Turbo Ben
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I've been out since 0.1.3 released and broke joystick control. Haven't even tried For Science! so don't know what state the game currently is in. I'll be back when HOTAS support is there and if the bugs are fixed, I'll probably play for a while. Until then modded KSP1 is keeping me entertained just fine.
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I use the Trajectories mod with KSP1. It does a good job of predicting your trajectory through atmosphere and where your impact ... I mean landing site will be. It takes into account planet rotation and also adjusts as you change orientation and/or drag (I use airbrakes on my returning rockets to slow down and for fine tuning the landing location). It's not perfect, took a few attempts at first, but now I'm able to land most of my craft within a Km of the KSC, though I haven't managed to nail the launchpad yet. Something like this would be a great addition to KSP2, espescially if we are going to need to do precision landings when colonies are introduced.
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Stamp-O-Tron issue
Turbo Ben replied to Turbo Ben's topic in KSP1 Technical Support (PC, modded installs)
Yes. When coming off rails everything teleports 0.1m in the air before falling back to the ground. I checked with a different mining base I have on Minmus and that does it too, along with a rover there. The only thing that doesn't seem to do it are Kerbals themselves. The 0.1m hop when coming off rails isn't a problem for anything other than the ground anchor. Yes, I deleted everything and re-downloaded KSP and just installed parallax and it's dependancies. The only things I kept from the first clean install were the settings file and the quicksave on the Mun. I suspect the 0.1m hop is a feature of parallax to stop collider issues when coming off rails. It's must be there for a reason, it just borks the ground anchor. I've left a post on the parallax thread with a link here, hopefully gameslinx can give some advice. I don't think it's this. I designed the mining rig to have as few parts as possible (about 12, including that scaled TriAlpha reactor I was having problems with). I've also since moved the rover well out of range. PC is very high spec too, I never see a yellow or red clock unless using 3x or 4x physics warp in atmosphere. Still, I can check easily by also moving the lander craft out of range which will just leave the mining rig and ground anchor. Edit, confirmed. There is still drift with just the mining rig and ground anchor in scene. 14 parts in total. It's very subtle, about 1 cm/s, but enough to move the base out of position over time. (this was tested on my fully modded game) As an aside, the 0.1m hop is also stopping my KSPIE mining drills as they shut down when the vessel is not landed. -
toty 2022 [1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]
Turbo Ben replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx Hi I've been trying to resolve a problem I was having. After some investigating it appears to be parallax that is causing the issue. I'd be grateful if you could take a look at the above thread. Thanks.- 2,872 replies
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Stamp-O-Tron issue
Turbo Ben replied to Turbo Ben's topic in KSP1 Technical Support (PC, modded installs)
Progress. Installed the following mods: Kopernicus + dependancies Community Fixes ---- This actually seemed to improve the jumping when coming off rails even further. Joint Reinforcement Recall Restock Tweakscale Tech tree + Hide empty nodes Restock+ Tweakscale companion for Restock+ KSPIE Scatterer Parallax ------- Bingo! On installing parallax, the 100mm jumps and repeated lifting of the ground anchor started. Reinstalled fresh KSP keeping just settings and save game file. Installed only parallax and dependencies and again, ground anchor lifts every time I come off rails. That's an issue. Parallax is an amazing mod that i don't think I could play without. The only other option so far is to regularly tweak the save game to reset the altitude of the ground anchor. -
Stamp-O-Tron issue
Turbo Ben replied to Turbo Ben's topic in KSP1 Technical Support (PC, modded installs)
@Lisias Thanks for taking a look at this for me. My craft does not have legs or wheels. The mining base originally sat on the surface on a 2.5m kspie ISRU module. I later added a large docking port to the bottom so I could dock to a ground anchor. It's designed to be landed at a very specific location. Once in position, the lander disengages and returns to kerbin. The mining base is left with no propulsion so cannot be moved once the lander detaches. This is why even a tiny amount of surface drift is an issue for me. I had several craft at the landing site, including the mining rig, a rover, the deployed ground anchor, a spare docking port and a dropped EVA pack. So there were 3 one part "craft" in the area. Everthing jumps 100mm in the air when coming off rails. The ground anchor when first deployed falls back to the ground the same as everything else, but after a save/load cycle or scene change, this no longer happens. The ground anchor continues to jump up every time it comes off rails and, because it no longer falls back, gets higher and higher of the ground. The following is on a clean install (wow, I forgot how much mods add to the game!) Landed a similar craft in about the same place as in my modded game. I noticed drift, but realised it was because I had SAS on which was fighting the very tiny incline I was on (I'm now wondering whether this is what was causing the