

Maj Solo
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KSP2 Release Notes
Everything posted by Maj Solo
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I know this is KSP 2 wishes but it sounds like you are basing them on KSP 1 problems. I agree the most popular mods should be stock in >KSP2. For easier docking : Have you tried the Docking Port Alignment Indicator mod? you should. not so glitching miniver encounters.: Minmus encounter is tiny bit more difficult cause it is far away and its gravity is low. By practicing and aligning YOUR and MINMUS orbits to 0.0 off angle it is much easier to get an intercept. It really isn't that hard. You will get the hang of it. Better time warp .... ???? you can get 10 000 time warp or more as long as YOU are not riding a craft in low orbit. LEAVE the craft and go back to SPACE CENTER and time accelerate from there. I am sure you can get all time accelration you want. You MUST install the mod Kerbal Alarm Clock. Or you miss any maneuvers all your other space craft should have made. Yu don't need more launch pads .... just launch everything 90 east and build the space station there. But who wants a space station in kerbin orbit it is pointless. Pointless around the Mun too. You want a space station around Minmus. With Science labs. Better landing legs .... YES absolutely YES.... I use the mod Tweak Scale and I SCALE the legs to the size I want ..... Better FPS .... keep wishing ..... More parts then 2000 ...... keep wshing .... the loading times will go up exponentially I am sure .... More command pods no .....we got the small 1 kerbal and the larger 3 kerbals. is enough .... what is more important is to research the remote guidance units that fly like a 3 start kerbal., So you have a command pod + the guidance unit,. Better radio connections .... if you have an antennae with weak connection try mounting 6 of the same antennae and you get better connection. The simplest Antennae are good enough in the kerbol system out to Minmus. Also if you are talking real far away it is time to send out relay satellites, You put 2 in polar orbit. PE as low as possible and AP as high as possible without escaping. I always send out the relay satellites ahead of any mission so I have good connection, It is YOUR responsibility to see to that you have good radio connection. Colonies can grow large and enormous like big as citiies, YES hopefully this is something KSP 2 might achieve. when driving a rover, flying a rocket or airplane when you go at max for pitch, yaw, roll, it won’t lock there for a while. )It recalling annoyin) MIGHT be your computer lagging I DO NOT KNOW;:
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What will happen to KSP1 when KSP 2 is released?
Maj Solo replied to I likeOxidizerrfuel's topic in Prelaunch KSP2 Discussion
I guess they keep operating as long as the money flows in. People might not like ksp 2 ..... the devs might F it up. -
Sent my SS Science room for 24 scientists to Minmus. My Pusher was oversized, too much fuel capacity, so moved Mun Miner to Minmus. I now have 3 Miners at minmus. The Pusher is now pushing a "Educational" lander around that can hold 15 kerbals. Currently 12 scientists aboard. mun landing + Flag .. sun orbit + Minmus landing + flag should give me 12 x 3star scientists to place in SS Science. My Explorer 1 have 12 science containers with science from all biomes on Mun and Minmus. I will load up SS Science with data .... and dock and place the first 12 scientists aboard. First I will complete tech tree using this science station. Then I will select a policy that converts all science to reputation if possible. So that I can get more advanced missions. KSP is very grindy at start.
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KSP 2 Hype thread FEAR = a reskinned KSP with some lackluster additions BUT .... I guess that is what they were trying BUT ... now the release date is pushed WAY WAY back. So now anything can happen. ( systems programmer myself / low level stuff high speed stuff etc ----- NOT graphics or otherwise )
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KSP 2 Multiplayer Discussion Thread
Maj Solo replied to Johnster_Space_Program's topic in Prelaunch KSP2 Discussion
Well that is a great idea. But Scott Manely will just beat us all and make a video of how easy it was .... muuhahahaha I have thought about multiplayer and my solution is sort of complex. First you need to think of the nature of the different participants. The geek who is on this forum wishing .... ofcourse he is willing to setip a server, But where to find friends to play with. So he find some friends and urge them to play KSP. Well you see how this will end. One player willing to play many hours a week and his friends who might play once a week and then they fail and wreck all rockets, VERY funny? Not for the geek. SO the multiplayer have to accomodate for this. So my plan is the geek set up the server and is now the server adminitrator. He can take over ANY flights at ANY time done by his ... eh ... friends. Well the geek is willing to play many hours so he needs to be able to play AHEAD of the others. Therfore when you grab a ship and start controling it you create a time bubble. Say you steer correctly to Duna and you have an intercept you can now set a time alarm and leave that ship. You grab another ship and enter another time buble ...... in this time bubble you can see the trajectory of the other Duna ship and can plan an intecept. These bubbles are necesseary for the geek to play way ahead of his not so enthusiastic friends. AND As administrator he can take over their ship and play as much as he likes to advance those missions so that he can play his missions further. This is very complex so Kerbal Alarm Clock version 200 000 will need to be in the game. I came up with this ,,, since I play Farmin Simulator .... and I tried it online and it is a MESS. There is a wannabe EMPEROR who setup the server. Then people with no good intensions join. And it all ends up in a mess with tractors in the river, Farming simulator is a game where you can not kill people and people can not kill themselves out of stupidity. In KSP stupidity will get you killed .... so at least in KSP multiplayer it sort of works. ANYWAYS .... to get multiplayer working smothly takes a lot of thought. OR you can just make some computers connect together and then just claim it is multiplayer...... no on can drag you to court, But is the SIMPLEST form of multiplayer really functioning multiplayer ...... look at Farming Simulator. IT DOESN'T WORK. I also played a lot of CounterStrike .... But in CounterStrike players die and or the game is ended so it starts over and over again. So There is no much problems if bad players join the server. Also on many server the players can "VoteBan" if an amazing person joins the server, Multiplayer in KSP will be much longer stretching maybe months or even years, The administrator need to be able to kick people off the server ,,,, invite new ones in and after own judgement be able to "give" ships/missions to the newly arrived to play. Maybe after awhile finally the server will have a group of true friends that can play together. NEXT step is to get rid of the dependency of a host, Which means the files will be synched with a cloud. You got player A B C. They might not be able to play all the same day. And it would be bad if they all are dependent on that player A's computer is up and running. Would be nice if player B can load the files from the cloud and start the sesssion. I think there is a billion things that can go wrong with multiplayer. OR you can always do it like Farming Simulator did it .... make a simple connection .... and the claim multiplayer. How is multiplayer going to work in KSP? Have anyone thought this out?- 1,629 replies
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Perhaps Today is a Good Day to Die Klingon I do NOT want more parts it is a zoo of parts as it is. I want procedural parts that I can shape myself like this part I want to begin with a docking port then 2 meter later say a round or a square continue like that for 10 meters and 2 meters later finnish off with a dockingport Sr. I want to be able to weld all this together too. NO JOINTS !!!! I used to play KSP with these mods; tweak scale , fuel switch , welding mod. So you understand what functionality I want.
