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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
Thought the mini gates were range-limited? -
[1.8+] KSPBugReport : Easy issue/bug reporting plugin
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
The Logs in Steam\steamapps\common\Kerbal Space Program\Logs ? Or is there another spot, that gets cluttered with logs? -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
Rakete replied to R-T-B's topic in KSP1 Mod Releases
And also: The Kopernicus shadows do not cause the same interferences like Scatterer does with his shadows on waterfallized engine plumes inside the engine bells (reported over there in the scatterer thread). -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 Meanwhile at Rakete's testbench... (Why do I spend more time testing stuff instead of simply playin' the game? ) Confirmed: If no crew is aboard a warp vessel the max speed shown in the VAB meets the max speed in interplanetary spacial location in real flight. So it is confirmed, that the Engineer-Boost is the root issue. Personal Stargates: How much is the gravi-toll ? I used the gate in combination with the platform and filled it with gravi. Kerbals passing through seem not to consume any gravi (Between launchpad and runway). Is this intentional? And if not: How much gravi is it supposed to transport a kerbal and how is the platform supposed to be refilled? Is there a already determined max-range of the minigates? Rodney McKerman tested the gate and loved the ride (despite of being hungry and thinking of his even more intelligent sister Jeany) Sometimes when a Kerbal gets near the gate the earth shakes (KSP camera shakes). Intentional or Bug? This also led to destruction of one of my testgates. This was when the kerbal did not move the ramp upwarts - he just passed through the platform as it would have no colliders. Happened only two times during my ten or more pass throughs for testing -
[1.8+] KSPBugReport : Easy issue/bug reporting plugin
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Now i am confused. Whats right? Does it become cleared or does it not? Gotmachine says different... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Looking forward to said patch with the math overhaul. I think I doesn't make sense to construct warp ships right now, since they will behave completely different speedwise after the change, e.g. 5☆-engineer boost cut down to logical 5% from insane 707% -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Currently there are no Configs for OPM in the spacedust config. Only GEP is there, but I didn't touch the values since I don't have OPM or GEP atm and didn't want to destroy them. To my mind it should be designed by someone, who knows the concerning mods well and knows what to do. The abundances can be copypasted from the stock system and the height values of rings can adjusted according the atmo size values of the planets. But I don't know those mods well. Will reinstall OPM soon, i think. -
[1.8+] KSPBugReport : Easy issue/bug reporting plugin
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Can excessive big log files be savely deleted or emptied? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Looking forward to it. I think I better wait for the math fix, before constructing my standardized warp fleet and tugs and stuff. I really was confused by my testrig going so fast while the VAB said, it would be subphotonic. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Ahhh... okay. 1% per engineer rank. So a 5☆-Engineer gives you at max 5% more speed. Alright, then today the math is way off, as it gives right now 707% for a 5☆ Charles Tucker. Another question: the max warp speed in the vab: Where does it refer to - interplanetary or interstellar spacial location? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Eewwwwhh... no? Didn't know they make a difference in the reachable max warpspeed of a ship? How does it scale? Max Warpspeed in flight in interplanetary SOI = VAB-shown value * Engineer-Level * ?? In the shown example there is factor 7,07 between the VAB-value and the real interplanetary warp speed of my 5-star-engineer driven testrig vehicle. Do more engineers result in faster ships? Can I somewhere look it up and do the maths before launch? (Revert flight option is disabled for me in my real longterm playthrough) Currently some of my engineers are 5-star trained, as I spent much time making them real Montgomery Scotts. -
[1.8+] KSPBugReport : Easy issue/bug reporting plugin
Rakete replied to Gotmachine's topic in KSP1 Mod Releases
Which directory is that? I somehow feel, that after playing KSP several years, i guess, i could do some clean up an delete old accumulated logs?! Maybe a autocleaner would be something for the KSPCF ?! -
I guess, i found an incompability between Scatterer and Waterfall. Sorry in advance. See in the picture below. As soon, as Scatterer is installed (tested with Spectra and also with Astronomer's Pack - both the same) the plumes of waterfallized engines tend to show less beautiful flickering shadows around the end of the engine bells. It gets visible as you reach the upper atmosphere and beyond. Here you see the waterfallized Wolfhound engine from stock KSP. @Knight of St John @blackrack Removing Scatterer restores the flickering-shadow-free engine plumes by Knight of St. John using Waterfall.