drift in the first place, I need to check that when I get my modded game running again). As for the craft jumping when coming off rails - it still does it but not as much as in the modded game. Maybe a 50mm jump rather than 100mm. Suggests this is maybe being caused by a mod. I'm going to start adding mods to the game to see which one causes it. The ground anchor I tested is also behaving much better. When first deployed, it will jump slightly and then fall back to the surface. After saving and reloading, it jumps off the surface very slightly and no longer falls back to the ground. However, it also doesn't jump every time it comes off rails, so stays in place. So it looks like a mod is also affecting the behaviour of the ground anchor. I docked the mining rig to it and everything seems to work fine. Next step is to start adding mods until the misbehavior starts. I'll post back after. -
I tried to set up a Mun mining base on flat ground but it slowly drifted accross the surface. As a solution I tried using a Stamp-O-Tron ground anchor with a docking port attached, and land my base on the docking port. Worked perfectly with no drift, until I noticed a problem. On scene load or exiting time warp, all craft jump about 100mm in the air. Problem is the anchor stays there and doesn't fall back down. This repeats with the anchor getting higher until it is meters off the ground. When the anchor is first placed, it does fall back down. After a scene change or save/load, it doesn't. In my save file, the anchor has a setting called "skipGroundPositioning" which is set to false. When set to true it stopped the 100mm jump, but reverts to false after a scene change. So, I have several routes to a solution: 1> Fix the drifting issue (best solution but I think this is a quirk of KSP) 2> Stop the skipGroundPosition setting reverting to false. 3> Get the anchor to fall back to the ground like everything else does. 4> Stop all craft jumping 100mm. I think the jump is stock behaviour as I removed most of the mods that might cause it. Any suggestions would be welcome, I've been trying to set this base up for days now!
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That's great, happy I could help you find the problem. And nicely done! A solution found within 12 hours of me raising the issue, I'm impressed! It was everything working in sandbox that led me down the techrequired route. Thankfully I haven't noticed the issue with any other parts (yet), but at least I know what to do now. I've kept a copy of the original TriAlpha.cfg file so I can easily test the fix when released. While I'm here, could I offer a feature suggestion? Is it possible to add tweakscale functionality to parts placed into inventories? ie placing a scaled cargo part into inventories scales mass and volume. I've had a couple of occasions where a part that has been scaled right down takes up half of my cargo space. Don't know how difficult it would be to add, or even if it's possible.
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@Lisias Edit 2: Please ignore the below issue, I think I found the problem. The config for the tri alpha fusion reactor has tech requirements for each scale. I removed those and now all seems to be working correctly. I seem to be having a scaling issue with a part from KSPie, the Tri Alpha fusion generator. I have 2 scaled generators and I've seen both of them revert to original scale after launch. It doesn't happen straight away and I can't determine a trigger for the problem. I had one attached to a Mun mining rig. It was fine after launch, docking with transfer stage, trip to Mun and landing. I also took along a rover which was docked to the rig. The problem started when I took the rover for a spin. After returning to the mining rig, the generator had reverted to it's stock scale. I noticed that it hadn't changed any scaled capacities (like fuel or electrical capacity) back to stock, just the dimensions. It's a problem becouse it's now blocking the hatch on the command pod (other parts kept their original positions so the generator is now clipped into them.) I've no experience messing with saves, but decided to have a look. I found the generator in the file and noticed that under the tweakscale module, Active and Available were both set to false. Other scaled parts I had were set to true, so I changed them. It fixed the problem but only temporarily. I can load the save and switch to the vessel and the part is the correct size, but if I go to the KSC and then back to the vessel it has reverted to stock scale again. I may be wrong, but it seems like the issue started after the part is loaded while not in focus, ie when I drove my rover back to the mining rig. Not sure though as it was fine after I rendezvoused with the transfer stage. Not sure if this is a known issue. I've checked the last few pages here and can't see anything. I'm also not sure if this is a Tweakscale issue or something with KSPie or recall or any other mod. If you need any further info, let me know. I'm going to do some tests to see if I can determine what the trigger for the problem is. Edit: I've gone back to the first save after launching the mining rig and the problem is now happening with older saves where previously it wasn't. This is before any staging or docking events. I've also tried to recreate the issue on a new sandbox game without any success.
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Not sure if this is related, but I notice in the OP's video, when the kerbal exits the pod the speed and nav ball change to orbit mode. When the kerbal enters the pod it switches back to surface mode.
