Krazy1
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Intro The KSP Administration has decided to save money by eliminating all spaceship construction. They fired all the VAB and SPH workers and tried to outsource all manufacturing. Unfortunately, every other space agency did the same thing. That didn't stop our intrepid kerbonauts. They got access to the part storage facility and Bill will use his EVA construction skills to build everything right on the launch pad. General The main goal is to perform the challenges with minimum total packed cargo volume. You can brag about cost, mass, parts count, doing extra stuff but that’s secondary. Use KSP 1.11.2+ because 1.11.0/1 are horrendously buggy in EVAC. Any game mode is OK but suggest Sandbox with “show ground crew” turned off for realism. No mods. You won't miss them much for this. Stock + DLC only. Pack the required cargo containers (varies with specific challenge) with parts you will use to build the ship. Attach (4) EAS-1 seats to the containers to bring the (4) kerbals to the KSC launch pad. Using the Kerbals’ 2 cargo slots is acceptable but parts must be included in the packed volume sum. The 4 EAS-1 seats do NOT count in total volume. The seats may be moved and used on the ship. You may launch from on top of the storage containers, not stacked more than 3 high, or directly on the pad. If you use a decoupler to launch, it must be in a container when brought to the pad and counted in the total packed volume. You must be able to use EVA construction to build your ship, but you can do it last if you prefer. Let me explain. Designing a ship and test launching can take several iterations and it is much more difficult to make changes in EVAC because it requires removing/ installing one part at a time. That’s not fun. So you can build the ship in the VAB, launch and complete the mission and then go back to the pad to build it the same way to prove it is possible. But be careful! You must be able to build it in every detail, like: 1. Parts must all be able to be lifted by 4 Kerbals at 1 Gee (unless more kerbals are allowed in the specific challenge). 2. Parts must be in EVAC range, including necessary helpers to lift. 3. Kerbal must be able to get to their seat for launch. 4. If you need to climb the side of the ship that’s OK but explain how you do it and include any ladders used in the cargo volume. 5. The ship must not tip over or break at any step in the build process. Remember you can only place 1 part at a time in EVAC. Bronze Pack one SEQ-24 with parts. Build an unmanned rocket and launch it into orbit (PE >= 70 km) and land it safely (at least touch down under 10 m/s and the probe core must survive). I have done this. Silver Pack two SEQ-24 containers. Get a Kerbal to orbit and land him/her safely (at least alive and touch down under 10 m/s). I did it but it took several attempts. Gold Pack any quantity of the 4 SEQ-xx cargo containers. Get 2 Kerbals to orbit, build a satellite and land the Kerbals safely. Satellite must have a probe core, battery, solar panel, HG-5 relay antenna and a magnetometer. All of the satellite parts must be in SEQ container(s) on the ship when it launches off the pad. I have not attempted this. Science Jr. Pack any quantity of the 4 SEQ-xx cargo containers. Get 3 Kerbals to orbit, build a satellite and land the Kerbals safely. Satellite must have a probe core, battery, solar panel, any antenna and a SC-9001 Science Jr. All of the satellite parts must be in SEQ container(s) on the ship when it launches off the pad. I have not attempted this. SSTO Pack any quantity of the 4 SEQ-xx cargo containers. Launch 4 kerbals to orbit and land everything together - no parts lost. You may bring as many helper Kerbals to the pad as you like. I have not attempted this. SSTO - Ghost Pack any quantity of the 4 SEQ-xx cargo containers but choose wisely… you must take them with you! Launch 4 kerbals with all of the cargo containers into orbit and land everything together. You may bring as many helper Kerbals to the pad as you like. You’ll need a bus or something for the helpers. This one is probably impossible. Things to consider: Those big Kerbal heads have very high drag at transonic speed and can cause your ship to become unstable. Kerbals explode at only 800 deg. K. If the pilot is not facing forward, SAS won’t aim correctly. There’s no “control point up” for a command seat. If you forget you're in EVAC instead of the VAB and drop a fuel tank, it will explode. Save often! This is my first challenge - I won't have badges unless someone wants to make them.
