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KSP2 Release Notes
Everything posted by fragtzack
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Where is all the published documents from the real world wide scientific community where the scientists of the world are agreeing that metastable is impossible in theory? My searches for this topic from the true experts show a preponderance of theory work showing that metastable metallic hydrogen is possible. I am not a scientist, so I need to see evidence from real scientist documents published works in theory and/or actual testing that shows metastable is impossible. I don't give a rat's tail about your scientific opinion and more importantly... I hope the heck that KSP2 developers totally ignore this talk about "realistic" near future technologies because KSP2 is a game, not a hard core physics simulator. Hell, in KSP2 I want to see worm-holes, close to speed of light travel and even getting close to a black hole event horizon in KSP2 and intelligent alien life. Arguing about the possibility of a real world technology in a computer video game reminds me of my dog who chases his own tail and even bites his tail at times.
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Docking at the space station without RCS thrusters. Never again!
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The Mote In Gods Eye came to mind for some reason. Best sci-fi book ever
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A Contribution To The Discourse Of Kerbal Reproduction With No Value What-So-Ever and Me Deluding Myself Into Thinking That Attempting To Feign Self-Awareness of Said Lack Of Value This Post Has Somehow Negates How Stupid And Pointless It Is.
fragtzack replied to ArtemisAZ's topic in Prelaunch KSP2 Discussion
Who would have thought, an R rated Kerbal discussion. -
Those explosions were awesome looking. Thanks for sharing KSP2
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Ground physics are wonky. Things bounce around for no apparent reason. A brand new rover when initially spawned and not being powered can start hoping around on the perfect level of the runway. The wonkiness gets much worse on other planets, especially when trying to hook base parts together or refueling 2 ground vehicles. Usually comes down to springs being overloaded, but not always. I end up saving and reloading a lot during any ground based operations.
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The fuel transfer bug https://bugs.kerbalspaceprogram.com/issues/25680 is annoying as mentioned. Wish this bug would get fixed sooner. What I found for a work that seems faster then the other work arounds mentioned is to go into game settings advanced tab, and do a turn off/turn on cycle of the "Parts transfer obeys crossfeed rules" setting. Need to save the setting between on/off.
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[1.10.1] Science Pancake - 2.5m Materials Bay
fragtzack replied to CiXwOw's topic in KSP1 Mod Releases
Wow, cool idea. Going to get this. -
The dV calculations don't seem correct with these parts, both for stock dV calculations and engineering redux mod.
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Why don't we ever see kerbals blink?
fragtzack replied to KerbalChamp2006's topic in KSP1 Discussion
Blinking is the greatest feature of KSP2 -
Browse the web here, hope am paying attention back to the game during end of burn.
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Think discovered the answer/issue. First, you will get a Sentinel scan for comets contract. After completing this mission, then will get the comet intercept missions. However, If you have an active Sentinel scan contract mission for asteroids you will not get a comet Sentinel scan mission. The simple version of the above: Active Sentinel asteroid scan contract will prevent the comet scan contract from appearing.
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Why is nobody talking about 'inter-Galactic'?
fragtzack replied to AntINFINAIt's topic in Prelaunch KSP2 Discussion
Surely, inter-galactic mention was intended ! Intergalactic proof was released to earth on July 2, 1997- 49 replies
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[1.12.x] Near Future Technologies (September 6)
fragtzack replied to Nertea's topic in KSP1 Mod Releases
With KSP 1.10 release, the code for how Payload Fairings work got changed. This KSP 1.10 change breaks the 5.0 and 7.5 Payload Fairings in these mods. In particular, while in the VAB, no longer able to "Build Fairing" for those 2 parts. -
The DLC is good, recommend get. Over 1000+ hours played with KSP+Breaking Ground and why I can't play without Breaking Ground: The robotic pieces. Deployed science kits. - The seismometer thingy is a blast, nothing like getting extra science for crashing your junk satellites/etc into the ground. For the robotic pieces, the hydraulics are my favorite by far. With hydraulics, you can build stronger and more travel landing gear for those really big landers. My standard rover delivery rocket can't live without those hydraulics. There is just so many neat things to do with robotic pieces..
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question
fragtzack replied to Kerbal enginner bird boi's topic in KSP1 Gameplay Questions and Tutorials
Only Elon Musk knows ... -
HI, Also observed this same issue with the reaction wheel having the correct functional stats, but physical dimensions of 1.25 Posting acknowledgement here even though you guys already noticed because you guys have not mentioned the Z-2K battery. Yes, battery has same 1.25 dimensions issue. Checked all the other parts, seemed fine...Just battery and reaction wheel.
