stephensmat
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Everything posted by stephensmat
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
stephensmat replied to Poodmund's topic in KSP1 Mod Releases
Update on this situation. My computer crashing appears unrelated to KSP, as it does it while in Windows when I'm not even playing the game. I solved the 'KSP crashes at SOI change' by reinstalling the mod. Sorry to bother everyone. -
It let you transmit science data to another craft, instead of Kerbin as the only option. Was good for farming science points by sending it to laboratory stations.
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[1.12.x] Far Future Technologies - October 9
stephensmat replied to Nertea's topic in KSP1 Mod Releases
I've been having trouble with my KSP save, so I started a new Career. FFT is one of the Mods I brought with me. I'm nowhere near Jool, or Antimatter engines yet. That said, Jool feels like the right place for Antimatter and Liquid Hydrogen harvesting. You start with chemical rockets and all. If you can get production into Jool orbit, then you've officially 'mastered' that style of spaceflight, and get to upgrade so that moving around the system is no longer the hard part. Like going from Apollo, to The Martian, to The Expanse. -
Very strange. Okay, let's see what uninstalling Restock will do... (Tries it) Nope. Looks Like I'll have to do a whole, clean reinstall; Stock and Mods. Well, it could be worse. It's been a tradition of mine to start the new year with a new game. I experiment with Mods and loadouts fairly often. Sooner or later, I run into errors and have to 'settle' on my mod list. I appreciate everyone's efforts. This community is pretty good to each other.
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I don't know why, but the "large.crewed.lab" part appears to have disappeared. When I try to use any of my saved craft in the VAB, they don't load because of 'invalid parts'. Half my ships and bases have vanished. I've tried verifying the game files, three times. Is there anywhere I can download the file and put it in the game like a mod? I'd hate to have to reinstall for one file.
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Well. That's the thing about coincidences. Sometimes they happen. Still, whoever the new owner is, if they have no interest in KSP2, then maybe they'll toss that particular IP to someone who'll do something with it.
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From the article: Ksp2 was technically an unfinished EA, and hasn't officially been cancelled yet. We all wondered if that was greed on TakeTwos part, but does keeping it 'technically' put it in the 'live and unreleased' category?
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https://www.gamesindustry.biz/zelnick-on-private-division-sale-those-projects-were-smaller-were-in-the-business-of-big-hits The subreddit is daring to be hopeful.
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Game crashing on scene change.
stephensmat replied to Dante80's topic in KSP1 Technical Support (PC, modded installs)
I'm having the same problem on a Linux install. Here's my modlist. Is there a specific one you'd suggest deleting? Also, I've been having real trouble with my Windows version. Computer keeps rebooting mid-game. The error log calls it a Kernel Panic. Maybe a problem with my computer's memory hardware? -
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
stephensmat replied to Poodmund's topic in KSP1 Mod Releases
(Raises hand) I've been having trouble with my game lately. I have a dual boot windows/linux setup, and my Windows setup has been spontaneously restarting without warning for a few weeks. I have no trouble with Linux rebooting. But the crashes happened largely during my KSP playing, so I ran an experiment. KSP works on Linux too. I installed it, and all the same mods, on the Linux setup. Recently, I sent my first mission to Sarnus, on the Linux game. It's the first time I've gone to one of the new planets in this mod. Every time I reach the Sarnus SOI, the game suddenly stops. Doesn't freeze, doesn't stutter, it just ceases to run the second my probe crosses that line. My current theory is that KSP is crashing, and taking windows with it. it takes a lot for Linux to get the same Kernel Panic that can reboot Windows. The crashes seem totally random. The only time I've been able to make it happen on command was today, when my craft crossed into Sarnus SOI. Has anyone else solved this problem? -
totm nov 2023 SpaceX Discussion Thread
stephensmat replied to Skylon's topic in Science & Spaceflight
When I first heard the 'chopsticks' plan, I thought it was the craziest thing I'd ever heard. I saw it... and I still don't believe it. Wow. What a night. -
What did I do today? I discovered that I was coming around Jool in the wrong direction for gravity assists. I thought I was decelerating my craft, but I ended up boosting it. After that I spent a few minutes hitting myself over the head. Word of advice, go into settings and dial up the number of conics that are visible. You see the future more clearly.
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Tried that. No change. I appreciate the effort, though. Sorry to be an 'unsuccessful' story thus far.
