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Everything posted by Rakete
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If you have a decent pc, go for the pc version. Even my old potato pc with 9th generation i7 and with a weak gtx 1060 does very well even with a heavily modded install. More features, more performance and mkst important: mods! Ksp1 lives by the glorious modding community. Many a mod is now a must have for me and i wouldn't play the game without them anymore.
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Couldn't have said it better. Some nice Engines from the Near- and Far Future mods can ease the pain. Especially the fusion aerospike from FFT. Otherwise an eve ascender for more than one or two kerbals is hard... at least with stock parts.
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
@DocNappers... BDA+ now comes with a vessel mover? Does it replace the stand-alone vesselmover mod by @jrodriguez? Or is it just a redistribution? Can you bring some light into my confusion ?- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Bugreport: Current BDA+ generates NREs upon adjusting the Minimum height parameter of the AI-Pilot for planes. The slider minimum flight level of the controller becomes unmovable. Logs: https://www.filemail.com/d/nrllycfycgxzbnn @DocNappers In the previous version 1.5.8.0 everything worked. So I reverted back.- 667 replies
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It is totally possible to replace the nkd-nuke module from the config and replace it with the one from bda+ which is to my mind superior. Pretty straight forward. Look in the bda+ thread, all required information are there to do it on your own. I did it for my own install, but won't redistribute the configs and therefore used NKD-assets due to respect to the NKD creators... and licensing... Sooo... do the following: download the nkd package, open the part configs, remove the nkd-nuke-module and replace it with bda+nuke module. Voila, your have nukes made compatible with bda+ and can even drop the nkd plugin, in case this causes problems for you. Just read the information about configuring things into nukes on the bda+ thread. I place there a how-to-do-tutorial for the config. You'll find it. Edit: This describes how to make a normal bda+ part a bda+ nuke ... you can adapt the provided info to make a nkd-plugin-using nuke a bda+nuke. Have fun nuking asteroids! Mhhh.... just remembering bruce willis on an asteroid. Armageddon... long time since that movie.
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- nuclear weapons
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SSTO 3k LKO delta v (rapier only)
Rakete replied to FlazeTheDragon's topic in The KSP2 Spacecraft Exchange
Obsolete post. Somehow took the wrong way to the ksp2 exchange, not the one for ksp1- 9 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
Tested in isolation. I just upgraded to SH 0.6.0 from 0.5.6 . - this seems to have been the reason. now it works. Just about to balance stuff. But one thing is still odd. Systemheat does not respect different values of outlet heat and generated heat and heat/effiency curve. You can change them like you want. SH will do what it wants. Looked through the MM log. Nothing else is patching the antimatterfactory... strange behavior! Here is my current iteration of the patch: Maybe @Angelo Kerman wants to offer it in the next Blueshift release as optional patch. This way you can use the complex production chain to generate some graviolium in the late game out of antimatter, which is rather difficult to create. This patch suggests a 4:1 rate to generate even more precious graviolium. Because it's an industrial process it's faster than harvesting the material as spacedust for several years. But you have to have the production chain and the power to do so (Feed the hungry FFT fusion reactors, to make Antimatter and than make Graviolium of it). -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
didn't work for me. Placed a testvehicle and only put on the gravi conversion. The loop temperature did not rise. Strange. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
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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
