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Everything posted by fragtzack
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Be nice to have a 1.875 liquid fuel only tank for nuke engine. Well aware of ISP, but generally prefer to not use mods if can do with stock tools. Funny thing, Missing History doesn't seem like a mod to me The booster engine included with Missing History seems a bit too good compared to all the new boosters with 1.8.0 Moar Boosters update. THK Pollux has the best stats of all the boosters, could use a tad nerf.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
fragtzack replied to Athlonic's topic in KSP1 Mod Releases
Gracious Athlonic- 751 replies
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I like the new drag physics, airplanes handle better. However.. Keep encountering many bugs with 1.8. the latest bug this morning is that in career mode, accepted a mission to test the LV -909 Terrier in a splash down test. Set up the rocket and went to launch pad and boom, mission failed without ever launching. Got another mission this time to test LV-909 on the launchpad. Same thing happened again. Stopped playing 1.8 until some bugs are fixed.
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Can anyone fix Chatter for 18.0? I tried it with 18.0 and it worked for like half a mission and then stopped.
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Strongly disagree with the conclusions here but appreciate the effort and chart. The Flea is a great career mode engine, especially at the start and even far in when you take a mission that requires a "Splash down item test". Cheapest and easiest engine to launch from the pad into the water.
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Appreciate the update and bug fixes. This patch created new bugs though. Bugs noticed so far: 1. When landed a capsule via parachute(haven't tried other methods yet) back on Kerbin, the module bounces up and down sort of like a jitter. There is no landing legs, just a traditional parachute capsule. Tried tweaking all kinds of graphic settings to no avail.If save the game and reload though, the jitter goes away. Seems a physics issue, not a graphics..could be wrong. 2. In career mode, collected science with a car from around KSC. This one time after collecting science from the crawler way, the vehicle crashed. Collected science data had been put in that container thing item. Instead of revert to launch per normal, I had done a recover vehicle. Recover vehicle action got zero science collected. Now the bug part comes in : After going back to the crawler way to recollect the data that was lost on crash, there was no science to be collected anymore (all zero). As if the data had already been collected and credited(it wasn't credited) 3. Second trip to mun, an orbit. The PE point was graphically off the travel line, but was otherwise working fine. Never seen this before. Zero mods installed
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Deployed science kits are buggy and need work for sure. What gets me is the lack of battery and how part of the message spam from the controller is due to not being able to send science back to Kerbin occurs because the deployed science is on the dark side of a planet not getting sunlight on the solar panels. Sending electronics powered by solar panels to space without a battery is a DOH! moment and not the type of methodical thinking that got humans or kerbals to the moon. What is even more silly on this topic of a lack of a battery is the deployed science controller kit actually tries to the send the message back to kerbin when there is NO power. Squad, be logical and methodical by adding a battery backup.
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How to use the ground experiments?
fragtzack replied to magnemoe's topic in Breaking Ground Discussion
17.3 patch has introduce some new bug with deployed science. Been getting spammed about every 30 minutes of game time with messages about the goo experiment from a deployed science kit on the mun. The messages are saying the transmissions sends successfully, but occurs so frequent gets very annoying. When warping at high time values, the message spam is almost non-stop. The message is only appearing briefly in the upper left of screen AND does not require clearing the message queue (upper right box) , so this is slightly different bug then the bug already described. Appears to be a new bug introduced with 17.3. Seems many things with these deployed science kits are not being fully tested. -
Snark, agree. The "message spam" bug was the only reason that I originally thought of a battery. After thinking about a battery, started realizing how silly it is from a designer to send solar powered devices in space (or almost anywhere) without a battery. To the points about real world RTG: The way I read the specs available on the internet concerning RTG devices sent to space, they still include actual lithium batteries to handle peak electrical draw periods that the RTG cannot handle. As for this game not including a battery as part of the design: Seems short sighted to say "we want these devices to only work in Sunlight and thus no batteries", yet somehow the deployed Controller unit tries to send data when it has no power (cause of lack of sunlight)
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This wiki here? https://github.com/jarosm/KSP-BonVoyage/wiki Doesn't mention anything about the rover being tipped over at the destination of the trip. Interested in what in that wiki points to the problem .. Think I figured it out though, which unfortunately is not mentioned in any of the notes that I see.