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I feel like something has changed, but I can't figure out what. When I was constructing the Duna Base, the Recycle option worked on the Construction Rover. So I rebuilt the Rover to see if it was a 'workshop' problem. But as with the orbital, and ground workshop, suddenly the 'Recycle' button does nothing. I've left the part menus up so you can see there's room for the parts to go. The UI just doesn't respond when I click on 'Recycle'.
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When building the Duna base, they were separate objects. Doesn't really matter anyway. The Recycle UI doesn't change when they're still docked either.
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Not sure how that works; but to test, I had an engineer on EVA. Same result. Lots of room.
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Well, it's been almost a full day since I bugged this thread for technical support. When i was building my Duna base, the 'Recycler' in the workshop was very intuitive. But the Orbital one I put over Minmus is not working. On the assumption it might be a problem with the Part, I added a Ground Workshop as well as an Orbital one. I've put up the menus here in the hopes that'll offer some insight. Both workshops are staffed fully, power on, and there are cargo containers waiting to receive parts. The things I want to recycle are the assorted boosters that are hanging off the ends of my Station here. But when I detach them, and click the 'Recycle' button, there's no menu showing up. No UI appears, beyond what you see right here. I've searched the thread and found others have the same problem. Is it my mistake, or something in the mod?
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That's what I was doing wrong. I didn't have the 'Cargo pods' configured for the right cargo. I was looking for a switch in the Processor/Converter, and didn't look further down the chain. My fault. Sorry. Thanks for your time.
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It took half a dozen launches, but I got my proper 'Shipyard Station' into Minmus Orbit. With the Global Construction mod, I plan to use this station for most of my 'next wave'. There's plenty of Docking Ports to expand the Station for the Late Game, and I have several autonomous Drill/Converter landers harvesting Minmus for Ore/Metal/Fuel. Far easier than trucking them up from Kerbin.
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I don't seem to have USI or MKS. This is Global Construction Alone. I used CKAN to install it. The video on OP talks about running the Workshop window, which I understand fine, I'm just not sure which part makes MK, and what from. ...and I appreciate the community so very much.
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Hate to keep bugging everyone like this, but I can't find the part to manufacture Material Kits. I've searched this thread for advice, and I'm finding comments that say it's in the 'Ranger' parts, (Which I don't seem to have anywhere in my Science Tree right now) and other comments saying that's been removed/unbundled from the mod. Where am I messing up?
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That. Was. A. Headache. My three hour plan became a three day improv. I've never used the Global Construction Mod for anything big before, and I failed to bring a few parts, made a few design mistakes. I thought I had everything sorted and sent in the same transit window. it ended up taking three such orbits to fix my screwups. Its the Kerbal way. Fly. Fail. Fail better. But eventually it was done, and I threaded together enough steps and took enough pics to make a Proper Mission Report. In fact, now that I think of it, it's my first Mission Report, rather than just putting a post in this thread. (And yes, Baldwin Base was named for the Character in For All Mankind)
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Founder's Log: Day One. Contracted by KSP to found a proper base on Duna, So far, the ScanSat, in Polar Orbit for our whole flight here, has located several Ore deposits of 7.8% concentration, but to build a base needs more than that. It needs a flat surface. Nature doesn't draw in straight lines. For that, someone has to actually go and do some prospecting. (Supplemental) My original crew of three went through the snacks by the third week of the flight, and we hummed all the songs we knew soon after. Keeping in touch from Mission Control, General Baldwin recounted stories of his early days on the Mun, with only one episode of Bob Kerbhart to keep his trio entertained. We decided to humor the old man, and played cards for the next 200 sols. Note to future Colonists: Do not wager naming rights on anything when you're holding less than trip nines. I lost my chance to get the Base named after me. To prevent a mutiny, Mission Control overrode us. They will decide the name of any Base we construct. Founder's Log: Year 2. Landing. Our Main duty here is to survive, and find place to found the Base. To do that, we have to land. General Baldwin promises that if we crash, the crater will be named for me, which isn't much... but it did provide the others an incentive to live through landing. Wile-E-Coyote, our patron saint, gave us his blessing and he parachutes opened right on cue. Having landed intact, give or take some scuffs on the paint, we began prospecting. Morale's a lot better now that we've got something to do. Nobody's threatened to eat the cards for five whole days. (Supplemental) We've been rolling for days, taking measurements here and there. We've also been collecting Scientific measurements in various biomes. Mission Control has been eager for