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KSP2 Release Notes
Everything posted by Crabman
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Nestor just said there is just “a handful” of people capable of fixing orbital bugs and other things alike. This is the answer. There are not enough people working in this game anymore, T2 already made their cuts so there is no hope anymore for this game unfortunately
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Reading into KSP 2 EA Features/Non-Features
Crabman replied to VlonaldKerman's topic in Prelaunch KSP2 Discussion
Satisfactory is in Early Access since 2019. It will be really bad for us if we need to wait this much to have a stable game out of EA and have KSP 1 features included in KSP 2 -
Allista, just commenting here to thank you, dude. Thank you for your mods and the work you do to keep it updated even after all these years
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A pile of suggestions from a >4000 h player
Crabman replied to lajoswinkler's topic in Prelaunch KSP2 Discussion
I disagree it's easy. I spent weeks to land the first vessel on Mün. I didn't used tutorials or watched videos of it, which I think it's what the majority of players do, they go blind. I, however, agree that a bigger Kerbin would be nice, just not as big as RSS -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Crabman replied to Angelo Kerman's topic in KSP1 Mod Releases
After months away from KSP I came back here and see Angel still developing this awesome mod. Thanks, dude- 3,523 replies
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Status update: I found the problem and fixed. I found this after trying to install another software (Matlab) and wasn't installing, it just crashed always. It was caused by "EXCEPTION_ACCESS_VIOLATION (0xc0000005)". Coincidence? Tried reinstalling DirectX, but couldn't because it said I already had the lastest version. I searched a little more and found that this problem might be caused by RivaTurner/MSI Afterburner. And that was it. Uninstalled both and I could not only install Matlab, but it also fixed Kerbal's crash. Thank you again!
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Thank you for your time, diomedea Both workarounds you provided at number 1 worked. Tried with -force-d3d11 and worked perfectly, tried after that with -force-glcore and also worked. The settings on settings.cfg were already at 1920x1080, but ingame the resolution was capped by my monitor's resolution. I'll keep using -force-d3d11 for now, thank you! DxDiag.txt
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Fixed by uninstalling Rivatuner and MSI Afterburner. More info: KSP Version: v1.3.0.1804 Windows 64-bit, updated from v1.2.x Graphics card: Geforce GTX 1070, Driver version 382.33 (tried before updating and crashed, tried after updating, same problem) What Happens: Game crashes after changing screen resolution. My monitor resolution is 1650x1050. It crashes when I change to lower or higher resolutions. Mods / Add-Ons: All Stock Steps to Replicate: 1- Get a monitor with max resolution of 1650x1050 2- Open the game 3- Change resolution to something else 4- Crash Gif showing (it is too small, but log files are below with more info): Log Files: - output_log.txt - error.log - crash.dmp
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Crabman replied to RoverDude's topic in KSP1 Mod Releases
WOHOO, I'm going to play again! Thanks dude -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Crabman replied to Angelo Kerman's topic in KSP1 Mod Releases
Does this mean that we can generate supplies per second instead of by large amounts after some time?- 3,523 replies
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Crabman replied to RoverDude's topic in KSP1 Mod Releases
I'm playing again after some time and just tried that new Local Logistics. Man.. thank you, Roverdude, it solved SO MANY problems of my bad designs, it is awesome. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Crabman replied to Angelo Kerman's topic in KSP1 Mod Releases
I can confirm, greenhouse is fixed, now I just need to figure out ratios soil generation/consumption for Snacks- 3,523 replies
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Make sure to not have AmpYear installed, it was the cause to a similar problem of mine.
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I'm getting different values, but maybe I'm looking at the wrong places. Looking at the .cfg of NOM 5000 inside of LifeSupport folder which is inside UmbraSpaceIndustries folder, for example we have: If my calc is wrong please tell me: 1 thing/sec = 1 * 60 sec * 60 min * 6 hours = 1 /day From what I think, we would have per day: Mulch: 0.00012 /sec = 0.00012 * 60 * 60 * 6 = 2.592 /day Fertilizer: 0.000012 /sec = 0.000012 * 60 * 60 * 6 = 0.2592 /day EC: 0.26 /sec = 0.26 * 60 * 60 * 6 = 5616 /day and have as output: Supplies: 0.000132 /sec = 0.000132 * 60 * 60 * 6 = 2.8512 /day, instead of 11.52 /day at wiki And the calc of the other 2 converters are different here also.
