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KSP2 Release Notes
Everything posted by fragtzack
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Learned many years ago that corporations and capitalism is cut-throat. Being the best has little room for sentiments and good feelings. Sad truth, but life is not fair. You are either a killer or get killed, getting all weepy about cut throat company moves is basically "cry me a river", want some cheese with that wine? Looking forward to KSP2. In the mean time, will continue to enjoy KSP with hopefully new release content from Squad for KSP1.
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Applaud the announcement. Concerned that Fall 2021 is not enough time though. Would rather see a more polished and bug squashed version in late 2022-2023. Fall 2021 smells like early access releaese.
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[1.12.x] Near Future Technologies (September 6)
fragtzack replied to Nertea's topic in KSP1 Mod Releases
Any chance of adding Snacks! mod support to the habitation modules? -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
fragtzack replied to cybutek's topic in KSP1 Mod Releases
Much thanks! -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
fragtzack replied to cybutek's topic in KSP1 Mod Releases
. Been using this mod since almost the start of my KSP gaming, tis great. Appears there is a bug with HUD2 coordinates when using high resolution. Yesterday, I upgraded to 4k = 2560 x 1440 After upgrading the Hud2 gets displayed over the top of the compass in middle of screen. Any chance of fixing this? I can test any fix if you don't have 4k. Please see here hud2 issue here: https://steamcommunity.com/sharedfiles/filedetails/?id=2021195933 -
I have experienced two save game corruptions with KSP 1.9. I been playing KSP since 1.7 and never seen this before. Something is buggy with 1.9 causing these corruptions. Anyhow, there is a post on Steam forum on how to rescue your save game corruption. Basically, need to start a new game and then copy over 2 files from your corrupted game. These 2 files needs to be from a manual saved you performed, not the "persistent" save. https://steamcommunity.com/app/220200/discussions/0/616187204015865714/ I followed this hack and was able to recover a corrupted save game.
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[1.4.x] Orbital Decay - Resumed v1.6.1.1, 04 Jun 2018
fragtzack replied to Papa_Joe's topic in KSP1 Mod Releases
Hope orbital decay becomes part of Kerbal Space Program 2 stock along with Alarm Clock. -
I abuse the destroy space debris feature in tracking station to build rover delivery landers.. Basically, using the telescoping hydraulics from Breaking Ground as the landing gear. The rover is cradled at the bottom of the rocket lander, attached with a docking port. The lander has everything per normal, except no engine. instead of an engine there is a docking port. At the bottom of the rover, I put decoupler + the engine for the lander. All the fuel for the lander is not a part of the rover. The rover must be able to fit inside the landing legs(telescoping hydraulics from Breaking ground). After the lander + rover lands, then decouple the engine from the bottom of the rover. This causes the engine to drop right underneath the rover. If you decouple the rover at this point, the rover will land on the dropped engine and Kraken Physics takes over which usually bad things happen. However, instead of dropping the rover on to the dropped/decoupled engine, go delete the engine first through the tracking station destroy debris function. Now the rover can drop straight down from the attached lander and hit solid ground. -the shame of destroying junk debris as a planned part of a mission
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[1.12.x] Near Future Technologies (September 6)
fragtzack replied to Nertea's topic in KSP1 Mod Releases
The LV-95 orbital maneuvering engine feels over powered. Odd, because searching through this whole topic seems like LV-95 was deprecated in the past? Maybe something is wrong with my mods install? -
[1.12.x] Near Future Technologies (September 6)
fragtzack replied to Nertea's topic in KSP1 Mod Releases
Is there any way to determine distance ranges on the antennae? Used to using that other mod that auto calc's the range, but that other mod doesn't work with the antennae here. Other mod - CommNet Antennae Info -
The valve drain's mass is out of whack. For example, the FTE-1 drain valve has a mass of 0.01, but the part dimensions is tiny compared to other parts in the game. Other parts meaning in particular the tanks. In real life, valves are tiny fractions of the mass of the tank attached too and a tiny fraction of the dimensions also. The FTE-1 and all the drain parts have the same mass regardless of the mass or dimensions of the tank attached to. A FTE-1 with a mass of 0.01 feels about correct when attached to a Rockomax-64 jumbo tank, a tank with a dry mass of 4.0 T. Maybe math is wrong, but that appears to be about 0.25% ratio . 0.25% mass ratio of tank->valve about right. Maybe a tad high still for the valve mass. However, take that same FTE-1 for smaller rocked design say a FL-T200 which has a dry mass of 0.125. This comes out to mass ratio of 8% mass ratio using the same mass as above. That is an insanely huge valve. Making a part having a variable amount of mass depending on part(s) attached to drain might be difficult to code, but would seem better to lower the base mass value if cannot change the valve mass to be a variable mass size depending on attached to. These issues with the valve drain mass has made me decide not to use the valve drain in a rocket design, except 1 time: On a Kerbin jet plane. On the larger tank designs I have made, just never found a good use for needing to drain the fuel. I keep wanting to use the valve drains in small tanks setup, but keep deciding no cause of the mass ratio.
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Elon Musk left a Tesla out there..