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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
@Angel-125 Bugreport-Update: VAB-Warpspeed Calculations Please don't be mad on me, 'cause it's me again reporting an issue... VAB-Warpspeed-Calculations still do not reflect the to be expected in-flight-warp speeds: Warpspeed-Calculation in the VAB: 0.643C In flight: interplanetary Space: 4.547C Near Kerbin: 0.021C (Speedbrake engaged) To me it's not clear, to what the warp speed estimation in the VAB refers to, since the value of 0.643C in the VAB does neither match planetary SOI nor interplanetary area as it lies in between both values. This means, currently it's not possible to estimate the warp power for a vessel correctly, that's not launched yet. This is not so great for players, who have reverting launches disabled and don't cheat their warp ships to orbit to test, what those can do. Here a PAW-proposal of VAB/SPH-Calculations as improval: Zephram Kochrane's VAB/SPH-Warpspeed pocket calculator for magic carpet rides: Max Warpspeed Interplanetary: xxxxx C Max Warpspeed Interstellar : xxxxx C (I would leave out the planetary SOI-Warpspeed prediction, as it depends on the gravity well and does not make sense to show in the VAB). This would help players, who have reverting launches disabled, to know what to expect of the vessel they are currently building. Those values should then meet the in-flight-values of cause Bugreport #2: (Very Minor!) The sliders for thrust and for the supercharger can't be dragged and dropped anymore. They have to be clicked to the desired position in the VAB Closed Bugreports / Politely asked Requests: B9-Partswitch-Bug upon KSP Launch is gone for FFT-Users. Thank you !!! FTL-Tanks and Endcaps now contain Liquid Deuterium for use in MK2-Ships. Thank you very very much! This helps so, so much in designing visualy pleasing vehicles! -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
Rakete replied to R-T-B's topic in KSP1 Mod Releases
@R-T-B: First test result on two of my Spacestations: Shadows look great! Will check further, but for now: Great job! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah... means it is a pure under-the-motor-hood-mod, that doesn't do much on its own, unless you have the other mods, that use its mechanics. Alright, then I understand. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Sidequestion: what does WBTools offer? Saw it on the github repo, but not in the forums. What can I do with it? I really am a fan of your work -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
Rakete replied to R-T-B's topic in KSP1 Mod Releases
Great. No need to satisfy anyone. I am happy, that so many skilled modders are around this fantastic community. No need to hurry. I am really impressed by the speed, that you and the team (and the other modders) show. I will get to test it in the next few days, but not today (family time). -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Will try it the day after tomorrow in my install with FFT and without KFS and without WBT. Tomorrow I am not at my computer. Also today. Family time tomorrow and today it's almost midnight. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
Is in Version 1.8.1 the error fixed or is some fixing/spelling correction in the config still necessary (to be done by myself?)? I am not on my computer right now to test (and probably won't be until sunday). What do I have to do for my configuration with FFT, no KFS, no WBTools? Will just Version 1.8.1 do? -
[1.12.x] Kopernicus Stable branch (Last Updated December 21st, 2024)
Rakete replied to R-T-B's topic in KSP1 Mod Releases
Most politely asking: Shadowbug fix in it or yet to come? Really lookin' forward to it. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
The Use of liquid deuterium (instead of fusion pellets) worked in the previous version if blueshift. So the warp engines were correctly fed with FFT's deuterium. So the error must be at the places, where Angel lastly worked on. In FFT there are already Deut tanks defined (with some boil-off-mechanism when not supplied with EC/s for cooling) (but the FFT tanks are not streamlined to fit to a MK2 Spaceplane, so I asked to maybe configure a mk2 fusion pellet tank from blueshift to store FFT's liquid Deuterium, which is fed into the warp engine, if FFT is installed). Maybe this is the spot, where the error happens?! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 Really sorry to say so, but release 1.8.0 causes fatal errors in B9 Part switch: Something seems to be wrong with some fueltank definitions. Here is my Logfile: https://www.filemail.com/d/fjvzyfruwektehg Also my complete Modlist: None of the Mods changed except from the Blueshift Upgrade 1.7.7 (+plus Spacedust fix) to 1.8.0 If I had to take a guess: The resourcename of liquid deuterium used in a patch might be wrong (maybe due to me saying it always wrong :-) ) Here is how it is named ingame on a fusion fuel tank from FFT. I guess it is from the Community Ressource Pack, since Nertea uses CRP as far as I saw in his Mod packages. He delivers this as a dependency with his mods packaged in a archive.