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Everything posted by scottadges
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I am so glad that you re-quoted with the video from Matt Lowne. I have a ton of respect for Matt. I watched his videos before I even had KSP on PC and was so excited by this game, that I was watching everything KSP-related on YouTube. Even more respect for seeing how he spent the time to thoroughly review, refute, and explain the Harzard-ish video. Sure, the Hazard-ish video is cool and I'll admit I was pretty amazed (before seeing Matt's video) how Hazard-ish got there and back with such little fuel (even without knowing the math). Then to understand that he "cheated" by advertising "stock" when in fact he was doing something else, it's just disappointing for the original video. I hope Matt has gotten a ton more subscribers from the community based on his honesty in his video. For future readers: I'm not sure if I can promote YouTuber links directly in this thread, but go look up Matt Lowne on his KSP forum profile and check out his YouTube channel for more excellent KSP content.
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That's a great observation. Yes, I like to think that spaceships are more "naval craft" and that while the United Kerbin Air Force (UKAF) maintains air operations, the Kerbal Space Command (KSC) focused on building spacecraft that were less like airplanes and a lot more like "ships" and hence became the KSC Navy. (But honestly, I just really liked "KSCN" as for all my call signs LOL)
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Big Milestone: My First Munar Landing (5/28/17) The newest edition to the KSC Naval fleet: KSCN Hermes (Explorer KL-200) launched today. Its mission: First Munar Landing for the KSC. The primary feature of this spacecraft is the dockable Lander Section (Hermes A) that forms the front of the ship and decouples when ready to conduct a landing. With its own power supply, guidance system, RCS thrusters, and main engines, the Lander Section is a fully-functional spacecraft capable of multiple landings and ascents. The Drive Section (Hermes B) remains in orbit during landing operations and then provides the power and fuel capacity for an eventual return to Kerbin. Successful Launch, Stable Orbit, and Ready for Mun Transfer Landing success! The next chapter for the KSCN: Establishing permanent Munar Operations The excited crew celebrates with a picture in front of the KSCN Hermes Lander. It was a remarkable first landing on the Mun, with virtually nothing going wrong. The spacecraft performed perfectly on all fronts. After disembarking, planting the flag, and admiring the view for quite a while, the engineer looked up and asked, "Wait. Where's the ladder?"
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[1.12.x] Near Future Technologies (September 6)
scottadges replied to Nertea's topic in KSP1 Mod Releases
Omg... I laughed out loud when I read this. So obvious! Thank you for pointing that out. You must have thought, "Now HERE'S a dumb question I just have to answer". LOL -
[1.12.x] Near Future Technologies (September 6)
scottadges replied to Nertea's topic in KSP1 Mod Releases
Hey all, I've got a question (hopefully not already answered elsewhere?) regarding the SD-01 Radial Engine pods from NF Spacecraft. How do you get these engines to activate? I don't see them in staging and I can't click on them to activate in flight. I'm running 1.2.2 and just loaded in the whole NFT suite. It's pretty amazing overall except for this one issue I seem to have. Perhaps I'm missing something? -
That is SO my problem, too. I sat down the other day to make a Munar lander mission, which turned into making a moon base (that I can't possibly lift off and land there), which evolved into making a Mothership type craft (again, gonna have to brute force it up). Then I find myself saying "I think I'll try making something really small, like the smallest possible SSTO possible". Goodbye several more hours... LOL Possibilities are endless. It's always new, plus with all kinds of mods you can keep trying so many different craft & play styles.
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LOL, you mean the engines? or the plethora of docking ports on these ships?