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Tis fun to imagine the future Imagination has no right or wrong ------------- Clearly the above is the correct answer to this whole ridiculous argument about what the future of what technology may be. KSP2 is a video game and not limited to real world physics. KSP1 has huge glaring holes in the physics model and KSP2 will also be riddled with physics inaccuracies. Scientists are still actively pursuing creating MH which could possibly lead to humans actually using MH. MH is still in the experimental stage and no and the scientific community has not widely agreed upon MF. If MH was widely disproved and an accepted agreement by the scientific community, scientists would stop try to make MH. There is zero wide spread agreement that MH is not workable. The points made here against MH doesn't add up to the scientific community actions on MH. Notice this date is from July 2019, 6 months ago: https://gizmodo.com/80-year-quest-to-create-metallic-hydrogen-may-finally-b-1835815725 So the scientific answer to if MH is possible or not is not decided by the scientific community yet. There is no worldwide consensus that MH is not possible that I have found. Only on this forum posts is there claims of "impossible" and "won't work". Glad these negative folks are not part of any real endeavors to advance humankind beyond currently available technology.
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"No flying machine will ever fly from New York to Paris…[because] no known motor can run at the requisite speed for four days without stopping." Humans can figure out how to engineer better machines and tools given enough people and time. Believe this history of man trying to fly goes back a few thousand years before the Wright bothers. There was large number of people throughout history saying men could not fly. Actually, the Wright bro were not the first to fly, they were the first to fly a controllable/steerable machine. "If we worked on the assumption that what is accepted as true really is true, then there would be little hope for advance." Good thing the Wright brothers stayed positive and didn't believe the truth that had been proven men could not fly. "There is no reason for any individual to have a computer in his home." Wow, good thing folks didn't believe this guy who was one of the founders of early computing. There is not the slightest indication that nuclear energy will ever be obtainable. It would mean that the atom would have to be shattered at will. Albert Einstein, the man behind the theory of atomic energy didn't even believe atomic energy was possible.. Albert Einstein also died not believing in Black Holes, yet his theory gave birth to the idea of black holes. Black holes were not proven until something like 70 years after Einstein birthed the theory and then Schwarzschild a year or 2 later proved black holes mathematically using Einstein theory. So based on history, I have no credence to someone implying "Well, the theory of MH existence may be true but impossible for humans to actually engineer a way to use MH". I find no conclusive evidence that humans/scientists have stopped trying to make a workable MH. There is not a workable MH technology at this time, but there certainly could be some day. Probably not even in my life time, but who knows. The most important thing though as someone pointed out, "this is a video game" first and foremost not a "physics simulator".
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Scott Manly did a video few years back. https://www.youtube.com/watch?v=nMfPNUZzG_Q Well explained, awesome mini-documentary on MH. Sounds like in theory and mathmetically, MH is possible. Folks said the same thing about men flying and splitting the atom, etc. Hell folks were stating that liquid hydrogen rocket engines were not really practically. Yet today, NASA claims cryogenic liquid hydrogen rocket engines are the greatest achievement by NASA of all achievements in the space program. No wonder why Russia didn't do hydrogen.. All great achievements start with a theory. Since we are imagining the future in a video game, tis completely logical to use existing real life theory, a theory proven with math that many scientists agree on. $kerbalSpaceProgram != #REALITY
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Place your bets! When will KSP2 be released!?
fragtzack replied to a topic in Prelaunch KSP2 Discussion
2022 summer -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
fragtzack replied to nightingale's topic in KSP1 Mod Releases
This mod is definitely not working correctly with 1.9.0 sadly, noticing numerous issues that match what others are posting here. Didn't realize how much I enjoyed this mod until had to remove. Hoping for a 1.9 compat version.- 5,201 replies
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Used this for the first time with 1.9.0. Even though had this installed with 1.8.1, i never docked. Got to say, wow. This mod is so useful, easy to use. Right up there with Alarm Clock. Thanks much for mod. Been a long time since docked in KSP. One the things noticed when docking on the dark side of the planet, would be a useful to have a new mod to have spotlights on Clamp ports. This mod works with 1.9.0 just fine and CKAP shows 1.9.9 compatible, should the forum thread title be updated to show [1.9.9] ?
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Been playing 1.9, got about 20 hours in already. Noticed a camera bug that seems to be the same Unity bug from another game I play called Transport Fever 1/2. I didn't notice anyone reporting this in the KSP bug tracker. What occurs is that sometimes the camera will go haywire and act like the player is constantly pressing the left or right keys and the camera view just spins in circles endlessly. Bouncing out to the KSC seems to resolve. The bug is almost impossible to reproduce at will and this same "randomness" of bug occurs in both KSP and Transport Fever, something that makes diagnosing the bug and resolving incredibly difficult. In my 20ish hours of KSP 1.9, this camera spinning bug happened 3 times. Never seen camera bug in KSP before, but this same exact bug is a long standing bug in the Transport Fever games that the developers of TF has said is some odd bug with the Unity Engine that they have not been able to solve in many years over 2 major versions of that game. While 2 separate games, the camera spinning bug seems almost exactly the same and both games are Unity. Update: Found the issue, had a physical foreign particle lodged in the keyboard next to the left arrow key. Strangely enough, was not lodged hard enough to trigger the key press all the time. --scratch this bug report
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