-
Posts
347 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by LittleBitMore
-
While landing Tim C on the Mun to go rescue Bill, I ended up with a bit more dV than planned, and didn't need to stage the transfer stage until landing. Upon running out of fuel, I attempted to detach it, but it did not detach. It seemed like it was internally another craft, since I could select and focus the spent stage separately from the lander, but it wasn't physically budging from the lander. Strangely, the landing engine was able to fire through the spent stage, and had enough TWR and fuel to soft land (but it toppled and the mission failed). The decoupler was between a Poodle engine and a jumbo 2.5m tank, if that helps any.
-
My first mission in KSP2 was a mun landing with Bill in it. The landing was a success, but an unrelated mission-ending bug forced him to be stranded there. So, I decided to go rescue Bill with Tim C, but an unrelated mission-ending bug forced the mission to also strand itself near Bill's ship as well. At some point during the approach, though, Bill and his ship sunk into the terrain while I was landing Tim C, and he ended up 2 or 3km below the surface by the time I noticed. Tim C would've landed about 200 meters away from Bill's ship otherwise. Either I didn't attempt to switch to Bill, or I was unable to (I don't remember which), because I didn't focus on Bill's craft. Similarly, a spent stage from Bill's craft that landed near Bill is also missing. My next mission was a Minmus rover with Valentina, which successfully landed, but due to another unrelated mission-ending bug, the rover was unusable on the surface. After kicking it around in the low Minmus gravity with Val on EVA, the rover blipped out of existence on contact with the ground. I don't think I tried to search for it in the tracking station. An interesting effect with this specific bug though, was that the distance indicator stayed fixed on screenspace at 17m, instead of moving around the screen when you move around the camera or Val as expected. Val's still on the surface in EVA, but the rover is gone. This type of bug is probably the biggest deal, because although the other mission ending bugs were mission ending, those were at least fun to try and work around, whereas this kind of bug presumably just deletes your chances of survival. Otherwise, in my opinion, the game's bugs have been fine (charming and enjoyable, even).
-
Orbit line disappearing
LittleBitMore replied to Sunlis's topic in KSP2 Technical Support (PC, unmodded installs)
This happened to my Mun lander after lifting off from the Mun. Going to the tracking station informed me it was landed, and going back to the ship did not fix it, but instead set its orbital velocity to 0, which prompted an emergency landing, a mission failure, and a stranded Bill due to lack of fuel. -
[New] Space Launch System / Orion Discussion Thread
LittleBitMore replied to ZooNamedGames's topic in Science & Spaceflight
It's so amazing to see everyone coming together, from all walks of life, in order to stare at a silly fire stick that goes up and go "wow!" I just love how we can all find these moments together from all flavors of nations, languages, backgrounds, classes, political parties, and ethnicities, just to watch a silly fire stick go up. I love this for humanity and I can't wait for more moments like these, it just warms my heart -
[New] Space Launch System / Orion Discussion Thread
LittleBitMore replied to ZooNamedGames's topic in Science & Spaceflight
YEAHHHHHHHHHHHH heck yeah heck yeah what a launch i love space stuff -
Lowest Ever Legit Solar Orbit With Evidence?
LittleBitMore replied to Ultimate Steve's topic in KSP1 Discussion
I find it both hilarious and incredible that Steve has: 1: accepted my nigh impossible challenge 2: completed my nigh impossible challenge 3: overachieved my nigh impossible challenge -
False triggers would be an issue, and I don't really know how I'd be able to make them less annoying unless they were as broad as possible-- for example, instead of syaing "looks like we have a slingshot", a broader statement may be "it seems there's now an encounter with The One Planet Or Moon, You Know The One, The One You're Always Accidentally Encountering." Although I do understand false triggers can be problematic and plentiful, I don't feel like that's that big of an issue, or completely unworkaroundable. My original idea was for the standard, random, gibberish Chatterer sounds, because I think using actual human speech would be too distracting and more annoying than funny if false triggers occur. If it were just text + random gibberish, the only difference would be in the audio log, which you likely wouldn't be able to read unless you opened its menu, nor would rely upon or be distracted by if something happens. Although, human speech is still an interesting idea. Like @t_v said, audio can and probably should be toggleable or lowerable so people don't get annoyed over it. You're right about this, I completely forgot languages were a thing. This is probably the biggest hurdle for this system. I have absolutely no clue how to fix this other than hiring lots of freelance translators, which obviously isn't ideal economically.