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[1.12.x] Click Through Blocker - NEW DEPENDENCY
fragtzack replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi, Was not able to install the new version of ClickThroughBlocker, because Toolbar Controller is dependency and ToolbarController is only for 1.9 and below according to CKAN. Also, there appears to be 2 dependencies: ToolbarController and MiniAVC Since you said it works with the ClickThroughBlocker on KSP 1.10, I went back to CKAN and allowed install 1.9 mods which re-installed MiniAVC+ToolbarController and this new version of ClickThroughBlocker. Sure enough, works fine now. The bug is gone with that 1 Breaking Ground science part now. Thanks for checking on this. Seems like there is a bug with CKAN not showing some modules as 1.10 when they should be 1.10. If CKAN had allowed me to install this latest version "for 1.10" version, would not have encountered this odd bug. -
[Discussion] My thoughts on life-support.
fragtzack replied to Acid_Burn9's topic in Prelaunch KSP2 Discussion
The way Snacks! mod does life support is best IMO. Light weight, simple, the "milk runs" as mentioned above is not too bad because of the parts put in place to generate Snacks via ISRU and also recycling. I tried the other life support mod, but then discovered Snacks! is way better for "game" play if not as realistic. Think the most important thing about KSP2 life support is the ability to turn off that feature completely in a difficulty settings manner. Life support seems to much to ask of new players at the start when just getting the hang of orbital mechanics. -
KSP is a game first and foremost, So yes bring on all the far out physics engines the devs want. ‘It’s fun to imagine. Also fun to “drive” a rocket ship as KSP does. .. not realistic but KSP and KSP2 are first and foremost about fun...not a hard core reality physics simulator Someone posted here once they are concern KSP2 might try to make the game too real, agree with this statement very much. The fun of a GAME makes all these serious discussions about only using a technology that is hypothetical possible in the real world is just hog wash. KSP2 devs, keep KSP a game first and foremost in all design decisions
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This is not your Daddy’s Dres
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[1.12.x] Click Through Blocker - NEW DEPENDENCY
fragtzack replied to linuxgurugamer's topic in KSP1 Mod Releases
Unable to install the new version because of the dependency, so been running the old on KSP 1.10. Discovered issue that goes away if remove click through blocker and the 2 depends. Probably should test for this issue once getting around to 1.10: The https://wiki.kerbalspaceprogram.com/wiki/Mini-NUK-PD_Radioisotope_Thermoelectric_Generator from Breaking Ground is not able to be placed while in the VAB to the SEQ-3 Cargo Storage Unit or the SEQ-9 Container Module. When trying to place the part into either storage container, the part "clicks through" and pastes behind the container. All the other science parts under "Cargo" from Breaking Ground seems to work fine. Thanks for all your mods! -
Does getting a comet to appear in Career mode require a new saved game for 1.10 ?
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Been fooling around with 1.10 for about 5 hours now. Played my saved game and also the new Moho mission. Surprisingly, have not found a single problem with mods so far. Going to list all my mods since so easy with CKAN to export to list. These mods all seem to work fine(so far) with 1.10: [x] Science! Continued (xScienceContinued 5.26) B9 Part Switch (B9PartSwitch v2.16.0) Background Resources (BackgroundResources 1:V0.15.0.0) BonVoyage (BonVoyage 1:1.0.1.1) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) CommNet Antennas Extension (CommNetAntennasExtension 2.1.1) CommNet Antennas Info (CommNetAntennasInfo 2.4.1) Community Resource Pack (CommunityResourcePack 1.3.0.0) Community Tech Tree (CommunityTechTree 1:3.4.1) DeepFreeze Continued... (DeepFreeze V0.28.0.0) Deployable Engines Plugin (DeployableEngines 1.2.1) Distant Object Enhancement Continued (DistantObject v2.0.0.2) Distant Object Enhancement Continued default config (DistantObject-default v2.0.0.2) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.6) Dynamic Battery Storage (DynamicBatteryStorage 2:2.1.6.0) Engine Lighting Relit (EngineLightRelit 1.6.2.3) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.2) IndicatorLights (IndicatorLights 1.7) Kerbal Alarm Clock (KerbalAlarmClock v3.13.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.2) Kerbal Hacks: Droptank "Wrapper" (KerbalHacksDroptankWrapper 1.0) MissingHistory (MissingHistory 1.8.1) Module Manager (ModuleManager 4.1.3) Near Future Construction (NearFutureConstruction 1.2.2) Near Future Electrical (NearFutureElectrical 1.1.2) Near Future Electrical Core (NearFutureElectrical-Core 1.1.2) Near Future Exploration (NearFutureExploration 1.0.8) Near Future IVA Props (NearFutureProps 1:0.6.2) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.0.2) Near Future Propulsion (NearFuturePropulsion 1.2.1) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.2.1) Near Future Solar (NearFutureSolar 1.2.2) Near Future Solar Core (NearFutureSolar-Core 1.2.2) Near Future Spacecraft (NearFutureSpacecraft 1.3.1) Near Future Spacecraft - LFO Engines (NearFutureSpacecraft-OrbitalLFOEngines 1.3.1) Pood's Milky Way Skybox (PoodsMilkyWaySkybox v.1.3.0) RasterPropMonitor (RasterPropMonitor 1:v0.31.3) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.3) Real Plume (RealPlume 2:v13.3.1) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.1) RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.7.0) SCANsat (SCANsat v20.1) Ship Effects Continued (ShipEffectsContinued 1.0.11) SimpleFuelSwitch (SimpleFuelSwitch 1.4) Smart Parts (SmartParts 1.9.16) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Snacks (Snacks v1.24.5) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 1.3.5) TextureReplacer (TextureReplacer v4.1.3) Toolbar (Toolbar 1:1.8.0.5) VABReorienter (VABReorienter 1.2) Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1)
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Wow, just wow. What a release! New Missions, new parts and massive High Quality revamps.
- 202 replies