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Krazy1
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Everything posted by Krazy1
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A giant drill - very nice. Did you make it or a mod? Does it actually work for drilling? If so it's not useless (well not any less useless than this whole game).
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Hi @zer0Kerbal I found parts inside these cargo bays still have drag. I put in a bug report for this.
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how'd you EVA a tourist? Worked on a hypersonic plane with 100 passengers. Major goal was to put the Mk3 cabins inside cargo bays so they have some view for takeoff/ landing but don't overheat after 30+ minutes at >1700m/s. I found a cargo bay that could fit the cabin OK but the cabin still had drag when the bay was closed. Glad I tested it first. So I did a bug report and got some Minmus gravity scans.
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Nice big boosters. Assuming you need to use stock parts for the challenge, otherwise Tweakscale and/ or SpaceY would be very helpful. I'd consider SRBs for the side boosters to save some funds. You can still asparagus stage them by reducing max thrust (wouldn't go below 60% though) and/ or sequential staging. 10 Clydesdales on Osmium might work. I would try to make the second stage recoverable to save funds too. That takes more work to design (parachutes, probe core, reaction wheel, battery) and actually fly the recoveries though. Skippers are good for the core but I'd also try Mammoths. It seems like a first stage engine but only 5s less vacuum ISP and much better TWR. And surface attached engines are super draggy. KSP is pretty dumb and just models drag for surface attached parts as if it was out if free airstream. It only considers occluded airflow on node-attached parts. I think it's OK with engine plates... can't see if you used those for every engine but I would try to.
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Have you tried JNSQ 2.7x ? That's a big jump but manageable with stock parts. I'm still trying to adjust my intuition from stock to 2.7x. Like reentry...
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Thanks for the update. It fixed my plane The monologues were... interesting and I felt your pain. So now I seem to have a found another issue with surface attaching, rotating, translating, ALT-LMB copying then chain scaling. Yeah, it's an obscure case... It needs pictures... >>> Imgur album <<<
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So my report was premature... I assumed the reentry would be No Big DealTM after enough aerobraking passes. Wrong. I didn't have a heatshield... I thought the fairing base rated at 2600K would suffice. JNSQ had other plans. I added many fiery pictures to the >>> Imgur album <<< This is just the start...
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Minmus mission report from last couple weeks. Goals were to deploy satellite and land tourists on Minmus using existing lander and return tourists and present Minmus crew to Kerbin... 12 crew total. More pics and notes: >>> Imgur album <<< While I was doing that mission, I was also flying a new hypersonic plane around Kerbin. More of that later.
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TS test1.craft TS test1.loadmeta Thanks. Sorry. Good luck.
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Thanks for all the investigations. For the session I got a TS warning about adding TS-frameworks but that's listed as a beta so I haven't added that. I made a new sandbox save, went to the SPH, made the test "ship" with 3 MK3 fuel tanks, side attached tanks scaled to 2.5m (offset correct), saved it, loaded it, observed incorrect offset with large gaps, exited game. KSP log MM log MM cache I hope this leads to tea and crumpets with your buddy, without moderator intervention.
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I'm having an issue with saved files not restoring as I saved them. TS 2.4.7.1 on KSP 1.12.5 with Firespitter and airplane plus companions and 80 other mods. Surface attached MK3 parts in mirror symmetry then scaled down to 2.5m are reloading with 100% size offset (but still correct 2.5m size). Also the flaps attached to them are deploying in opposite directions, like ailerons. BUT with another copy of the same ship flaps were correct (offset issue the same). Can't reproduce that. Imgur album Test build: Root part Mk3 long fuel tank. Side attach (mirror) same tanks. Tweak side tanks to 2.5m. Save ship. Load ship. Now they are offset with a gap. Same result with 2.5m tanks scaled down to 1.875m. Same when tweaking tanks larger... side tanks overlap center part. By the way, I often have problems with flaps deploy direction changing randomly, when reverting or detach/ reattach wings. I assumed this was a stock bug. It's not consistently happening. Update: every time I exit and enter SPH it loads the autosaved craft, then the offset is compounded. So when the side attached tanks are reduced in size, they keep moving further away from the center with every exit/ enter iteration.
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RP-1 Realistic Progression One for KSP 1.12.3
Krazy1 replied to pap1723's topic in KSP1 Mod Releases
Hi. I'm using Contract Configurator for JNSQ. I see v2.3.0.0 up on CKAN. What changed? Nothing here: https://github.com/KSP-RO/ContractConfigurator/blob/master/CHANGES.txt Thanks -
Me too. I can't believe I haven't used ScanSat before. It's amazing. Also flying a lot. Just flew 11 pax and 3 execs to N76A on the northern ice shelf, picked up some meteorite cargo, then flew to C. Yeager near the equator to deliver cargo and waited for execs to negotiate landing rights. The flight back to KSC is 3300 km but it's not terribly long cruising at 1350 m/s. Assorted pics for last few flights.
