Discoveries wasn't enough, the darned parts seem to rigidly insist on destroying the whole spaceship that was built for the interstellar missions in the first place. As of writing this, it seems to be an insidious all too replicable Kraken. The long burns from Kerbol to other stars would be endurable if the intolerable darned Kraken that defeats the whole purpose of installing stars to attempt trying to do interstellar missions with that way would just go away and join the other solved Krakens in Kraken Jail, which seems like it would be located directly underneath the KSC, like some sort of bunker prison. But much like this other bug where solar panels deploy in the VAB without being deployed by toggling and cannot be retracted either in the VAB or outside of it during flights, that of which the source of is practically impossible as of writing this to determine, and a solution looked up for it before writing this blames a mod that was not installed. Which makes for two mod bug full stop stoppages. And we two cannot seem to figure out how to even start doing diagnostics. But through our conversations about KSP we realized together that the easiest and pleaseiest way to go about things like that is to remove every mod and add on to a bug-free blank state "now that we know what the best mods are" (through testing them through trying them), to quote the conversation about it from earlier — yet that still seems as of writing this like it would solve things like the problem with the solar panels, and this Kraken with the warp drives will still persist. Knowing that... what gives? There has to be some sort of solution to that knowing that, if it happened over here, it has happened elsewhere. But the darn things seem to go boom every time that they start doing their warp drive thing that those warp drives do for anything longer than a few minutes. If that, even. Thus the talk of it being unpredictable. It is a real head-scratcher indeed. Is it because of the game version? Mod incompatibility? Something else entirely that is more out-of-the-way than somebody might think of at first???? Are those mods kursed??!!??!! Because it is starting to seem so as of writing this, and we hate how it presents us with a warp drive that takes the warp drive out of warp driving after a few minutes. If we had figured out before writing this how to get .mu models to show up by exporting them with the materials right, which has not worked despite our best efforts with experimentation yet as of writing this as well as kind attempts at assistance from @ColdJ , then we probably would have already published our own warp drive mods by now that were created to get around this error. But it seems those things are still plagued with the same errors, and there must be some sort of nuance escaping us here that we are yet to determine as of writing this. Kerbal Space Program is so much fun, but not when things like creating mods for it and installing mods that were made by the community for it in the same ways are throwing out these issues that seem to tackle us more than we can tackle them as of writing this, and that is why there has not been any mod publishing or interstellar space travel documentation: because Bforartists/Blender and KSP1 are both great at crapping out at times when you would not anticipate it like that, and then have the nerve to be like mysterious riddles in terms of diagnostics and troubleshooting when it comes down to the horror that is trying to work with what you do not understand like that. And those are the type of flubs where you swear you are doing everything right and very well may be, but this incredibly highly specific thing is stopping things from working correctly, and it is starting to look like we are going to need the KSP version of Scooby-Doo Mystery Van adventure to solve this mystery, if you get what we mean. And we really do mean that. It's like "try contributing to a game that wants to fight about it for the ability to be able to even do it at all because of how modding the game works"... and you would think that, with KSP1 being a video game that runs on the Unity Engine, it would not be that hard to mod, yet it seems to be way harder to mod that people might think, and all of that stuff is so unsolvable as of writing this for us in all of the ways, that, as of writing this, we are starting to struggle with not giving up on working with this endless stream of "fix this one thing so that it can work properly" together toughly so much that is causing us to write what is now by this point in the writing hundreds and hundreds words about all of this stuff. But the determination to get all that stuff working is still as fierce as ever because the way to get it working is to try and to do stuff like this. Lately it has been like "What we did do in KSP1" is want to chuck a whole Kerbal or two at our pretty gaming setup that glows rainbow colors out of pure frustration due to this type of stuff. Which is actually possible as long as they are not wearing their space travel gear, as according to KSP info, they are 2'5½" and weight about 99.2 lbs without jetpack nor parachute. But with their gear, they are 207.235 pounds each, which is not within chucking with ease range, unlike the former. Here is to hoping that we can figure this all out and contribute to the Kerbal Space Program community with mods and with those warp drives included but working this time. We do not get what you (i.e. @capi3101) meant by "the devil you know and all that", but if you we were referring to that darned Warp Drive Kraken, then we agree big time. "In space, no one can hear you pass gas..." like you say in your signature indeed, and nobody can smell it either (thanks to the adult diapers that come installed in most spacesuits, like NASA's Maximum Absorbency Garment!!), but unlike that, these modding problems reek of fettered potential possibilities in terms of being able to create our own custom parts and then take them on interstellar space missions using the warp drive part mods. Quite the Kerbal Space Program stinker (as in difficult task/unpleasant thing) indeed truly. And farting around doing other things in Kerbal Space Program eventually leads to wanting to work with these things again that go wrong the same way, and it can obviously be seen how the cycle would repeat from there. Which it has. Yet we keep trying. Which is important. And why we are writing about it. Which is basically because of this confusion-inducing bottlenecking of epic proportions that is epic because of how epically hard to understand how to solve that they are. Shoutout to the moth that landed on the monitor we were looking at while writing this between this sentence and the previous sentence that scared the living daylights out of the two of us, by the way. It truly added to the dystopia that is this KSP modding mess over here with its grizzly and morbid pestilent cameo that was as unpleasant and unwanted as these Kerbal Space Program modding issues that place restrictions that we, as of writing this, have been watching other people get by through somehow getting past how we cannot as of writing this. Which is not quite what we were thinking of when we were planned to set out and create mods as well as interstellar space missions with warp drives. We want to make Kerbal Space Program into something like an interstellar roleplaying game, but there are certainly obstacles as of writing this. For instance, say that us two wanted to go to this randomly generated purple gas giant with the equally randomly generated name "Boneair", and go visit its cute little moon Lapidboul, both of which are pictured below. Literally impossible. At least as of writing this anyway. Try taking your custom part that will not even visibly show up in the VAB to another star on a spaceship with a warp drive that makes the whole ship go boom randomly, you know? TL;DR version: us two basically did the same that we did before, cursing (out) the (darn) KSP(1) part modeling process and warp drives mods for being as frustrating as they were, which was a pain in the Kerbum to work with. But deep down we both knew that both of those problems can be solved, even if they have seemingly unsolvable problems with them that present incredibly demotivatingly frustrating challenges. But people have gotten past those. We two both keep faithful hope together lovingly knowing that instead of letting it make us angry. We are sure that great "post-worthy" posts will stem from figuring this all out after we do. "Until then", you know?
  15. It was unintentional. We noticed that too. It is indeed not supposed to look like that and must have been some sort of glitch. Although us modifying the warp bubbles to look cooler sounds like something that we two would indeed do. What a great idea, if anything.
×
×
  • Create New...