troyfawkes
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Everything posted by troyfawkes
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
troyfawkes replied to Ven's topic in KSP1 Mod Development
Just wanted to comment, if you're getting: [LOG 16:11:11.996] Look rotation viewing vector is zero [LOG 16:11:11.999] Look rotation viewing vector is zero [LOG 16:11:11.999] Look rotation viewing vector is zero [LOG 16:11:11.999] Look rotation viewing vector is zero [LOG 16:11:12.094] Look rotation viewing vector is zero [LOG 16:11:12.094] Look rotation viewing vector is zero [LOG 16:11:12.134] Look rotation viewing vector is zero [LOG 16:11:12.134] Look rotation viewing vector is zero [LOG 16:11:12.139] Look rotation viewing vector is zero [LOG 16:11:12.201] Look rotation viewing vector is zero [LOG 16:11:12.202] Look rotation viewing vector is zero [LOG 16:11:12.202] Look rotation viewing vector is zero [LOG 16:11:12.205] Look rotation viewing vector is zero [LOG 16:11:12.205] Look rotation viewing vector is zero [LOG 16:11:12.206] Look rotation viewing vector is zero [LOG 16:11:12.298] Look rotation viewing vector is zero [LOG 16:11:12.298] Look rotation viewing vector is zero First off, all of your Vessels in your save are probably corrupt now! So go grab your quicksave.sfs in /ksp/saves, make a copy, delete persistent.sfs and rename your original quicksave.sfs to persistent.sfs. Alternately if you're like me and don't have a quicksave.sfs, you'll have to figure out how to delete all of your vessels from persistent.sfs. Then go into /ksp/GameData/VenStockRevamp/ and delete PartRevamp_TextureReplacer.cfg (or just change the file type to .bak or something). I'm not sure why this is happening but it was a really awful experience for me, ended up losing all of my crafts and spending a couple days trying to resolve. Hope this helps someone. -
KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
troyfawkes replied to KasperVld's topic in KSP1 Discussion
OK So... I know that probably no one cares about this except me... but... I was messing with the window size in settings (I always keep it one size smaller than my monitor because otherwise the toolbar covers it) when I accidentally switched the size up to the same size as my monitor and hit apply. For a second I thought I'd actually chosen full screen. Nope, just a change in the functionality I guess. Why is this important? Two reasons. 1) Because KSP in full screen mode doesn't load modules in the background. If your game crashes in full screen mode, you have to start it up again and can't pop out to do something else while your (admit it) 40 bajillion mods load up. 2) I get tons of errors in my logs every time I alt-tab out of full screen KSP; that had to contribute to shenanigans AKA EVAing into a solar orbit from LKO somehow. ...So yup, I'm already sold on .90 -
I had just started Hard mode with no reverts or quick saves. Bill was coming back from a pretty intense jaunt on the Mun, and I had separated the drive section from the return vehicle in preparation for reentry into Kerbin. I realized at about 100 km alt that I had forgotten parachutes, with a periapse around 35km. Oh god. Makes it worse that I was streaming and the folks watching thought I had it out for the Kerbal. So Bill hops out and pushes the pod to about 45km periapse before turning into a fireball. Oh well, maybe he saved the science? The capsule and all of its data made the hop out of the atmosphere but would probably be back in shortly. I was using mission control, so luckily I had prebuilt a rescue craft and launched it into a very aggressive rendezvous. Grab the science, reenter fairly close to the fireball that was my Mun mission, and take a moment of silence for Bill. Definitely made me respect the game
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[0.24.2] Achievements 1.6.3 - Earn 136 achievements while playing
troyfawkes replied to blizzy78's topic in KSP1 Mod Releases
I'm still a fan of this mod, hoping to see the .25 fix -
Not sure if anyone else does this, but I've found some interesting results from adding Procedural Parts and removing 95% of fuel tanks, adapters and nose cones from parts mods.
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So much this. Some days I abused the revert to editor functionality that I allowed in my last save, which made me feel ....ty on days where I had more self control After every ship on that save duplicated itself and self destructed I decided it was karma for cheating and took it out. While I can live with the bugs (and honestly sometimes it makes for more interesting gameplay, e.g. "Oh.. OK, I guess I'm going to have to save Bobkin from a highly elliptical orbit that might one day either smash him into the mun or eject him into a solar orbit... because, you know, the Kraken gave his return capsule a huge push... er.. sabotage?"), but other times definitely not so much. 2-3 launches in a row of that foolishness, or the entire save being corrupted... Looking forward to the QA love in .9+
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I'll keep an eye out, I have to do this same mission out to Ike so I might get similar results. Short story: Rocket over Minmus was 3 stages [at this point], 1) crasher with no probe, 2) miner with probe, 3) joyride monoprop thing with capsule+Jeb. Landed the crasher, decoupled (so now it has no probe, maybe classed as debris?), landed the miner next to it, landed the joyride next to that. KAS connected all three, went in and out of the capsule a couple times with Jeb, decoupled because things started vibrating a bit. I'm not sure at what point I took a surface sample but I'm sure I did. Here's the full log of that session just in case the context around it helps (https://drive.google.com/file/d/0B9QXdjV-pBueWVVfMG5lM1NwUWM/view?usp=sharing). If you can figure out the NaN error at the end I'd be super happy too totally unrelated and I'm assuming it's clipping related, but not sure...