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Hi, When I use Bon Voyage, the rover gets turned over on its side at the destination. Doesn't appear to be a crash because no parts are broke. Even fragile extended solar panels are intact. Yet the rover lies on the side instead of on the wheels. Any ideas?
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Not to mention, multiple users have reported this bug and appears that Squad had acknowledged the bug is "ready" to test a fix: https://bugs.kerbalspaceprogram.com/issues/22757 Doesn't sound like even Squad agrees this is "Working as intended".
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RTG is considered a battery way I read things on the internet.
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"Half the day" means the planet is rotating and half the planet does not have sunlight. The problem in detail: 1. They developed fairly cool electrical parts that are intended to reside on a planet surface. 2. A Planet's surface is subject to varying degrees of sunlight due to planetary rotations. 3. At the equator, a spot on the surface will mostly get half a day with sunlight and half a day without sunlight. 4. The deployed science controller is designed to send science(when the science is ready) back to Kerbin when communications(such as a relay) comes in range to the controller->satellite dish combo deployed science units. 5. If the relay comes overhead the deployed science during the dark side of the rotation, the solar panels of the deployed science parts do not have power to send the science. 6. This lack of communication from the deployed science due to the dark side of the planet not powering the solar panels causes message spam to the end user. Again, NO electrical parts have ever been designed or actually sent into space without a battery system that I know of. I am sure some smart alecs are going to come up with some witty work arounds, but the bottom line is that electrical equipment sent into space without batteries is a glaring design over sight especially for something seeming so simple to implement in code. Sure, only allow the experiment to run in the day light is fine. But sending the science collected through the relay systems should be able to happen during planetary day or night cycle.
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A battery system for the deployed science Satellite Dish. So annoying to keep getting messages for half the day saying can't communicate because no sunlight on the solar panels. No scientist would design electrical items to go in space without batteries. Major miss by squad on this design. Seems really simply to fix too.
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FYI, seems a new bug. Heat shields are blocking fuel transfer. Crossfeed doesn't seem to work through heat shields anymore. This makes space station refueling only useful for vehicles that don't have a heat shield. To reproduce problem, create a new ship. From top to bottom: 1. fuel tank 2. command module 3. heat shield 3. fuel tank make the tanks half empty. go to launch pad, try and transfer fuel. If that fails as the test fails for me, then redo the same test but minus the heat shield and the fuel transfer works. Scratch this, discovered issue was I had moved to hard mode. That is a silly setting in advanced. How are you supposed to refuel at stations without having to make ridiculous hoops around the parts that don't cross feed. Create a large radius radial attachment just so a fuel duct host can cross the heat shield barrier seems really wrong. If the fuel ducts lines would allow placement across flush surfaces, having heat shields block cross feed would be ok..but the fuel ducts don't work across flush parts.
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annoyed with rotors due to not finding effective purpose
fragtzack replied to k00b's topic in Breaking Ground Discussion
Rotors would be useful to create centrifugal force in space for long term habitation of astronauts at space stations. Centrifugal force to simulate gravity does have a real world purpose. Note, in real life though the ISS nor any space stations have ever done this because the cost $ is high. -
Can find the big cropping on Minmus just fine, but the small ones that can be picked up allude me.
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Deployed science on the Mun, silly me put the kit on the far side... So now am getting spammed messages that say "Unable to transmit deployed science data from the Mun , deployed science cluster has no CommNet connection to home". Yet, I deployed a relay satellite that satellite is verified working. The satellite is almost directly over head and still not working. Seems a bug or am i missing something? Relay satellite "show network" clearly shows a green connected line back to Kerbin when the satellite is overhead of the deployed science. Edit: This is not a bug, just a noob Kerb.. I needed to wait a few more orbits for the deployed science to be in the sunlight. All good now. Relay working!