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Everything posted by Rakete
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
But somehow I still fail to combine the needs of a SSTO with the needs of a nice warp-vessel. Any suggestions for a warp-capable spaceplane-SSTO? Mhhh... Somehow I build too weak SSTOs that can carry a big warp core an enough coils to combine SSTOing and warping in one nice streamlined spaceplane warp-ship. (don't have Flying Saucers, so no gravi-engines) Any nice pictures to learn from ?! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks... He died way to early only 52, suffering a heart attack or something while taking a bath in the baltic sea and drowned. :-( Sorry, that I write just today and left you waiting for the pic, but i wasn't in the mood to play games on the computer or read the forums. Here is what I came up with to place the thing on minmus: The thing on top of the gate is a small skycrane. Here is the craft-File: https://www.filemail.com/d/zebdgmnxqypxlrr It uses some of the Near Future Solar panels, but it should also work without them. Just place some stock panels or RTGs of your choice. I think, you can Ignore the missing-parts warning upon loading. Just to get the idea, it should be sufficient. And yes, i did it un-kerballed. For the picture i removed the fairing shrouds. There is a decoupler between drone core and gate. So just land the gate and drop it, and then do what you want with the expendable skycrane, that his done his job. You can use it to trigger the seismometer impact experiment of Breaking Ground Stock KSP The upper stages are drone core equipped for deorbiting abilities and avoiding space trash. This vessel is only for kerbins SOI. For places further away, you need a bigger boat... rocket. Should you use it: Before launch, select the Hecs-Dronecore as controll point while still sitting on the launchpad. It's also written in the vehicle description, but I assume german is not your most loved language ;-) And this is how I placed a gate near the KSC but not on a runway or launchpad: May i introduce, the gate-deployer Mark I: :-D Cute, isn't it? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Easy.... Did that very very smooth with a sky crane. I attached the gate fundament on the bottom of the gate. On the top I attached a decoupler. From there I built a simple drone controlled skycrane, that brings it smooth to the surface. The whole package then was packaged on top of a Minmus capable rocket. Same construction for Gilly but you need a bigger rocket, cause... you know... it's far away I also built a crane on wheels to put the kerbin gate somewhere else and not on runways or launchpads. The thing has to be near the coffeebar, cause gate travelling makes thirsty. And Jeb is never in a good mood, when he hadn't have his 8 cups of morning coffee. I could give you my vehicle file, but I am not sure, if it doesn't use parts from mods you do not use, or if the rest is stock. Unfortunately I am about to leave for a funeral of a friend of mine right now. Maybe I will give you my craft file, when I am back on my pc (just writing on my cell phone, waitin for my wife to get ready... things take time, you know...) -
What does KDF stand for?
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Ufff.... not a great recreation of anything. Looks a like a plane to get started into building KSP planes. Why those fueltanks? They are LF/Ox. There are also LF only tanks of the same size, since jets don't need Oxidizer... yeah... but for a first plane ever built okay.
