jnbspace
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KSP2 Release Notes
Everything posted by jnbspace
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Arguably KSP2 isn't ready without science. Without science KSP2 is just a sandbox with not enough elements to make it into a game. If the next big release delivers the science, tech tree, physics improvements and performance upgrades they promise then I will go back to KSP2. But right now they are trying to limit the damage they have done to their own reputation and the simple fact is that I don't really think that they will deliver. I hope I'm wrong but their recent track record isn't great.
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
jnbspace replied to Dr. Kerbal's topic in Forum Games!
5309- 7,455 replies
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- dr.kerbal
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I was going to reply to this but unfortunately I don't show up camera.
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How to stay warm post brexit Typical photo of cats and son
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The minimum for any space station is; comms - have an aerial on there So we can talk to it power - batteries and solar panels So the comms works! Docking port You can EVA crew between craft but you can't transfer fuel with an EVA Remote control of some form Even if it's crewed have this then you can transfer the pilot off the craft and still have control RCS and monopropellant So you can manoeuvre to dock A high efficiency rocket and fuel To de-orbit at end of life or for large scale orbit changes If you want it crewed then you need to add; Crew compartment (or lab) Cupola or similar control pod Otherwise they're jut passengers coffee machine After that it is just a case of what do you want it to do. I tend to build everything with two 2.5m docking ports so I can dock craft but not lose a docking port in the process.
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I am using KSP1 with the dang it mod to break things randomly. I have a space station in orbit which currently has a broken battery, comms aerial, fuel tank and payload bay motor. It also had insufficient power. No problem I think so I construct another ship which has loads of spare parts, loads of solar panels, an engineer and loads of EVA repair kits. When I go on EVA and attempt to repair anything either nothing happens (probably not carrying enough EVA repair kits) or it tells me "You need 1 spare part to repair this". The whole craft appears to be stuffed with spare parts so how do I use them? I don't appear to be able to get a Kerbal to carry a spare part; repair kits - yes, spare parts - no. Construction mode doesn't let me transfer spare parts to the broken module, Inspect gives me no information and repair just gives me an error message - so what am I missing?
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I've started on KSP1 again but this time I'm playing with the "Dang it!" mod installed to randomly break things. A regular failure is leaking oxidant or fuel in a tank. When that happens all fuel from every tank in the same stack is drained. Is there a simple way to isolate one fuel tank so that the intact tanks don't empty themselves? At the moment I've been building things with multiple stacks separated by decouplers or girders. But that is just making the craft more unstable and only really required to force the tanks to not be connected. So I end up with craft like this ... Those girders, and struts are not functionally required they just allow me to isolate each end and tank set in the case of failure. If I position the tanks right next to each other KSP treats them as a single tank
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Indefinitely rolling on a flat surface would be a problem but "headtailing" shouldn't be too much of a problem because this is for a rover that will probably be doing at most 10 ms-1. The aim is to (hopefully) not have the thing spontaneously reach takeoff speeds.
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So the bottom line is no friction in KSP? Any mods to fix that? not to help apply brakes but to add friction into the system.
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How are rovers supposed to _stop_ moving? I just built a craft to carry a rover to the Mun. So far so good, Landing was a bit iffy but it got there. I unload the rover and disconnect it. Before I can get a kerbal into the rover it then starts rolling spontaneously. That seems fair enough I probably should have brakes locked on or something but its OK because friction and a dip in the ground will then bring it to a natural halt. Except that it then accelerated wildly across the Mun surface before finally reaching about 30 m/s (about 110 kph!) and rolling 20 km travelling so fast that depressions in the ground didn't even slow it down. Eventually of course it tore itself apart. This was around the midland craters to the ground was pretty flat. In that 20km it fell maybe 200m in height so this is a barely perceptible slope! So what's up here? How should I make this thing actually stop? and, perhaps more interestingly, can a rover be made to have more realistic friction?
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Why does the navball spontaneously change from orbit to target? and how do I stop it doing that? I'm trying to rendezvous two craft so I set the navball to orbit and fire prograde and retrograde to align orbits and bring my orbit dow to the same periapsis and apoapsis as the target. 90% of the time this is fine but every so often I find my craft heading somewhere random and then discover that the navball has spontaneously (or I did something inadvertently but I don't know what) changed from orbit to target. So now my prograde direction has no relevance to my orbit. If this happened when I was close to target I could understand that it might be a feature but this happens when I am still 100km away from the target! Either - what is KSP doing and how do I stop it? or (and more likely) - what am I doing wrong? Thanks in advance
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The correct pronunciation is "" That's k as in knife e as in make r as in car b as in dumb a as in bread l as in salmon Obvious isn't it?
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There are some archaeological city textures around. In the mountains near the desert launch pad one can find this ... Not strictly a "city" texture but definitely signs of some kind of civilization.