-
I agree that like, plotting out the conversations for entire missions is unlikely, but my idea involves breaking down important mission parts into their core concepts (instead of an entire conversation for executing a maneuver, there might be one part for approach, one part for alligning, one part for throttling up or down, etc.), which results in maybe 50 different unique situations to cover. Anything dependent on a specific planet will be configurable so that it can be whatever planet is involved in that topic, such as the Jool Laythe thing i mentioned (it would work just the same for Kerbin and Minmus, or Duna and Ike so long as you changed the names).
-
A neat idea I had today. I'm sure that a lot of us here have seen the Apollo audio logs from old NASA repositories (if not, here is Apollo 11). I had an idea: what if Kerbals constantly talked about random things during their mission (probably with Chatterer or something similar), creating audio logs similar to these for us to read? I love games with little mechanics that make everyone seem interesting and unique through conversation. Even management and strategy games can pull them off sometimes (for whatever reason, the main one that comes to mind is the Bitbook system from the mobile app Tiny Tower, where all the tower residents would post on a Facebook analogue about the tower, eachother, and themselves). My idea is something where a massive list of pre-written conversations creates audio logs between the kerbals on the ship or in the colony, as well as including Mission Control sometimes. This would include a little layer of fascination and intrigue to your experience of your kerbals, making them feel as if they were actually there doing things, and potentially even giving them personalities to which their responses in the conversation stick to. This would make KSP2 feel so friendly and immersive, I feel. Combo'd with a Chatterer analogue, it could make for some interesting vibes. Even more so, the conversations don't have to be random talking about mustard on sandwiches (I swear that was an actual conversation in one of the Apollo logs), but also context-aware stuff, like talking about upcoming maneuvers, relaying descent information to Mission Control, or spotting celestial bodies out windows. Here's an example of what an audio log for a Jool mission might look like, as well as some notes to let you guys know how I think it would work: I think this isn't too difficult a programming task unless it was made really fancy (procedural conversations, personalities taken into account, etc.), but would add a lot of atmosphere and character to every mission, situation, and kerbal. What do you guys think?
-
Space Battles! Non-scripted stock space battle videos.
LittleBitMore replied to Ultimate Steve's topic in KSP Fan Works
It was really fun! Thanks @Ultimate Steve for inviting me! -
Over the past few days, I've been passing around a save back and forth between me and a friend, and we played a turn based combat thing in space. We had tons of fun blowing up eachothers' stuff!
-
Quick feature suggestion, if time permits: the ability to control the distance at which rovers stop near targets with the Rover Autopilot. The reaosn why I'm using the Rover Autopilot is to make a simple AI for my battling robot. My main issue is, is that it always stops at 50m away from the decoy car target instead of ramming into it with its budget buzzsaw. This could be fixed with providing a box where you can type in how far away you want it to stop (in my case I'd want 0). This would also fix an issue that may occur if a rover encounters a base with a radius larger than 50 meters.
-
I remember there being a RSS addon that adds some asteroids like Bennu, some comets like Halley's Comet, some dwarf planets like Sedna, MANY dwarf moons like Amalthea (of Jupiter), and other similar fitting bodies. However, I can't find any mods that fit this description that are still functional to this day. Does anyone know if any mods like this exist anymore? I want to make sure that my late-game era of my 1.10.1 RP-1 save will be interesting.
