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KSP2 Release Notes
Everything posted by RobFalcon
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Disclaimer: Not affiliated with any mod development team! StarCrusher noted that GU would be down until after KSS2 had been play tested. The info on when KSS2 would be available for download is "Soon" as of Friday 2/16/2024. Here is a link to the KSS2 development tread. (Located in the form's KSP1 Mod Development board as of 2/19/2024.) Should be able to keep an eye on it there.
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Here is one I know of. I remember checking it out once a long while ago. While it has not been updated, there are recent posts noting it worked with 1.12. What might need to be done to make it so I do not know. Link is below, and I wish you luck!
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See a few posts above. StarCrusher has pulled the mod down while working on KSS2. GU will return once KSS2 has been tested.
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SPACE STATIONS! Post your pictures here
RobFalcon replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I've got a couple success stories to post. Took some stubbornness determination, trial-and-error, and the eventual decision to "SEND IT!", but here are the results! First off, the Thalia class station. An amalgamation of Stock, Restock, Near Future, and Stockalike Station Parts Expanded, she can keep a potential crew of TOO MANY KERBALS quite comfortable and busy for long-term missions. Generation 1 stations of this class were deployed to the orbits of Kerbin, the Mun, and Minmus to support extended exploration of each body. However, the Generation 2 long term orbital habitat has been recently developed, and are in the process of replacing the older Thalia design. Next up, the Urania class station. With a potential crew of FAR TOO MANY KERBALS, these behemoths have all most of the comforts of home. (Only about 0.6 G, but better than nothin'!) Stations have already been deployed to Kerbin and the Mun, with Kerbin's station hosting its first crew. Station deployment to Minmus is forthcoming. -
SSTOs! Post your pictures here~
RobFalcon replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
My most recent playthrough has been my most successful, and I've had a decent number of personal firsts. One of them feels very appropriate here. She's not stock, including several components from Mk2 Extension and canards from Buffalo 2. Still, she can carry 12 total Kerbals to a station at a 300 km orbit. JUST. She had 39 m/s dv remaining after docking. (Refueled at the station to return to the KSC.) I believe I have a thing or three to learn about proper ascent techniques! -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
Excellent choppah, Angel! -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
I thought the same! -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
Couldn't tell you, I'm afraid. I didn't get to drive, just gave the orders. Main piece of equipment I got to use directly was the scope. My guys and I came to an agreement; if the officer is turning the valves, we've got problems. One new addition to the herd to show off! Say hello to the Recon Buffalo! Designed to haul a supercomputer to a particular anomalous reading. She can cruise easily at an altitude of 5 km at about 190-200 m/s, and has pretty decent range. Engines are from Airplane Plus. (My wife describes her as, "SO CUTE!!") Could've stood to have more electrical capacity, as she couldn't get far into the research cycle before running out, but she's surprisingly easy to fly. Recommend disabling the inboard ailerons, though. Had a strange issue partway to my destination. Takeoff and landing were manual, but the cruise was done with MechJeb. MJ gave minimal complaints, even at 4x time acceleration, apart from the aforementioned aileron debacle. I'm still working on the Higgs Bison amphibious version. My initial attempt using pontoons was not as stable as I would've hoped, so I switched to making a submarine with wheels. Running on the surface, Higgs Mk2 works pretty well. Still working on stability when submerged. The irony of this is not lost on me. More additions as they emerge! -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
I was on USS New Hampshire, a Virginia-class, from '10-'13. How about you? -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
Actually, no. We had a different system on mine. Though I don't recall anything particularly bad about the water. CO2 control, though, was a slightly different matter. Anything you brought aboard for a particular underway had an... entertaining smell when you got home. Can't really describe it. Just called it, "Boat SmellTM". -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
Good idea. I'm not far enough yet through the tech tree to try that out Though I'm about to return a whole lotta science from the Mun, and Minmus exploration is in progress, so we'll see when I can start practicing with it. -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