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game wont start 1.3
scottadges replied to PGTART's topic in KSP1 Technical Support (PC, unmodded installs)
As a quick follow-up... I removed all the mods I did have installed (hence, I'm posting in this non-modded version thread ) and now it seems to be fine with the starting the game. I'll go back to the modded section now! LOL -
Revert to 1.2.2
scottadges replied to Joduwei's topic in KSP1 Technical Support (PC, modded installs)
So I've done this as well, going back to 1.2.2 to try and avoid crashing 1.3, except now wen I launch via Steam, it's ALSO crashing out on 1.2.2 -
1.3 crashes on startup
scottadges replied to Nasyan's topic in KSP1 Technical Support (PC, modded installs)
So, I'm having the same problem. Game crashed out from Steam half-way through the loading process. (NOTE: I'd post the logs if someone can tell me how to put that on the forums without a filesharing site...) Also, as another twist... when I went and changed to go back to 1.2.2, Steam then re-downloaded the game. But I got the same crash during the loading sequence. Which makes me wonder, maybe it's a mod updated/new-conflict-issue that is causing this? -
game wont start 1.3
scottadges replied to PGTART's topic in KSP1 Technical Support (PC, unmodded installs)
Ah, sorry - didn't realize I was in a different forum. I'll post in the modded-version one. -
Kerbal Space Program update 1.3 Grand Discussion thread.
scottadges replied to UomoCapra's topic in KSP1 Discussion
Thanks, I do actually have that updated (or so CKAN tells me) to version 2.8.0 so I think that's the latest.- 465 replies
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- kerbal space program 1.3
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game wont start 1.3
scottadges replied to PGTART's topic in KSP1 Technical Support (PC, unmodded installs)
I'm having a similar issue. I posed in the 1.3 Grand Discussion thread as well. I've updated/verified all my Steam files. But I can't get the game to load. It also won't load via directly clicking on the link and also using CKAN's "Launch KSP" button, nothing works to launch the game. I just get the error dialog suggesting to send the logs. Also, how do I post that in the forums? I can't see how to post my logs. -
Kerbal Space Program update 1.3 Grand Discussion thread.
scottadges replied to UomoCapra's topic in KSP1 Discussion
I'm seeing a lot of people having mod issues with the 1.3 update. For me, I can't even get 1.3 to start the game without crashing. Tried via Steam (4x, including after verifying files), CKAN (2x, including after refreshing/updating mods), and clicking on the EXE file directly (2x, both 64-bit and 32-bit). Any suggestions? This is very frustrating to not be able to even load the game. If someone can tell me how to upload a log (note: I'm not seeing how "insert existing attachment" works) then I'm happy to post mine. Help!!?!?! LOL- 465 replies
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- kerbal space program 1.3
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(5/23/17) New Unmanned Fuel Transport System with Orbital Docking Maneuvers The KSCN Minos (KF-300) successfully launched into orbit! This unmanned vehicle features four primary engines and four 5-way RCS thrusters on the main body which is designed to dock using the larger 7.5m ports with either a High-Capacity LFO/MP Fuel Pod and a higher thrust Main Engine Pod. When docked together, all three components boast a total fuel capacity of 49K LF / 61K Ox plus 27K MP. Additional Fuel Pods can be docked to create a much larger (although less maneuverable) craft with even greater capacity. The Minos with solar panels extended and docking hatches open. It has four shielded ventral ports (Size 1) and a retractable main forward port (Size 2 "Senior") as well as four additional Size 1 and Size 2 ports on the Fuel pod. The Minos (left) completes docking maneuvers and fuel drainage with the last remaining KRS Fuel Depot (center, a re-purposed launch stage ). Alongside is the KSCN Centurion (KT-501, right) that carries the maintenance crew for the temporary depot.
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Ok, that's good to know! I love all the Konstruction parts and the flexibility. It was more that I thought I was going crazy that I couldn't dock these together. Appreciate your responses! That's a good way to build. I'm definitely doing that going forward. Thanks!
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Hello, believe I'm having an issue, but haven't seen this question from what I've read through this thread (apologies if I missed it). Are there any know problems when docking a stock Sr. and a Konstruction Sr.? Does it matter that these ports are different? Example, I have a Med sized tug fitted with a stock Sr. port and am attempting to dock against a Konstruction Sr. port on my new space station (open for future growth). But the ports are just bumping against each other. So far I've attempted this manually and with MechJeb. In both cases its perfectly aligned (using DPAI) but it just won't connect. SAS turned off for both craft, each are set as targets for the other, controlling from each, etc. Any suggestions?