-
LEAP: Little Exploratory Aerospace Program
LittleBitMore replied to LittleBitMore's topic in KSP1 Mission Reports
nah, it's pretty dead, sorry mate. I had life happen, as well as a computer wipe at some point, so it's been both forgotten and probably vaporized in the wipe -
I have a ridiculously heavy modded 1.11 save, and my computer can handle it just fine with some memory to spare. I just grabbed Galaxies Unbound, so that I may go interstellar, but I'd obviously need BetterTimeWarpContinued added in to help it along without waiting real actual years. So I install it with CKAN (as I have for every other mod, excluding Gravities Unbound itself), and... it crashes once KSP finishes the normal loading process. Right when the main menu is about to appear, it crashes. I've done some tests, and this only happens when BetterTimeWarpContinued is installed. Uninstalling it lets KSP run just fine and dandy. If you guys let me know which log files are relevant, I'll upload them somewhere and link them here. I've already done this with the "KSP.log" (even though it doesn't seem to say anything definitive) file in the game folder: https://drive.google.com/file/d/1xuBjhpyGo4xqsPgw8DI4IBP5_Y48rIxZ/view?usp=sharing Gamedata folder screenshot: Any ideas as to why BetterTimeWarp is causing this error? EDIT: Here are some more logs I found. Player.log in the Squad LocalLow appdata: https://drive.google.com/file/d/1NFb98sdEMWDDQd6qgRULDKatE5tq_rrx/view?usp=sharing error.log in the temp crash folder: https://drive.google.com/file/d/1TkCoi_sL0A2RnmmzzAe5yKPojUf0NDn7/view?usp=sharing
-
This mod is visually stunning! I'm loading up KSP with it installed now, and I can't wait to play with it
- 1,707 replies
-
- 1
-
- planet
- kopernicus
-
(and 3 more)
Tagged with:
-
Michael Collins Memorial - KSP2 Poll
LittleBitMore replied to Dr. Kerbal's topic in Prelaunch KSP2 Discussion
I like the idea going around about doing something more subtle than a memorial structure (like a biome name or loading screen tip), as well as the idea of a single memorial, memorializing all who died, or simply all astronauts in general. What I don't like, however, is the fact that we're arguing over this. I'd really, REALLY prefer if we keep things simple, civilized, and without mudslinging or harsh words. With that out of the way, I'm gonna elaborate on my opinion. Michael Collins, although really neat, probably deserves this kind of thing only roughly as much as Buzz Aldrin, any other Apollo members, those who died in Apollo 1, the shuttle disasters, or other spacecraft failures, or even the Apollo 13 crew. I'm not dissing Michael Collins, I'm only saying we're focusing on him because he died recently, which makes me think the bias is a little stacked up against the others. I'm not against a physical structure memorial, but it may fit better with KSP2's theme if it was something less on the nose and a bit more subtle-- like an unidentified object which turns out to be that Apollo-esque command pod, or a biome name (like Degrasse Sea), a menu or loading easter egg, or putting a poster in a broken building at the space center. That's my opinion, but I'd like to reiterate that, in my opinion, we should all keep calm and realize we're arguing over whether or not to put a statue on the Mun in a game about flinging green guys into space. It's not as big of a deal as we're all making it out to be, in my opinion. -
Echoes of the Past [Ch. 3] - Beyond Home Career
LittleBitMore replied to LittleBitMore's topic in KSP1 Mission Reports
Since the last chapter, I have installed the Far Future mod, Interstellar Extended, and Galazies Unbound: A Stellar Oddysey. Nothing seems to be malfunctioning. -
Echoes of the Past [Ch. 3] - Beyond Home Career
LittleBitMore replied to LittleBitMore's topic in KSP1 Mission Reports
Chapter 3: Armstrong Ok so here's where I decide to push this mission report a bit deeper into the story side. Now there's a new mission that they must complete, with a set time to complete it. I'll probably make Chapter 4 tomorrow, but for now, what should I name the space program? I still lack name ideas. (I'm going to note that the "orbital decay" does not exist and purely is there for story purposes.)