I have a couple more images to pass along. Development of my Buffalo herd continues! First off, here is the Munar Buffalo, Mk.2. This version utilizes a ten TR-2L wheel setup to give better protection to the front of the vehicle's chassis, though this necessitated moving the entrance doors amidships. I've also included several reaciton wheels within the underframe to assisting in keeping the vehicle wheel-side-down when an errant hill sends one on an unexpected flight. In addition, a set of landing gear allows the Mk.2 to remain stationary when on sloped terrain, taming a noticeable stubborn tendency to slide at 0.1 m/s. This image is from when I temporarily removed Parallax during long-range driving. While Parallax's rocks are fake by default, the very real rocks of Breaking Ground love to hide within them. I kinda lost track of the number of times my chassis vanished and I was yeeted across the surface. I'm using Bon Voyage for more of my transits now, so Parallax has been reinstalled. In addition, the first Buffalo is now riding across the surface of Minmus! She had a bit of an argument with her landing frame, which resulted in the loss of her light bar, but beyond that she's running fine. I've learned that I can't go nearly as fast on Minmus, primarily because low gravity means very little traction. I expect Gilly to be... exciting. Been busy of late, so nothing to report in the last couple days. More developments as I have them! -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
I'd be happy to post! Been keeping a record of my escapades for my coworkers. Got a lot of folks looking forward to KSP2. Here she is in all her glory, the Munar Buffalo. From front to rear, she consists of: Command Pod, Habitat, Observation, Large Logistics, Airlock, Ramp. Full chassis provides power storage. Solar panels up top are from Planetside, each giving 15 EC/sec, which has been more than sufficient. Bon Voyage is included, but so far I've done all the driving manually. Science gear is combination of stock and DMagic, along with a BTDT scanner. Got scanner arms on both sides to simplify scanning surface features. I've got stock girders giving support to my wheels. They also hold additional science gear and four additional cargo storage units. I have a bunch of EVA repair kits and three deployments worth of Breaking Ground science gear. I'm planning to send a resupply mission once everything is deployed. The Munar Buffalo, with those wheels, is shockingly fast. I'll accelerate up to about 20 m/s and coast. Gentle declines build on that, and I've ended up going between 40 and 45 m/s. (So, about 100 mph. On the Mun.) It's only really a "problem" when a real rock hides within Parallax 2.0 rocks. Then I'm yeeted once again. A couple times without my wheels. (Always remember the quicksave option!!) The Buffalo's compartments are extremely resilient, I'm happy to report. She beached herself without complaint, and just waited for the reload. The equipment behind the rover is a remote guidance system and a couple batteries; all that remained of the rig I used for landing. The aforementioned landing rig! I brought her over unkermaned, just in case. TCA was used to maintain stability during landing. Worked surprisingly well! And here's my crew. They've already gone somewhere between 80-100 km, meandering towards the northern polar region. I was initially planning on rotating crews out, but now I'm thinking they'll go the distance. I'm planning my next version to be deployed to Minmus. I'll add in additional reaction wheels so I can better keep her wheel-side-down during unexpected flights, and remove the light bar. I won't be driving at night, and strangely enough it's the one thing to have caused lag thus far. (And this playthrough also included a single launch orbital station in a ludicrously long fairing.) Buffalo will eventually be deployed all over the Kerbin (+OPM) System. Biggest hurtle may be my planned amphibious version. To be named the Higgs Bison, which is the friendliest species of water buffalo, after all. (Shamelessly stolen reference.) If I get any other good images, I'll pass them along! Thoroughly enjoying Buffalo 2, and looking forward to exploring many worlds with the herd! -
Buffalo 2 Modular Space Exploration Vehicle
RobFalcon replied to Angelo Kerman's topic in KSP1 Mod Releases
Depends on the boat. Mine was more like a longer version of what you made, with room for a few people to stand within. Can confirm Ooglak's comments. (Was an Officer of the Deck back in that life.) Semi-related side note: I'm running what I call my Munar Buffalo in my current science playthrough, and thus far have driven further than in all other playthroughs combined. Enough space to hold 11 kerbals (though I'm running a crew of 6), and all the science equipment I have unlocked at the moment. After some testing, I decided to go with a set of 8 TR-2L wheels, as I desired to go recklessly fast. I've learned that, very surprisingly, the things I learned driving a submarine on the surface have served me very well driving on the Mun. Look way ahead, maneuver carefully, and "brakes" are going full reverse. That doesn't help as much when I suddenly discover that what I thought was a hill was, in fact, the rim of a crater, and I proceed to yeet my rover far higher than intended. Thankfully, TR-2Ls provide excellent suspension in 0.166 g. -
Question of curiosity: Is there a home system extension in the plan? Something akin to KSS's outer planets, comets, etc.?
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Three segments in, and already we've been treated to many excellent designs. I look forward to seeing what you do with robotic parts!
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Hotaru! I'm happy to see you back in action! Very much looking forward to seeing how this career goes, especially with the mod list you're running. (I keep hearing about Kerbalism, but have yet to try it myself.) Still, glad to see your return!