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Last night I had two satellites wobble themselves to smithereens, then a third one on the launch pad had its probe core bouncing up and down out of the fairing until it came smashing down and crushed the rocket, snap the rest of the satellite off and have it fall to the ground, all the while whizzing through the air over the rocket. This is after a couple simulations (KCT), where nothing untoward occurred. I'm using lots of mods, so I'm sure it's my fault. Or Bill was messing with me due to my many failed attempts on his life (I even EVAd on re-entry in a fiery inferno and he came back to life... His Final Frontier record is a pretty exciting read. Still though, I kind of just wanted to fly the mission.
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You Will Not Go To Space Today - Post your fails here!
troyfawkes replied to Mastodon's topic in KSP1 Discussion
I like how you put landing legs on the wrong side of the probe just in case -
This is from my first run through of BTSM. I hadn't intended on landing it, but it took so much work to get it there... For anyone who uses Remote Tech and BTSM (with no solar panels early on) I'm sure you feel my pain. I had to launch a couple satellites that were more or less just batteries to LKO just to get the chance to do a munshot. The fact that it stayed on the right side of the Mun long enough to maneuver to a "landing" was incredible. Didn't have enough power to get any science from the surface, so KSP gave me an eclipse
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IMHO I'd say there's still a lot to add to the game as far as replayability goes. Right now it's not even up to par with Battlefield in that respect (learn to play better as a team, unlock weapons, etc.). There's no point in trading as a team, and currently fighting as a team is only so exciting. The only incentive to keep playing is moneys. Also the world's beautiful, but still Oh, also for everyone wondering about trade routes... I'm not sure how secretive this has been but I think my KSP folks deserve a trade calculator
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SAS won't hold heading
troyfawkes replied to KerikBalm's topic in KSP1 Gameplay Questions and Tutorials
Two FAR/NEAR problems I get a lot: 1) Wobble, esp. on rockets with control surfaces. Hit SAS, hit Launch, rocket picks up a tiny bit of rotation, SAS over-corrects, then over-corrects back, then I give up and go back to manual control. I've never managed to solve this, so I just add extra control wheels and disable control surfaces on the aero parts. 2) In planes, I always have pitch problems (e.g. won't keep a heading). There IS a solution to this though and is more legitimate than using SAS. Set your flaps to a setting that keeps your flight level at whichever attitude you've chosen. Google KSP flaps and you can learn a bit more about it -
My 2 cents: 1) Funds for Science is definitely broken. 35 funds for 1 science just doesn't make sense, even on Hard+Ironman mode. I just enabled it to see its effects and for one mission I got twice my fully scienced out lander missions -- 550 science -- (100k funds, 20% went to science at the 35:1 ratio). Even for Normal this ratio is too good, I'd say at best 250:1 should be vanilla. 20k funds = 80 Science. As a standard point, on 40% funds, rescuing a kerbal is about 30k funds, 20% of that is 6k, and at 250:1 you'd get 24 science. That sounds about right to me. 2) Everyone building ultra efficient rockets and complaining about how easy it is... You're good at the game If you stream or read forums you'll notice that a huge number of people can't even get to the Mun; that gap is huge. There are some mods that make the game much harder but also more rewarding, e.g. Deadly Reentry, NEAR/FAR + KIDS, Remote Tech (required for you "Oh I just probed everywhere in 1 launch" folks), etc. Should Squad implement the mod behaviour? I don't know, let's not be so hypothetical. There are solutions for power gamers, let's not worry about where they come from
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This game is moving so quickly that I almost want to just wait on the sidelines until it's fully released (they said 2015 right?). I might have to pop in and try the Asp though. Also, this game forced my hand on getting TrackIR and I'm super happy I did get it Makes all flying games (and FPS actually if it's supported) way more engaging.
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I bought it a long time ago, but I'm not following the direction they're taking. I was hoping they'd develop a tech tree and make the survival experience more interesting, but it seems like it's more or less creative mode all the way. Ah well, not like I didn't get my money's worth.
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[0.90] Simulate, Revert & Launch [v1.33 - 2014.12.20]
troyfawkes replied to Malah's topic in KSP1 Mod Releases
Giving this a go I'm running a quick-saveless game and streaming so this'll be easier than explaining every five seconds why I've got every safety precaution I can think of and take it easy on landings -
So uh... 3,000 MB to 1,700 MB... Yeah I'm going with this. EVE, Better Atmospheres, Texture Replacer, ALL OF THE PARTS, WELCOME HOME!!!!!!!!