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IMO turning off the contract penalty is not cheating; it's a bug workaround. I'm annoyed by all the Eve contracts I'm getting. I've got 84% rep doing Kerbin SOI stuff and unlocked the tech tree, now ALL of the interplanetary missions are to Eve. Why? In the last 30 contracts offered I probably got 8 to Eve and the rest around Kerbin. I'm nowhere close to an Eve launch window. I would be OK with completely random contracts to all locations.
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Excuse me, but it seems the moderator has condoned breaking the rules of this challenge which do not allow any type of heat shields.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Krazy1 replied to TriggerAu's topic in KSP1 Mod Releases
Sorry I missed your reply. Well, I haven't had any more issues (I recall) and changed to 1.11.2. Seems moot now. \/O\/ thanks anyway. Off topic...physics warp help: -
[1.12.x] Improved & Updated Chase Camera
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Works for me in 1.11.2. Much better than stock. Also recommend AFBW for joystick calibration. -
[1.12.x] Better Load Save Game Renewed
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
It's working for me now in 1.11.2. Thanks! It's like 20x faster than stock opening the menu. -
I have a few ideas for mods but I suppose I should just figure out how to do some easier ones myself. I'm annoyed by the default alphabetical arrangement of parts in the editor. I always change it to mass ascending order. So I want it to default to that. Or remember the last setting. That's it! Gotta start somewhere. Would this actually be easy?
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[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
Sorry to bother but what compatibility level? I have "compatible game versions" set to 1.7 to 1.11. I only see the old [x]science! version 5.26. -
I suppose. I skimmed the change logs for 1.9, 1.10 and 1.11 and didn't see anything about this.
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EVA Jet Pack not refilling w/ monopropellant
Krazy1 replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
It's not exactly the same description but very close. They're talking about mods that change monoprop to another resource like nitrogen. I added a comment that this is happening in stock with monoprop. Thanks. -
EVA Jet Pack not refilling w/ monopropellant
Krazy1 replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
It's a KSP bug that started in 1.11.0 I believe. It certainly did it in 1.11.1. Sometimes the EVA pack refills automatically, sometimes not. I ran out of fuel myself once and have seen it happen several times. Now I try to remember to check when I leave. The workaround is to remove the pack and put it in another cargo slot, and then put it back in the kerbal's slot. That has always worked for me. That reminds me - we need to make sure this is in the KSP bug tracker. I didn't check yet. Entering those reports and voting them up might get them fixed eventually - discussing it here won't. Well, first we need to confirm it does it without mods but I'm sure it will. -
Why does the EVA experiment kit keep exploding?
Krazy1 replied to rynther's topic in KSP1 Gameplay Questions and Tutorials
Wow. I never would have tried that. Actually the kerbal and wingnut both spin (in 1.11.2). That's one massive wingnut. -
I'm on 1.11.2 and I checked an experiment cluster on the Mun at night and it is still powered. So this mod is no longer needed? It seems silly to have solar panels functioning at night - I wish they just made this mod stock. But I could say that about many mods.