our reports, but we aren't transmitting them. Everyone knows the real prizes come when you run the data through a laboratory; but we don't have a lab in the rover. We are, however, getting a tour of some of the historical sites of Duna. I remember as a kid, seeing the news talking about The Little Rovers That Could. They were only mean to last for a few weeks, and went for decades. It's thrilling to see it with my own eyes. The rest of my crew agrees. We were all that space-mad kid. (Supplemental) My science officer tells me that the Rover had one last message stored in its memory, waiting for the power to transmit: "Can I Come Home Now?" We have voted, unanimously, not to mention this to Mission Control. Founder's Log: Year 2. Jackpot. After several months of driving, making our way across the planet at an average speed of 15m/s; we've found a likely spot for a Colony. It was my Engineer's turn to name something. He's dubbed it: 'Clear Spot'. He's a five star wrench turner, but he's not creative. With the site selected, and the Flag (and built in homing beacon) planted, Kerbin launched the Construction Fleet. Huge heavy boosters were launched into orbit, and four different craft was docked, one per booster. This is the most expensive part of the mission, given what it takes to get these things off Kerbin. A Heavy Construction Workshop, a supply pod full of Specialist Parts, and of course the Construction Kit are all on their way Founder's Log: Year 3. Miscalculation. Our Construction Rover, (the only part of the fleet with Kerbalnauts aboard) came in far faster than was expected. As a result, the Rover landed a full week away from the landing site. Even longer, when you consider that the Construction Rover is ten times the weight of our explorer. After conversations with Mission Control, they've decided that the Construction Crew are 'perfectly capable' of making the trek. They're probably right, but nobody likes driving through a sandstorm on Duna. Especially when you have to go around mountains and hills, rather than over them. (Supplemental) The decision was made to continue landing our supplies while the Workshop makes its way over her. But while landing, there was a sudden wave of darkness. While the DIY Kit landed safely, we are making an effort not to be superstitious. Turns out we chose the craziest time for a landing approach. There was an eclipse over 'Clear Spot' Founder's Log, Year 5: Third Miscalculation. The Workshop arrived safely at base camp this morning. We landed the supply pod, and began the work of constructing our new home. But we experienced a technical flaw. Half the reason we were able to get this Base Plan approved was because we were farmed out the job of construction to a "Miscellaneous Operations Department". The Mod in this case was Global Construction. Their DIY Kits are wildly versatile, but there's far less practical experience with their equipment than we have with all the regular KSP equipment. As a result, we apparently forgot a few parts. Small parts. But as with everything in space, the smallest details are the ones that wreck your mission plan. Mission Control's position on the matter is that this is the perfect opportunity to send General Baldwin's brother-in-law, who apparently 'has a fine career ahead of him'. I'm glad the resupply has a Probe Core, so he doesn't have to touch anything. As leader of the 'Founding' phase of the plan, my job is to keep morale up. Fortunately, while we may have forgotten things like supply couplers, I managed to pack my golf clubs. Duna gravity is a third of Kerbin's. I bet I broke a couple of records with that swing. Founder's Log, Year 7: Prospectors to Colonists We were told that building the Duna Base in a complete piece would take 6000 Specialists parts, all of which were included in my supply pod. Apparently, someone misread the manifest. There were other material kits required. Mission Control has done the math and decided that we can absolutely finish construction if we cannibalize all the landers, debris, and our own Return Vehicle. My original Trio protested... vigorously. But apparently the schedule can't be overruled again. Which means for my Prospecting Team to return to Kerbin, we'll have to wait for another craft to come, or for one to be Duna-Built. So we just got promoted from Explorers to Pioneering Colonists. At least, temporary ones. I can live with that for now. (Supplemental) Construction was completed overnight. We took a few wheels off the Construction Rover to polish the chrome and turn on all the lights. The Construction Teams have already claimed their bunks and fought over jobs, while we run the 'shakedown' of the new Base. I've already earmarked a few notes for the revised prototype on the next landing site, or even the next planet. Small outposts have been the norm on the Mun and Minmus, but if this base can properly construct it own parts and craft, odds are most of our construction will be moved off Kerbin. The politicians won't like it, but they can build their own base if they don't like it. The last order of business as the crew made its way inside our new home: A Naming Ceremony. We have to officially open it, and for that we need to know what name to put on the reports. While we've been working on all this, Old Man Baldwin has been taking advice and getting input from hundreds of people. Schoolkids, Government Committees, Newscasters, famous authors... Everyone has an idea of what our first permanent home on another planet should be named. After very careful consideration, General Baldwin has decided which of the millions of potential names will be chosen. Baldwin Base was declared fully operational and open for business this morning. End of Report.