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Filters make a big difference to visibility of some of Jupiter's features. Using a green filter makes the contrast a lot higher for the weather patterns. So without a filter it can be difficult to see but with a filter I find it realtively easy to see the great spot and two major bands, usually it is quite easy to see more than two bands but for that there is no real substitue for aperture and a dark sky. For the moon neutral density filters are essential otherwise it can be so bright that your pupil will reduce size and make high magnifications harder to use and reduce contrast. Saturn doesn't really respond too well to filters but I find a yellow filter can make it easier to spot the Cassini division. Weather patterns on Saturn are almost never visible! All of that said I am usually doing this photographically on deep sky objects that even with all the above are invisble in the eypiece and only show up with stacked long term exposures.
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Putting it simply/ The recommended hardware requires a 3070. That mans spending €700 on a graphics card, and then spending €50 on KSP2 and I am not going to pay €750 for something that is not only less functional than KSP1 but by all accounts bug ridden.
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All of the following is based on analogy with Earth biology which is always a dubious starting point in exobiology but it is the only starting point we have. What we know ... We know they eat as we have seen the snacks in the space craft, We also know that they can survive indefinitely in space so the snacks must not be essential. Also they are self mobile with volition. Therefore they must be animal heterotrophs. The green coloration is not particularly significant as there are plenty of animals on Earth which are green or certainly once you look beyond mammals there are plenty of examples. From looking at kerbal there appear to be no settlements outside the the space centre which would normally imply a low technology civilization and yet they have developed space flight! Based on the above my favoured theory is that kerbals are amphibious. The kerbal cities are in the oceans accounting for the fact that we do not see them and their biology has evolved to allow active and hibernation stages which accounts for the need for snacks and yet at the same time the ability to survive for long times without those snacks.
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Money being missing from the game shouldn't be a big problem because money is just a procy for resources. So having the game based more on resources or unlocking technology is a better approach but with one caveat. In KSP1 in career mode I'm sure we have all played with two styles of mission going on simultaneously. One being the real missions to gather science and tech. The second being a seatdy succession of tourist trips to pay for it. The tourist trips are irrelevant to the game progression and contribute nothing in science in themselves. On the other hand they do pay for the rest of the missions. So money is usually a proxy but not always. I'm quite happy to see no career mode or money as long as there is a similar progression with constraints. If that is solely science progression then it lacks some of the realism that a simulation should have.
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It absolutely depends on the first updates. KSP1 shipped in much the same ropy, near unplayable state that KSP2 is currently in. The difference is that KSP2 is much more in the public view than KSP1 was. KSP1 was noticed by a few physics nerds who were enamoured by the concept and they would forgive those errors. Shipping KSP2 early might get revenue and feedback but its also getting them reputation. If the first updates don't ship soon and make a substantial difference to the playability then they may be too late to undo the damage to reputation. Yes it is early access so we can forgive missing features. No career mode , lack of re-entry heating, dodgy maneouvre nodes are really annoying but forgiveable. What shouldn't have happened is shipping something that requires a 700 euro video card and then still crashes. For the moment I've gone back to KSP1. I'll hope for something usable out of KSP2 but I'll let others pay that high entry price for now.
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I am running KSP version 1.9.1 CKAN shows that I have just two mods installed, HyperEdit v1.5.8.0 and MechJeb2 v 2.9.2.0. When I launch KSP I get an error message saying that MechJeb2 is incompatible with KSP 1.9.1! It seems to run but I am wondering if it is giving me background problems that might be the cause of some of the flight issues I have when using MechJeb. Is there a correct version of MechJeb and how can I persuade ckan to use that version? Thanks
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Ta. CKAN was the solution which I had never heard of until you posted your reply even though it is in message one of this thread. I googled for BetterTimeWarp after seeing it listed on a you tube video, that got me a download with no references to dependencies. Googling the problems got me to this thread. Your reply got me to CKAN. Thanks.
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Simple and probably dumb question ... how do I use this? I have installed this, and I know it is installed because on starting up it asked me if I want to check for updates, but there are no options on screen to use the thing. Reading over the thread above it seems that I should see a "B" button in the control panel and a drop down arrow next to the time warp options but neither exist. What am I missing? Obligatory screen shot ...
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Appears to be a purely cosmetic thing. In the contracts display all the elements were marked as incomplete. As soon as I completed the last task everything was marked as complete again. A little annoying because for quite some time in that mission I was repeatedly quicksaving and restoring. Eventually I gave up on that because it was just too tedious and then found out that it is purely a cosmetic bug.
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One of the contracts I am playing with at the moment is the "Supreme Eve 4 Rally". The steps are to, with a single vessel, fly past the Mun, fly past minmus, fly past Eve and lastly land on Duna. I have completed the first three steps but every time I am en route from Eve to Duna at some point Kerbal marks the first three steps as incomplete. Or at least the little green completion ticks disappear from those steps in the contract list. Anyone else noticed something similar?
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On the principle that 10 000 hours makes an expert it's not something that I want to think about. For the time I'm putting in on Kerbal I could have achieved so much!
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Normally to rename a vessel I would fly the vessel right click on the controlling component and then can redesignate it appropriately, which is quite useful when I land a rover and Kerbal decides it is still a ship. Tidying up some stuff I find that I have a probe in the tracking station which is actually just a piece of debris. From the tracking station I can see "Minmus rover station 1 probe 1" But when I go to it this is what I have; How do I rename that?