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
@NathanKell Installed the newest Version of KSPCF. Issues are gone. All four files for the stored variables of KSPCF are now created by the Mod correctly. The deactivation of the maneuver tools now seems persistent. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Will try to create the cfg manually. (Some day this week, as I am currently about 300km away from my computer). There is no writing lock in that folder, since the other cfg in that folder (no caching on disk) is created and correctly filled. So I do really not know, why it is not created. Also i just extracted your folder from github and placed it along the other mods. Also did a test on a clean KSP-Install. Same effect. Maybe a clean install of your newest KSPCF-Package will also do the trick by itself. Will try. My KKonstructs is outdated? I thought I downloaded the newest version months ago. How big is the version-delta, that you noticed? -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
@NathanKell @Gotmachine Here is the full compendium of my logs, modlist, KSP-Log, MM-Cache, MM-Logs etc. I collected everything I could find. https://www.filemail.com/d/qtbvahzokilodye I also included my settings-Config of KSPCF right out of my gamedata. The issue happens for me with the newest installment of KSPCF. Maybe something is wrong in the github-repo (and not your local install) (Writing protection of some file?) Where does KSPCF store the result of the ingame checkbox? In the config is just the enabler for the ingame checkbox, but not the stored value of the checkbox. Can I write the value manually to disabled somewhere? Also my latest savefile, which currently contains no active flight. Just created for testing. https://www.filemail.com/d/stnojorxjnyqesl Also happens for me on a clean install without any mods but KSPCF. Also: No drive issues on my computer prohibiting correct writing to storage. I just checked. With my previous KSPCF version () the setting was persistent. Nothing changed but the upgrade of the KSPCF version. (from 1.16.0 to 1.22.2) Edit: Did some testing: Reloading or returning to main menue does not reenable the maneuvertool, but restarting KSP does. Edit 2: The file DisalbeManeuverTool.cfg does not exist for me in the PluginData. the other file there TextureLoaderOptimizations.cfg is correctly created and written in a readable status. When I install KSPCF I always do a clean install, meaning I delete the whole KSPCF-Folder an replace it by the one from the Github-Zip. So did I when upgrading KSPCF from 1.16 to 1.22.2 - no residuals from previous versions. So my guess: KSPCF 1.22.2 fails to create the cfg file, if do a clean install of the mod. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
The value in the config is set to true. The kspcf config is writeable (in fact i did turn off some qol-features like PAW-groups) The MM cache was emptied for pinpointing. It did noch changr behavior after rebuilding the MM cache. The button ingame is there (this is what the config does) and works. As soon as you tick it, the maneuver tool is disabled. You can save your game and play around, but as soon as you close KSP and re-open it the maveuver tool is reenabled and the box in the ingame setting also says so. Ksp version 1.12.3. What do you want me to do? You need the mm-cache-file? Will upload it later on, as soon as I am back on the computer. Where do I get the KSP.log, that you want? Where does KSPCF store the result of the ingame checkbox? In the config is just the enabler for the ingame checkbox, but not the value of the checkbox. Can I write the value manually to disabled? I will upload my KSPCF config later today. -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
@NathanKell@Gotmachine In my previous KSPFC Version (1.16.0) the setting was persistent, now (1.22.2) it is not anymore. Can you provide a fix for the fix? You can disable the maneuver tool, but upon KSP Restart it is re-enabled and the ingame setting box says also "enabled"... Just like here: enabled upon every KSP restart. Here are my logs: https://www.filemail.com/d/elkyifkbjehxcdr -
[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Bugreport for Version 1.22.2 The ingame setting of the disabling of the maneuver tool is not saved. You can disable the maneuver tool, but as soon as you close and open KSP the maneuver tool is back there and the disabling setting is defaulted to the maneuver tool being active. -
Did some fooling around with low powered engines... That resulted in my proposal for the next design for the kerbal-olympic and paralympic fire: You can also roast some marshmellows on it. The kerbally bowl of fire ... Why? Cause it's possible.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Rakete replied to Gameslinx's topic in KSP1 Mod Releases
Any Info, if paralax 2.0 would run on an old gtx 1060 ?- 3,157 replies