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Working the last several days on designing, building, and testing a new class of vessel for the Kerbal Space Command Navy (KSCN). Some more photos and narrative at my Imgur album: http://imgur.com/a/fb478 The KSCN Ariadne (KN-03) was finalized and successfully launched amid quite the fanfare at KSC. She's a Lathe-class Command Cruiser and can comfortably carry 36 Kerbals. She's nearly twice as long as the earlier Kerman-class Orbital Frigates. She immediately became the center of the show with a majority of the fleet coming to dock with her. There was so much fuel left over from the launch, she became the hub of an impressive refueling and off-loading effort for several ships. After the work was done, nothing left but the cruisin' (in a synchronized orbit, of course)
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[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
scottadges replied to SirJulio's topic in KSP1 Mod Releases
Has anyone had any luck with the recompiled version posted here back in February? (it's May 2017 now) Wondering if this might be a viable replacement again for Action Groups Extended. Since I've been using AGX, it's been super buggy, not saving things in my lists (or maybe it's user error...) and generally being annoying. I want something simple for Action groups. Re-assign in flight and have multiple action groups for different craft whether docked or not. Any other suggestions for this type of mod? -
Future of console updates (major Updates)
scottadges replied to JoeKerbalGuy's topic in KSP1 Technical Support (Console)
That's a fair point, I would agree there. Passionate fans & players want to feel like they're involved in the process, because the game is so important to us. Having worked with and managed teams of developers myself, one thing they usually said was in effect, the time they spend explaining what's holding them up is time not spent working the code. I learned they'll usually get more done if you let them work it out, and then ask nicely for whatever they can tell you. -
Hello experienced KSPers and fellow pseudo-aeronautical engineers! My question is about building sub-orbital aircraft. Specifically, is the functionality of elevons or control surfaces negatively impacted if the part is partially offset (i.e. clipping) into another part? For example, using the FAT55 stock wings and attached control surfaces, but part of the elevons are clipping into the engine housing (for aesthetic reasons). Does this occlude anything or prevent any range of motion? I'm playing on Xbox (otherwise I'd share screenshots). Appreciate the inputs!
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Future of console updates (major Updates)
scottadges replied to JoeKerbalGuy's topic in KSP1 Technical Support (Console)
I also thought I'd add a link to a thread that @sal_vager posted back in August 2016 about the process dealing with Xbox & PSN certification. So no matter how fast Squad works, there is a re-certification each time they do a patch. If you've ever worked in developememt (web, apps) or games specifically, you know that certifying code is a constant game of whack-a-mole, including what sounds like a harrowing corporate process from Microsoft & Sony. Best course of action IMO for us console players RE: getting updates: Just be patient, they'll get it done. They're dealing with a lot. -
Jumping on an old joke, punctuation funnies... Console Players: When will it be out?! When already?! Whhhh-huuuh-heeennnnn Squad: It'll. Be. Out. Early... 2017!? (Sarcastic, eye-rolling, GEEZ. Srsly U PPL!) LOL
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Future of console updates (major Updates)
scottadges replied to JoeKerbalGuy's topic in KSP1 Technical Support (Console)
I'd think "around the same time" is relative based on how game development works, since Squad is focused on the PC and their partner (BiltWorks currently) would then port/update the console patch, which of course takes time. With a long-term contract already in place, you'd expect it to roll it out sometime "Soon" after future major version updates. For example, 1.2 on PC was back in October and it's still "in dev" for consoles. (That delay could be related to changing console partners. If they had to find new console partners for each future update, that would be challenging). This assumption is based on how they messaged providing 1.2 Loud & Clear for consoles and when it will come out (i.e. soon). The developers seem to truly care about the integrity of the game experience, regardless of the platform. Strategically, supporting consoles makes sense if the revenue base is there. Going forward though depends on how KSP continues to sell on console.