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
RobFalcon replied to Andi K.'s topic in KSP1 Mod Releases
Oddly enough, I installed OPM, GPP (with the GEP expansion), Extrasolar, EVE, and Scatterer last night. Still working on getting the rest of my mod list installed, but I started with the planet packs to see if I could get them to play nicely. First time running with all packs in, I also noticed a lack of clouds with Extrasolar. However, everything seemed to be functional past that. Everything was in orbit where I would have expected, and spot-checking the various planets gave no additional errors. (Nothing showing up pure white, though Jool and Eve have a lot more white clouds than I anticipated. Still working on that one.) I can't remember when, exactly, in the process it occurred to me, but I decided to check the Github download page as well as Spacedock. On Github, I noticed there were downloads for Extrasolar Visuals. Grabbed one, installed it, and the next time I loaded it the game up I had functional clouds on Extrasolar's worlds. (Jool also seemed more green. Again, still working on that.) Still, if you find you don't have an Extrasolar_Visuals folder in your GameData, that might be something to check. Quick Note: I made no modifications to any of the files. I just downloaded, unzipped, and copied over to my KSP GameData folder. (I tweaked one setting in Distant Object Enhancement, but nothing related to the planet packs.) I hope this helps someone! -
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Ah, I gott'cha. I've seen mention of the blue orb, but I'm not sure what the response was. Those partially lit images are also kinda new to me. So, I'm afraid I need to ask for an adult team member for advice! The ground bugging one I get frequently. The buttons on the left side still work to get you into buildings, though, and I found that when I leave the building the ground is fixed. Also, might want to take a look at those links. I found the URL came up with an extra 'imgur.html' that I needed to delete to be able to get to the pic. (I haven't posted images enough to specifically advise what to change, though.)- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Yeah, the daylight issue while at KSC is known. It happens when Kerbin is reparented, and is unsolvable. However, you can check where the KSC really is in its day/night cycle by checking the tracking station, and when you go to launch it will be in the expected location. Taking a stab at the KSC being messed up; is it the ground going kinda crazy while in the KSC view? (Picture had not yet been loaded when I replied, but I wanted to get a reply out ASAP.) I’ve seen similar, and believe it’s another bug. I’ve noticed that it tends to go away if you jump into a building and back out. When you go to launch a rocket/plane, it will not be present. Additional: As for OPM, that’s probably a StarCrusher69 et al question. From the Planned Features, I can see that OPM is intended to be compatable with 0.8, but I had been waiting for the final nod from the mod team before installing.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I finally have the time I need to start the playthrough I've been planning for about a year. While I'd thought to hold off until all of 0.8 releases, I also realized that by the time I'm done with the Kerbol system, the rest of the mod will probably be out!- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
Very pretty! Looking forward to seeing it in-game! And after all the time I spent looking for a good one...- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
I cannot say how for certain, but this is what I would try. Looking at the KSP Website, I checked their support page. There is an e-mail address for support related questions, noted as being for support, bug reports, technical info, etc. The address is: [email protected] I don't know if it would work, but I would direct your question there. They may be able to assist, as by getting it through the website you would have an account login. (I checked myself just now to see what versions are available, out of curiosity.)- 4,170 replies
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A superb run, Hotaru! I enjoyed every segment of your playthrough, and watching how you tackled each challenge along the way. Your final image of the thread was excellent, as well! Enjoy your break! I look forward to seeing your next thread, whenever that comes and in whatever format you choose. As for ideas on the next (since I saw your question), I would tend to lean towards something which changes things up enough so you don't feel you're retreading territory. The new planets in OPM are superb, but you WOULD be running through the same inner planets. (Unless you updated your HSP file to 1.4.x and continue from where you left off.) I've read a thing or three about Gameslinx's Planet Overhaul, as well as Galileo's, and both of those could be excellent options. I know less about Snarkiverse, so I can't really comment. I'll admit to being partial to KSS, as I'm planning a playthrough of that once it updates to 1.4.x., but I'm not sure what level of scope you were thinking of going for.
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
RobFalcon replied to StarCrusher96's topic in KSP1 Mod Releases
To your first, if I recall correctly, it’s modular so that people can pick and choose what they want / what their computer can handle. So, I’m pretty sure it’s only modular. To your second, it may well be compatible. The mod team is working on the next update, which will give official support for 1.4.x, but the current version was built for 1.3. There’s no guarantee that it’ll work for 1.4, but if the dependencies (Kopernicus) have been updated, then give it a shot. Maybe it’ll work, maybe it won’t. But the mod team isn’t going to say it’s compatible with 1.4.x until they’re ready to.- 4,170 replies
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