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Krazy1 replied to Lisias's topic in KSP1 Mod Releases
MalwareBytes is blocking this site. Could you mirror it? (Sorry, not going to unblock it)- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Krazy1 replied to Lisias's topic in KSP1 Mod Releases
OK it works, thanks.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Krazy1 replied to Lisias's topic in KSP1 Mod Releases
No. Never tried it.- 633 replies
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[1.4.3 <= KSP <= 1.12.5] KSP Recall - 0.5.0.2- 2024-0521
Krazy1 replied to Lisias's topic in KSP1 Mod Releases
@Lisias Recall 0.0.7.5 on KSP 1.11.2 is causing the small stackable cargo parts to become unstackable. Steps: In VAB build something with cargo storage. Select Cargo tab at top left pick up stackable part from parts menu, example EVA science kit Alt-F12 console entry appears: event on_partPicked not assigned to state st_place place part in the cargo space. Normal operation so far pick up a second identical part and place it on top of the first. It does not drop the part - it is still on the cursor Then place the second part in a different cargo space - that does work. Note both have a slider and quantity "1" Then pick up either part from cargo and place it in a different cargo space. Note the "1" and slider have ben erased from the part icon. Also has console entry: [ModuleCargoPart]: setting stackableQuantity to 1 as evaScienceKit contains resources In the KER Resources HUD in the VAB, it indeed shows resource: RefundingForKSP111x: 0.0 I found this on my main KSP install with 30 mods but was able to eliminate it by removing Recall and made it come back by installing it again. The only part mod I have is TweakScale. Let me know if you want full logs.- 633 replies
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Bug? Ground deployed science not transmitting
Krazy1 replied to Xanderdj's topic in Breaking Ground Support
Clarification needed. There's solar panels (OX-STAT-PD) and thermoelectric generator (mini-NUK-PD)... no deployable batteries in 1.11.2 stock or DLC. -
[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
Krazy1 replied to linuxgurugamer's topic in KSP1 Mod Releases
One small issue on Quick Goto: the LVES is not consistently going to the last vessel. It might go to the second prior one or some other random place. Once it jumped to an asteroid that I was tracking but had not visited. So that's a minor spoiler. Sorry I don't have logs now. There was no in game error. I can try to reproduce it with logs... but it might not show anything. I'm running 1.4.0.8 on KSP 1.11.2 now. Saw this on earlier 1.11 versions and maybe 1.10 - not sure. -
[Minimum KSP version 1.11] Easy Vessel Switch (EVS) v2.3
Krazy1 replied to IgorZ's topic in KSP1 Mod Releases
Thanks for this wonderful mod. I realize now how bad the random perspective jumping was in stock. I learned something: I had no idea that taping ALT toggled kerbal sidestepping. I figured it out when it changed after using LMB+ALT to change view. I appreciate the update especially with more EVA transitions for EVA construction, now that they fixed it in 1.11.2 (so far for me at least). One thought - on CKAN, the max version says "any". It's probably better to make it "1.11.9". People should check the forum for info before installing but maybe they don't. Actually CKAN shouldn't assume backward compatibility. I'll comment on that thread too. -
It might be an interesting challenge. No science could be returned only transmitted, no kerbal promotions without a lab... couldn't finish a lot of contracts. Maybe just in Science mode. Or maybe only Kerbals can be recovered.
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But the players can! Just Tweak everything huge, single stage to everywhere and never come back to Kerbin. Don't let them rob you.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Krazy1 replied to cybutek's topic in KSP1 Mod Releases
Great. I just learned about Vortex. A word of caution, I wouldn't recommend modding your Steam install. It's better to make a complete copy of KSP to mod. It's an extra 5 GB but safer. Not sure if that's what you're doing. Some mods modify game files (unfortunately) and if/ when you check file integrity with Steam, it will "fix" modded files which can wreck the mods. Also when Steam auto-updates to a new version, it could potentially break your mods. I'm happy with CKAN. You can make and manage copies of KSP and also export/ import modpacks. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Krazy1 replied to cybutek's topic in KSP1 Mod Releases
WHAT? They actually released another update? I need to check Steam more often. That's great news. I'll try to help but I'm certainly no expert here. I'm running KER 1.1.8.3 on KSP 1.11.1 no problem. You didn't list that specific combination so you might try that but i doubt that's it. For me there's no noticeable FPS drop (maybe 5 FPS) and no log exceptions. It appears to be from the "system" not KER exactly. And it's on an XML serializer error, which I think could have something to do with .NET. So I suggest updating your .NET first before you mess with your KSP install. EDIT: Or just try reinstalling KER...