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My TS fins and wings are working great. Chain scaling made it easy to adjust the wing size. Came here because I got a Houston warning for Firespitter needing the companion. Strange thing is I don't think my install changed so I'm not sure what triggered it. I've been using Firespitter Core for Airplanes Plus (and Airplanes Plus Things) for weeks. I installed the companion and all seems good now.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Krazy1 replied to Gotmachine's topic in KSP1 Mod Releases
https://github.com/KSPModdingLibs/KSPCommunityFixes#1260 Nice! It's done. Even has a delay to turn the light off when retracting. Thanks -
Craft parts do not cast shadows except when lit by the sun. If you believe otherwise, look again. You may be surprised. Some examples... #1 This ship has a large thermal radiator panel and lights shining downward on it. The Mun surface has no shadow from the ship lights on the radiator panel. The landing legs have faint shadows from the sun (it's up to the left) under the ship, but none from the other lights. In KSP 1.10 or 1.11? #2 Bob is standing on top of a Mk2 plane on Kerbin. His helmet light shines through every part of the plane onto the ground. There are no shadows. KSP 1.12.5 #3 More direct test... the first fin should shadow the other fins. Looks so weird. KSP 1.12.5 Here's the bug report I put in but it wasn't addressed. https://bugs.kerbalspaceprogram.com/issues/25693 I expect the devs designed it this way as a performance compromise. Multiple lights would probably cause a large performance hit especially 10+ years ago. But considering how far the other visual mods have progressed, I wonder if a mod could enable all shadows and how much FPS would drop.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Krazy1 replied to Gotmachine's topic in KSP1 Mod Releases
Agreed. I'll start a new thread to babble about shadows. Turn off the light on the Kelus-LV ladder when it's retracted. Or alternatively toggle that light with the L key like every other light. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Krazy1 replied to Gotmachine's topic in KSP1 Mod Releases
I have 85 mods including TS and KSPCF and I don't have any problems with duplicate icons or green clipboards. I assume the kraken has even worse plans for me. Request for fix... is it possible to turn off the lights on the 2 retractable ladders when they are retracted? I know it's minor but maybe easy to fix. It's just unnatural to have this eerie light glow all around the ladder storage compartment. A bigger issue is that all artificial light passes through solid parts without casting shadows, but that seems like a whole mod to add shadows or just can't be fixed in KSP1. I entered a bug report and it was reviewed but not implemented. Does this work in KSP 2? -
I thought there was something in KSP Community Fixes but now I don't see it. FYI: I'm been flying a lot now in JNSQ now that I have the Whiplashes unlocked. Using GAP for JNSQ and KSRGAP. First report is for a late afternoon flight to bring 2 execs to S72A on the southern ice shelf to negotiate new landing rights. Amazing clouds, aurora borealis, a full Minmus rising in the East, and Jeb almost killing everyone.
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[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
Thanks for your constant work on this. I'm busy IRL. I'll try it later this week. Might take some time to believe it's working because the unlit KSC happens often but not every time. So would you expect KSC might (with -165 release) have the lights on in the daytime? I'll look for that but have not noticed it. Do you expect it may happen only on non-6-hour day Kerbins and/or Kronometer? -
[1.12.x] Kopernicus Stable branch (Last Updated February 10th, 2025)
Krazy1 replied to R-T-B's topic in KSP1 Mod Releases
It was off. I think you mean "disable scaled space ambient light" I had that off so the stock map ambient light boost works. This is something else. From the KSC overview, the KSC buildings and runway lights are completely off sometimes but usually they work. Both cases are possible without changing any setting. For asteroids, it's set to default True to use Kopernicus system... but should I turn it off to allow JNSQ to handle them? Haven't upgraded my tracking station to see them yet. Suggestion for the option menu: avoid using negative logic. It can be confusing. Make every option enable something, regardless of what the stock behavior is. Like this one: Should I disable disabling? or enable disabling? Disable the input (button) or the output (colliders)? I think I should leave the button enabled for JNSQ. Maybe I could take a stab at editing the UI a little. -
Not quite sure what to do... I installed with CKAN. The JNSQ release on Github lists all the folders and files but I don't see a way to download them singly. Do I have to download the whole 1.9 GB for these config files? Seems silly. Anyway, I saw this: and I'm not sure if I did that so I did it and GY is still missing.