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I watched a YouTube video a while back discussing the launch of the space shuttle. One thing that was discussed was how the SRB's thrust could be tuned (reduced for MaxQ) based on the shape of the solid fuel within the booster (google image search "SRB fuel shape" for examples of shapes and thrust profiles). Basicly, the surface area of the fuel determines the thrust, and the way the shape burns away determines the overall thrust profile. It got me thinking of KSP back then, and in KSP1 today, I launched a basic moon lander using just an SRB (to keep costs low). It's all good at the start of the launch (TWR about 1.8) but not being able to throttle the SRB meant that, as the fuel depleted and the mass reduced, the thrust became way too high. By the time the SRB ran out of fuel my poor lander was engulfed in plasma and on the verge of burning up. So, my suggestion would be to add a feature where the thrust profile of an SRB can be configured before launch. This could be anything from a couple of preset profiles to a completely free adjusable profile. For those who know, imagine the fan curve you see in BIOS, where there are usually a couple of presets and the ability to custom tune different fan speeds for different temperatures, only with thrust Vs fuel level. To keep things simple for new players, the default could be 100% as it is now. There could even be the option to increase thrust above 100% at the cost of available fuel mass (the shapes for greater thrust require there to be gaps in the fuel). I think this would add more utility to the boosters so they could remain useful after liquid fuel engines are available, all while simulating how SRB's operate in the real world.
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Hi all, I'm getting a weird issue with a sentinel contract i accepted. After accepting the contract it shows up in my list of contracts and the target orbit is shown in map view. However, I noticed it had vanished shortly after I accepted it. It's gone from the contract list and the target orbit is no longer there. In mission control, a new contract has become available as if the sentinel contract was complete. I went through my contract history and it's not listed as completed or failed, it's as if it never existed. I got to keep the advance for accepting the contract, and haven't been penalised for failing it, so yay, free money I guess. I was quite eager to do the mission though as it would be my first time outside Kerbins SOI this playthrough. I'm also trying to complete every contract that is offered. Thankfully I noticed quickly, so I still have the save where the contract first became available and I haven't lost any progress. I've been doing some investigating and it seems to disappear if I do a quicksave/load. The only exception is if I do the save/load at KSC, and there's no way I'll remember to do that every time I save. KSP 1.12.5 with breaking ground. Lots of mods all updated through CKAN before each gaming session. The two that draw my suspiscion are "Contract Configurator" for obvious reasons, and ScanSat (has interaction with the contract system and is the only mod not specified compatible with ksp v1.12). Any sugestions would be appreciated.
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I had the same experience until 0.1.3 broke that too. Went back to KSP1 after that and haven't played KSP2 since. If it's simple enough that someone could learn to mod it in their spare time, imagine how easy it would be for the devs to implement it. It's not like analog controllers are a new thing, I remember playing TFX (a 30 year old DOS game) with a joystick. It would be an easy win and would bring me back to give KSP2 another shot. After all...
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Upfront, I haven't played since 0.1.2, so some of my thoughts may be out of date. 1. The main reason I haven't played since 0.1.2 is because my joystick stopped working in 0.1.3. I've played KSP with a joystick so much that I can't face going back to the keyboard for flight controls. I know it wasn't supposed to work before 0.1.3, but for pitch and roll it did. 2. The pixelated fonts and UI graphics. I got a 55" 4K OLED, mainly for KSP. Even so I still find the pixelated fonts and graphics cluttered and unclear. 3. The speed and altitude tapes seem redundant to me and take up too much space for the little that they add. Just having a numerical readout is fine. 4. There are two seperate places for SAS controls. Some in a box at the bottom and some in the circular display to the right of the navball. In the middle of the circular display is the graphic showing the orientation of your vessel. I've never used this graphic, the navball has all the info I need. I'd say remove it and have all the SAS controls in one place. 5. We need a way to lock the navball so it doesn't automaticly change between orbital and surface modes. Sometimes the switch is useful, other times it ends a mission. A small switch on the navball somewhere to enable/disable the auto mode switching would be welcome. 6. I haven't tried it yet, but the navball changing colour at different altitudes seems like it would be a pain. I don't want the appearance of my instruments changing mid flight. It seems like it would be an unnecessary distraction. 7. Not sure if it's been fixed but the part and resource managers were awful to use, espescially when transferring fuel between multiple tanks. Sometimes it would take several clicks to select a tank, sometimes selecting a tank would randomly deselect other tanks. 8. Seperate controls for wheel throttle. I have a paddle on my throttle that works perfectly for forward and reverse. That's all that comes to mind for now. Hoping for HOTAS support soon so I can give For Science! a try when it releases.
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I'll add another 10 to that.