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The 0.25 Waiting Room, now boarding passengers heading to Hypetown
troyfawkes replied to Rowsdower's topic in KSP1 Discussion
Yeah so... Rollercoaster Tycoon direction for the next couple patches... Huge new set of art design (UI? Different sizes of buildings?)... Destructable buildings being a huge part of 0.26.... I'm guessing starting with only a small part of the science building and a crummy VAB, having to pay to upgrade / build buildings.. I don't see the game mechanic for multiple locations yet, unless they also push the starting launch location off from the equator or otherwise make it useful to have multiple starting locations...? Dunno, definitely thinking it's the upgradable building tree -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
troyfawkes replied to Rowsdower's topic in KSP1 Discussion
Also, the update is coming "Soon" -
The 0.25 Waiting Room, now boarding passengers heading to Hypetown
troyfawkes replied to Rowsdower's topic in KSP1 Discussion
It's not Duna specific, he said he's playing the live (0.24.2) version, but he's going to show the feature in 0.25. Apparently it's an option you can disable in the difficulty menu though, they photoshopped it out just before releasing that photo -
I read today's dev notes the same way, where "revised X GUI element" or w/e applied to .25, but then again they weren't clear on that. I think they work on the next version as well, so maybe the new stuff is in that and experimentals has a hold on the previously unmentioned features in dev notes? Regardless they said they'd announce the secret feature on Friday, so my hypebrain is assuming they're not going to release until earliest Monday (because who wants to hotfix over the weekend? )
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In preparation for the new difficulty settings menu in 0.25, I figured I'd give not ever reverting (inc. quick saves) a try in a new game. Rescuing Addos from LKO was interesting, had a <|> design with two mk 1 command pods attached by a decoupler, the backup inverted under the main pod, each pod with their own parachutes and separatrons for softer landing. Geneker took the Rafflesia rocket up and managed a good rendezvous despite being a bit late in launching. Addos hopped into his pod, main engine burn to bring the periapsis inside the atmosphere on course for KSC. The next phase decouples the drive section to leave the two pods by themselves (point radial+ so the drive section re-enters faster and below us). Finally, turning normal and decouple separates both pods so that they enter side by side with some distance between them. LITTLE DID I FIGURE, you can only control one pod at the same time. Even with RealChutes armed and set properly... Needless to say, Geneker burned up on re-entry after saving his fellow kerbal. Not sure how I feel about it as technically the plan would have worked fine and was pretty solid for the tech level if it weren't for the weird limitations of the game. Regardless, makes for a much more interesting story The second interesting occasion was when Addos (the one Gene saved) went up in the Azobe rocket to deliver three communication satellites for my Mun network as well as do some high and low orbital science. Hitting orbit though I realized he didn't have enough delta V for the Mun... But Minmus? Yep. So instead of scrapping the mission entirely (still lost out on the Mun contracts), we went out to visit the mint ice cream moon. I figured the comms network would be about 500km and circular, so I started with getting that orbit. Problem was, I only had about 130 dV at that point, and the satellites weren't self-propelled. So what do I do? Dump them all in the same place and hope I can get Addos back? Luckily I noticed another mistake I'd made in building the rocket that turned out pretty useful; I had attached the satellites with decouplers and hadn't powered them down, so in decoupling I'd be shooting them pretty far in the directing I was facing with the rocket (actually the reverse because they were hanging on behind the rocket, so if I faced prograde they'd accelerate retrograde). I figured I could get a good spread if I fired them all into elliptical orbits with a low periapse at three set points in my existing orbit, so that's what I did. I wound up with kind of concentric ellipses around Minmus, with pretty decent coverage from the omnis and dishes facing Kerbin, Mun and the active vessel. Now to get back to Kerbin! Addos ran out of fuel mid burn and would have sailed past Kerbin with a 200+km periapsis. Whaaat... Alright, emergency measures! Same trick decoupling the drive section and giving us a bit of a forward boost. Still not enough though. Crap. Alright... I seem to remember this old trick my dad taught me... Get out and push? Locking the pod prograde at Minmus and retrograde in the Kerbal SOI was really helpful making sure we were lined up, and after a fun little space walk, Addos got the periapse down to just under 30km. The return was surprisingly close to KSC, just behind the mountains on the west, despite the complete lack of planning beyond, "oh god don't make me send up the stupid Rafflesia again..." So thems were the learnings. That and two or three satellite launches that went upside down and fiery. I honestly think it was way more fun this way; no more, "THIS is how it has to be." Now it's just dealing with the crap that comes and it's way more exciting than save scumming