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Maybe for your next playthrough. FFT build upon the other nertea-mods and is great for the pre-warp-era of a playthrough. It makes the switch from chemical rockets to space curving propulsion system much more seamless and plausible. Without it, for me the step from terrier to star frontier is to huge. It fills nicely in. Also it revamps the whole thermomanagement, as it uses SystemHeat as dependecy. Give it a try in your next playthrough. It is great. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, i saw that. Thanks. But where these values also there before 1.8.0 ? Did they change? (mesured for a minute and extrapolated to a day?) Sorry, currently far off the reach of my computer. As for Spacedust: Spacedust has almost all you need. One thing is missing: The exospheric magnetic scoop harvester, which is in FFT. You may want to have that too. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Use Nertea's spacedust... it comes with all visualizations in map view and is compatible with Blueshift (blue shift comes with configs to hook into spacedust). Also: Use Far Future Tech to take advantage of the configured graviolium belts with an exospheric big magnetic scoop, nice fusion reactors, and many many great gameplay loops. No reason for Angel to re-invent visuals, since they are already there -> Space Dust & FFT there are also detector parts, to find the fairy dust. They nicely hook into Blueshift. Also there are nice telescopes, that let you detect gravi from far distance. @Ooglak Kerman Everything is already there and will enhance your gameplay - trust me, it's for the best to just give it a try. I promise: You will never want to play KSP without it again - just like Blueshift. Just interprete it like Blueshift being Ice cream, and Nerteas mods being fruits, chocolate sauce, cream and further topping. Both delicious seperatly but together a really really nice sundae! Has something changed about gravi-usage or is this mentioned high gravi usage a side effect of the timewarp? @Angel-125 -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
So there will be no whipcrack and no new gameplay mechanisms? Also: I we burn through large amounts of gravi: do we get bigger gravi-tanks to store the fairy dust? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
I fully agree. Also this is kinda an immersionbreaker since leaving Kerbin for 422 years and finding it in the same technological state when you come back is... kinda... strange. Such long durations are kinda difficult for immersion. So I love the possibility to get a instanous risky way additionally to my other FTL methods. So I agree: Maybe the whipcrack should the instaneous way to be for long interstellar voyages - but also testable for immersion reasons in the Kerbol System (you test stuff on closer distances in case the first test go wrong, so that you can rescue the crew using other methods). I would test the whipcrack to the Mun, then to Jool, then to Sarnus/Neidon (OPM) before going lost insterstellar. A game does not have to be hard. Complementary techs sounds like a nice compromise. Will the whipcrack post be a seperate part (some kind of shiny flashy jumpbeacon with a lot of energy flowing through it - because it need to able to be locked on from far far away)? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Evening thoughts: Why only allow one techtree path? I don't think, that I want such limitations in my gameplay. Why not whipcrack to another solar system and use there warp tech to install jumpgates along the planets? I like freedom of choice if I can afford all the neccessary science points. A game does not need to be hard. If you want that, just turn down the science point modificator in your difficulty settings for yourself. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
And that is good for the jumpgates and warp engines. It was just a proposal in order make the whipcrack a bit different - a reason to follow a slightly different development path. But just an idea. You may design it, as you wish. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Who does not like tribbles ? One of the best scenes in TOS, when they fall out of the grain storage right on Shatner (and in the DS9-timetravel episode to this space station) As for the ressources for the whipcrack : Maybe consider usage of antimatter - it would nicely hook into Far Future Tech by @Nertea where you get really nice antimatter storage tanks (with need to be powered for containment, or elsewise go boom due anihilation) and a very complex facility mechanism to generate antimatter. There are really nice mechanisms in Far Future Tech to hook into, because they are slightly underused in FFT. Yes, they are there, but you don't have the motivation to build this production chain stuff for a sublight AM torch drive. But if it would be used by the whipcrack it would be a win-win for both mods. And: You get more the complexity to the whole mechanism for free. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
That's a bit wrong. Star Trek VOY: They use Warp, Borg transwarp, quantum slipstream, siikarian trajectors, a subspace catapult (which they repair at first) etc. Star Trek Discovery: They use some kind of mushroom drive. I don't like the series due to Burnham always crying and only having exactlymone facial expression. Also the propulsion system explanation is... silly... to my mind But I get your point. I like variety among techs to pick and choose from. Pricy parallel technodes sounds plausible. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Not sure I understood it correctly (even with my english skills being quite okay ). So the jump may be imprecise but fast. Understood. From which Sci-fi movie/series is it inspired, as there seems to be much lore already to it already? So I will need a whippost ? So some kind of mass-rich jump beacon to wrap my whip around? Am I the only one who's thinking of Indiana Jones!? It sounds like it could be a technode, that is available before the jumpgates & warp enginesm- a quick & dirty solution to to get you somewhere, right? Somehow I get funny associations of the FTL in hitchhikers guide to the galaxy in my mind. Don't get out of FTL being a tea pot. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
What is the difference? What is "the whipcrack"?