stephensmat
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Everything posted by stephensmat
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Ex-Annapurna Video-Game Staff to Absorb Former Take-Two Indie Label
stephensmat replied to PDCWolf's topic in KSP2 Discussion
The new owners will make a decent game, the question is: Which one do they wanna make? They're buying the studio, so they have a few options. KSP worked because the devs loved their creation. You can't just replace them with 'anyone' and assume the same result. That's why everyone was so excited to see who had joined KSA. -
[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
stephensmat replied to wpetula's topic in KSP1 Mod Releases
On Eve, I once landed in the oceans. I ended up using the aerobrake shield as the landing gear, keeping my Lander from sinking. I can't help bit wonder if a large heat shield might work the same way on a lava lake.- 466 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
stephensmat replied to Gameslinx's topic in KSP1 Mod Releases
https://github.com/StarCrusher96/Kerbal-Star-Systems-2/blob/main/README.md- 3,140 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
stephensmat replied to Gameslinx's topic in KSP1 Mod Releases
So, I was looking forward to Galaxies Unbound, but apparently it's down for re-development. Then they announced that GU would be tied in To Kerbal Star Systems 2, so I started looking into downloading and installing that Mod. Then the instructions for KSS2 told me that Parallax1 is not supported, so I would need to install Parallax2. So I came here and found that it's also down for Re-development. (Sigh)- 3,140 replies
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If it happens by New years, I'm going to settle on my permanent mods list and start a new game.
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CommNet has apparently vanished.
stephensmat replied to stephensmat's topic in KSP1 Gameplay Questions and Tutorials
UPDATE: I just tried a full reinstall, and copied all the mods out of/back into the gamedata folder. I have the Kerbal portraits back, but not the Commnet. The only recent updates to the mods have been via CKAN, but this did happen very recently after. These are the Mods I'm currently running. A newly created sandbox game, and an older (abandoned) game both have the Comms working normally, so I'm quite sure it's a setting I've screwed up. Anyone have any ideas? -
CommNet has apparently vanished.
stephensmat replied to stephensmat's topic in KSP1 Gameplay Questions and Tutorials
I've restarted the game, and the computer. I just tested the probe controls. They were locked, until I went into the F12 menu and 'cleared input locks'. (These are probes with high-end Probe Cores) In the Tracking Station, the 'Network' is set to visible, there's just nothing there. I'm sure it's something I screwed up with a menu option, or by updating a Mod, but this has never happened before. EDIT: Also, the 'Portraits' of the crew appear to have vanished too. The Ships/Bases are still inhabited, and I can Transfer/EVA them, but the pics in the lower right hand side of the screen aren't there anymore either. -
CommNet has apparently vanished.
stephensmat posted a topic in KSP1 Gameplay Questions and Tutorials
Not sure what happened. All my CommNet connections appear to have vanished. Short range, longer range, big antennas, small antennas... They're all flights in progress. They've been working all this time. It's not orbital alignment or anything, because it's all of them. In the tracking Station, the 'green lines' are all blank now, and I can't transmit science data. Any ideas? -
Same. I just did the Google myself. I was looking for a Tutorial on how to use these ri-donk-ulous antimatter engines. It's my first Full Game with any serious attempt at modding for a longer Endgame. GlobalConstruction and MoarKerbals gave me a full blown shipyard at Minmus. I'm using that to spread out with bases on Duna and Automated Refuelling Drones on Ike and Gilly. But for a wider game, I'm using @Nertea's suite of Mods, and the Outer Planets. Which means it's time to unlock Fusion/Antimatter engines. I've got the points to unlock them. I'm just trying to figure out how to turn these parts into ships. I was planning to do, essentially, what you did in the Epilogue. Build a Station over Jool with massive Antimatter/LH3/LqdDeuterium Fuel Tanks, and Buzzard/Ramscoop Collectors to keep them topped up. Looking at all of this, I'm not sure I can pull it off. EDIT: Unrelated, but if you were so inclined, you could probably put these Chapters up on A03 as a fanfic full of images, and get yourself a bigger fan base. It would make it a downloadable for the rest of us, too.
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So. Today's achievement was getting two mods working properly. 'MoarKerbals' and 'GlobalConstruction'. Check out my Minmus Base. The large tankers with IRSU mounted on the side are from an older save, where I routinely used Minmus as a 'Fuel Depot'. The centre lander is retrofit for Material Kits. That was meant to be for later, but I discovered that production was stupidly improved by connecting the landers to the Base, and sharing resources between them. Off-screen t the right is a second digger, providing liquid fuel, monoprop, and ore, for a second setup, where I 'produce' new Kerbals and educate them. Minmus has the lowest gravity in the 'local' neighbourhood, so getting things into space becomes so much easier. What would have cost over a million in boosters and construction was done free of charge from local production. So, to that end... Behold: Took half a dozen launches, but this is my new Shipyard. The Workshop and Assembly Line are fed huge amounts of Material Kits from Minmus, the Landers at the end bring up the crews, and I feed all my transport craft into the Recycler, to keep the huge fuel tank topped up for completed craft. From here, I plan to build my Jool Fleet. The majority of Mods I'm using are Neatea's 'Future' series. I've already sent Probes to Jool and found antimatter bands. Once I unlock the Antimatter engines, the craft will be built here at Minmus. To be honest, I've never built anything like that before, but I figure whatever I do, I'll need a 'factory floor'.
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Your creepiest/loneliest KSP moments!
stephensmat replied to Ultimate Steve's topic in KSP1 Discussion
Loneliest moment was also one of the most tense, and most successful. I was doing a 'rescue', early game. The rescue craft was stripped down, but no matter how I sliced it, I didn't have enough Delta-V to get the Rendezvous, *and* send them home. So, I took a little inspiration from 'The Martian', and went Iron Man. I had my 'rescuee' go EVA, wait until the capsule flew past, and then jumped after it. it was all on the Dark Side of the Mun, so for almost five minutes, I was operating totally on the NavBall, closing in on the target, and I couldn't even see either of them until they collided. -
Problem solved. I was able to make out a shape on the poles when warping at high speed. Eve appears to be rotating anti-clockwise. Thanks everyone.
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I'm not sure if it's my install, the Mods I'm using, or just how the game is, but Eve is practically featureless from space. Not really an issue, except I'm trying to get a gravity assist in slowing down for orbit. I have to come in from the right direction, and I can't tell which way the planet is spinning. Any ideas, beyond warping months ahead? It would be... problematic, with my other missions.
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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?