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Introducing For Science! - Major Content Update Out in December
Turbo Ben replied to Intercept Games's topic in Announcements
They've spent the last 4 years promising and not delivering and I haven't seen anything to make me think things will be different this time. I hope v0.2.0 can be the first step to delivering on promises, but I'm passed getting hyped, I need to see results. -
Introducing For Science! - Major Content Update Out in December
Turbo Ben replied to Intercept Games's topic in Announcements
If I'm honest, all I thought while reading this is "I'll believe it when I see it". The cynic in me is telling me it's just a marketing push in the run up to Christmas. I hope I'm wrong and everything can be delivered on time and without game breaking bugs. It would certainly go a long way to restoring confidence in the game. Just like to signal boost this. I got a HOTAS just for KSP1 because using the keyboard was so janky. It's a must have for me. -
I'd definitely wait. I bought in day 1 and regret not refunding. I've gone back to KSP1. I agree with Aziz, check the steam reviews. I don't agree that they're mixed though. There are way more negative reviews and many of the positive reviews are critical of the game in it's current state. I'd suggest waiting for a few more bug fixes and science and then check the reviews again before buying.
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What is there to talk about that hasn't already been said? There's nothing new in KSP2 and hardy anyone is playing it. There isn't even anything from the devs to discuss.
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Second! I have a 3 monitor setup with a 55" 4K LG OLED TV and 2 secondary LCD monitors (KSP looks awesome on a 55" OLED!). I got round it by setting the OLED as my primary monitor and then moving the task bar to a secondary screen. With a black background there is nothing displayed on the OLED when on the desktop. Only issue I've found is if the TV shuts off through energy saving or I forget to turn it on when I boot the PC up, it moves the taskbar back to the OLED. Easy to move it back but an annoyance and a problem with windows, not KSP. It would be nice to be able to move some of KSP2's UI to a second monitor though. I do worry about burn in, but as I play in a dark room most of the time I'm able to reduce the brightness of the screen quite a bit, which should help.
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hi, can we all cool down just a little? genuinely?
Turbo Ben replied to LittleBitMore's topic in KSP2 Discussion
@LittleBitMore Great post. There has been too much animosity on the forums since KSP 2's release. From both sides. From my perspective, I am very unhappy with the state of things with the game. I tried to get a refund but left it too long as I had trust that the devs would go all out to fix the problems. That trust ran out months ago. I gave up at 0.1.2 and haven't played since a 30 minute test of 0.1.3. I went back to KSP1 and am having a blast with a career play through. I've pretty much stopped posting here, though I am keeping an eye on things. I've said my piece and nothing has changed so I don't feel the need to continue. My feeling toward KSP2 has turned to apathy, and that is not likely to change any time soon. I've pretty much checked out and am more interested now in KSP1 and what Cities Skylines 2 will have to offer. The division we see in the community cannot be fixed by the community. All we can do is try to be tollerant of differing opinions, but even I've found that hard with some of the insults and personal attacks being thrown around. I've had to stop myself several times from responding, and now rarely bother engaging at all. It's up to the devs to fix, or at least limit the division by fixing the game. The way I see it is there are 3 major problems with the game. Performance, bugs, and lack of content. I think everyone has a concern about at least one of these and we all have our opinions on which should be fixed first. For me it's bugs as I have a solid rig and wouldn't enjoy more content until the bugs are fixed. At the same time I can understand why others might have a different opinion and I don't feel the need to throw insults if their opinion is different to mine. I place the blame for the game releasing when it did at the feet of T2 (they had told investors it would release that financial year). At the same time, how much longer were T2 expected to wait for the devs? We've seen how painfully slow development has been over the last 6 months, T2's patience must have been wearing thin. I doubt T2, IG and PD care about my opinion, they already have my money. Is that my fault? Partly, for sure, I shouldn't have bought the game day 1. But that doesn't excuse the state the game was in, and continues to be in 6 months later. I won't be buying from any of them in future.- 151 replies
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EVA Construction - Probodyne Rovemate
Turbo Ben replied to Turbo Ben's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the info. I was starting to suspect that might be the problem as I was able to manipulate a Rovemate that I took along as a test. After some experimentation I found a solution. I attached a claw to the rover and docked it with the lander. I was then able to completely deconstruct the rover. -
HI all, I'm having trouble with a bit of EVA deconstruction on the Mun. I'm in a career game trying to disassemble an old rover that was part of a "finish rover" mission, which I completed ages ago. The rover has just been sat on the Mun unused. I had a tourist mission to land kerbals on the Mun, so I thought, instead of just terminating the rover, I could deconstruct it and return it to Kerbin. All was going as planned until the last part, the Probodyne Rovemate. I cannot pick it up. I've tried all I can think of. At first I thought it was a weight issue, so I brought along 2 extra kerbals. Nope. I then thought maybe it was because it was the last part of a seperate vessel, so I took along a KAS fuel hose and connector and linked the Rovemate to my main vessel, essentially making everything part of the same vessel. I still can't pick up the Rovemate. It lights up green as though it can be picked up, but nothing happens when I click on it. I know it's hardly a massive issue, but I wanted to recover it rather than just destroy it. EVA construction is something I haven't done much of so wanted to understand why it's not doing what I want. Any suggestions?