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I played a lot of KSP I have restarted a new campaign with as few mods as possible to warm up for KSP 2. Kerbal Alarm Clock Docking Port Alignment Indicator KOS ( seeems to still be well supported ) Fuel Switch & Tweak Scale ( it is silly not to be able to say how big your tanks are or what they contain ) I am in the bginning of campaign in the Kerbol system. I have miners and science hoppers etc. The Mun Miner barely get up with the ore and refuel only half it weight to the Pusher which uses Nerv engines to push things around. So what did I do today. The Minmus miners have such an easy time getting into space. So I launched extra or packs to mount on the Minmus miners I called them "Miner Overload" packs. Maybe that will make them refuel the pusher moe efficiently. So I DOUBLED the ore capacity if the Minmus miners and each of the Miners have 4 of the largest ISRU units. These miners are expensive like 1,4 million the goal is to train kerbals to 3 stars mun landing + flag orbit sun Minmus landing + flag dock with science station and level up. I am still in the early campaign with not so much omney. Yeah that is what I dod today I researched Dawn ION propulsion and sent bigger tanks to almost overload the Minmus miners.
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NO MORE weak joints. IRL they would calculate what is necessary for the whole thing to stay together. Seldome does the ship break aprt just like that for nothing IRL. I do not want KSP 2 to be a giggle factory. So I wish that they just make the joints strong as strong as they have to be. I used the welding mod a lot to avoid this .... that also helped with refueling cause the entire weld is one huge tank. Unfortunately the welding mod is poorly supported- I wish that KSP 2 team take hints from the mods developed for KSP 1 as in hints what need to be in KSP 2 without mods-
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It is true. Unless I am wrong which could happen. I played KSP a long long time and I just started a new campaign to warm up for KSP 2. I am in the early campaign in the kerbol system with some standard ship types like a science hopper with drills and ISRU etc and miners to refuel all ships and a pusher with Nerv engines that push big things around. NONE of the drillers have enough solar panels . As soon as I start up everything the amoun of juice in the batteries start to drop which meeans the system will run out of juice. But all you need to do is leave before it runs out. It could be me who misunderstood the whole thing. If you stay until the juoce runs out the drills will stop running, If you leave when the drills have stopped you will mine nothing. It could be me who misunderstood the whole thing.
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It is possible to have a miner running drills and IRSU even though the solar panels do not gnerate enough power. All you do is start the equipment wait till ideal temperature is reached then jump to KAC before the juice runs out. It will then behave as it has sunlight around the clock and even that 1 solar panel is enough to run the whole thing. So would it be possible for the dev team to instead calculte the average amperes these panels produce and adjust the amount mined and converted?
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Maj Solo replied to RoverDude's topic in KSP1 Mod Releases
Which USI pack are the modular storage racks in? I installed all USI stuff except asteroid recycling. I had it all working in 1.2 but remember there was a problem back then too to get it to show up. Now I cleaned out the GameData and installed mods but the storage racks dont show up under "Payload". And in the life support section the greenhouses and converter does not show up either. I need the storage racks and the "mulch" containers to throw the trash in so the kerbals can hold on to it until they get to a base where they can unload the trash and load supplies. In 1.2 USI stuff was on ALL my ships if only a little round container with a red stripe still counts :). So now I am installing mods for 1.3 and rand into the same pit once again. No modular storage racks and when they do not show up every other USI part that is supposed to go into these storage racks also do not appear. Question : Where are they? Is there a particular order to install USI stuff. I only have USI stuff installed now cause this is really important to get to work I can not live without life support, green houses, and algie farms ... I just need to be able to store the trash !!! Which USI pack contains the racks? ( I might the be able to test various mod install sequences ) ----- Request Complaint At least the inline tanks show up. But mulch storage space is tiny. Can you pleeeeaaaaaaaaase add a inline mulch container to store mulch in. ================================ Now when you do NOT give us such a tank AND if the modular storage does not show up .... we have to dump the trash overboard ... and then it becomes lossy not a closed loop.