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@notthebobo, are the NOM conversions up to date at https://github.com/BobPalmer/MKS/wiki/Parts:-USI-LS ? Because I'm finding different numbers from .cfgs. On a side note, I'm impressed how much these conversions gives. It's to little! You need more than 4 NOM 5000 to recycle all mulch from one Kerbal, and the biggest "recycler" can only feed 2 kerbals. I never used it and I'm thinking their balance is outdated. Someone here use these NOMs to say if this is like before? I think they should recycle so much more per second than what is now.
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This thread is beautiful. I would say that Scientists are required to make any supplies self-sustainable base. They are not required really, but without one you can't feed even one kerbal. Without a scientist you have a greenhouse production at 5% load; LVL 0: 25% load LVL 1: 45% load LVL 2: 65% load LVL 3: 85% load LVL 4: 105% load LVL 5: 125% load If you are using a Tundra 2,5m Agriculture module set to Cultivate (S) and get it to 100% load, you'll not have enough supplies to feed even one Kerbal, imagine at 5% load, which is what we can get without a Scientist around.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Crabman replied to Angelo Kerman's topic in KSP1 Mod Releases
[Pathfinder + Snacks related] Is it by design that Cropworks have storage of Water and Fertilizer but not Soil? These 3 are the inputs and from what I'm seeing the only way to have Soil storage to use in this conversion is to use one of those 3 containers that are at Payload category. Or is there another place to store it that I'm not seeing? Edit: Snacks production was kind of fixed, it now requires inputs, instead of giving Snacks even without Water, Fertilizer or Soil. But it still counts down the time remaining even when one input finishes and after that you'll only need a tiny amount of that input to give full snacks production. Is it possible to make the timer/production stop when one of the inputs reaches zero? Another thing is that it only checks for Fertilizer amount to see if it can start snacks production, it doesn't check Soil or Water, and after a full cycle it starts again even if you don't have the minimum amount of Fertilizer required. In other words, if you have any amount of fertilizer, water and soil production, it can generate Snacks forever, it doesn't matter how much input you have, as long as you don't click at "Stop Greenhouse".- 3,523 replies
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Crabman replied to AndyMt's topic in KSP1 Mod Releases
I think this is very good. Some users may not understand what means to the launch profile the "Time to AP" or other things, so they can see just the simple launch parameters. I think it's a good addition. And in my opinion "use mechjeb" and "use timewrap" should be global. Thanks for updating the mod! -
Agriculture (S) and (D) are used to make Organics, that will be used later to do ColonySupplies, so I didn't added those configurations because they were not relevant to Supplies production. NOM's were not added because I don't use them (I'd rather use the ones made specially for surface bases). I might add them in the future, but you can download the sheet and add it now if you want. It's just "if" after "if" to make the calcs.
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This tutorial is a "Work in Progress (WIP)". I didn't touched machinery chain, BUT their numbers are shown at the worksheet that I also shared. When I get to machinery chain I'll do another planner, like the one for supplies, showing how much output you can get with how much input you have per second, and after that you can see how much input/efficiency parts you need to have to be self-sufficient at machinery. In other words, I'll add it later.
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I didn't tried Space Stations yet. If you want you can help, but for now I think it would be better to do this at MKS' github wiki, because I don't have much free time now to do double checks, and everything I added here was tested by myself. You can help everybody by updating there Thank you for your support! Edit: This tutorial is like a band-aid while some smarter people don't update MKS' github
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Crabman replied to AndyMt's topic in KSP1 Mod Releases
I'm not -
Just read two posts above yours. It's not ready yet, so you either play the whole MKS or you don't.
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If you write a good report showing steps to reproduce, what was expected and what happened, maybe even attaching a save file it will be easier to help
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[1.4][1.7.7] GravityTurn continued - Automated Efficient Launches
Crabman replied to AndyMt's topic in KSP1 Mod Releases
Thank you for this! I thought this mod was dead at 1.1.x