Dear Far Future Tech-Users that also use Blueshift: Here is a config, to make use of your Antimatter-production-chain: Replace your fft-antimatter-factory-1.cfg in FFT with the following complete config in the spoiler. It will allow you to convert a little bit of your precious and effortful crafted antimatter into graviolium in your lategame of FFT. Unfortunately I had to hardcode it into the fft-antimatter-factory-1.cfg itself. It did not accept the heatvalues if i placed it in a separate patch to be applied afterwards (I don't unterstand why. Can somebody explain this? @Nertea - it only executed the conversion to the Nova-AM-Factory but ignored the SystemHeat integration - and it was the same config, as added here. Just a separate config with @Part.... etc. ) The red section in the config is new. You can also only move this over to your part definition. Have fun. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angelo Kerman I guess I found some bugs. Today I took the switch from 1.9.0 to 1.9.4 # 1 This version should bring the following since 1.9.1 : "Hotfix to auto-deactivate generators that are integrated with warp engines when the warp engine is shut down. Similarly, integrated warp coils will auto-enable/disable upon engine activation and shutdown." It does not work: When I try to deactivate the warp core via action group it does not turn of the generator and continues to spend graviolium - i have to shut it off using the PAW. Testvehicle here: https://www.filemail.com/d/nixgnbizwxxzzuw (uses a "Near Future Spacecraft" capsule, sorry - it felt a bit more like the famous phoenix from Star Trek first contact to me and I didn't want to change the craft, that is causing troubles in order to not prohibit propper bug hunting by changing the input variables) - launch it, and press AG2 to shutdown the warpcore. It does not kill the powergeneration, nor does it disable the warpcoils. Also removing the warpcore and installing the sameone after mod-update does not change it. Maybe some code fallback when compiling 1.9.4 - or does the energy generation shut off not apply to all warp cores ? #2 there is an actiongroup setable to de-/activate the power generation of a warpcore. but this action is only settable to an action group after launch, not in the VAB. So you can't set up an AG to toggle the power generation before launch. Both issues tested with KSP 1.12.x in Win10 22H2 with german localization. Tested on the S-2 "Planet's edge" warpcore. Logfiles: https://www.filemail.com/d/mitlrynfhaxqxjx -
[1.12] B9 Procedural Wings Fork, Modified
Rakete replied to linuxgurugamer's topic in KSP1 Mod Releases
Guess, I'll have to find it out myself... -
[1.12] B9 Procedural Wings Fork, Modified
Rakete replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer can you tell ab bit more about how it works: Does the mod create cfg-files for every edited wing and store them? Or are the parts only templates and the length/width...values are only stored in the craft file? Can I re-use already set up wings on other crafts (or domthey have to be transplanted via subassemblies?) -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angelo Kerman I guess I found two bugs: 1. The Bussard collectors only work, if a warp core is present. So you can't make sub-light-Gravi-collectors. 2. I placed an ugly testrig in the Kerbin gravi ring. See here: The Gravi-flux is exactly zero. Not 0.00000000x but exactly 0. The resource collector (patched by blueshift to collect also graviolium (thanks for the Patch, Angelo, by the way. It does fit in really nicely!) ) from Far Future Tech works in the same place. Interestingly the Blueshift-collectors seem to collect LqDeut and other stuff present there in the ring - just not gravi, even if present in the ring, like LqDeut. Strange. -
What do you love more? Shuttle or regular rockets?
Rakete replied to KSP_RAK's topic in KSP1 Discussion
I like SSTOs the most.... SSTOs > Rockets > Shuttles (fiddly to fly on launch.... sigh) -
Scatterer, EVE, Spectra, Waterfall (+needed Configs), whole Near Future Tech suite, Far Future Tech, Kerbal Atomics, Cryogenic Engines, Blueshift, Sandcastle, Outer Planets Mod (needs Kopernicus), Planetside, System Heat, Heat Control, SpikeX (in NESDs Warehouse), KerbalKonstructs (plus Mods that build upon it like Kerbin Side Remastered or KSC extended)... yeah.... that are my must haves... And if you like this stuff: BDA+ Unfortunately my old potato pc can't handle parallax 2 or the new volumetric EVE-upgrade on top of my big mod stack. I'd have to drop other things, and thats a no go at the moment. KSP2 will featurewise and visually not be on par with my heavily modded KSP1 install for some years. Nope, no way.... I say some streams of KSP2 and am not yet impressed. Sure, it has potential to become a solid foundation for the next years, but right now I only see the potential - we are not yet there, and probably won't be for the next years
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That reminds me of Elite Dangerous: Odyssey (an upgrade - DLC for the base game, they had released on all plattforms)... Promissed performance improvements and finally the cancelling for all consoles and weaker hardware... In fact it made me leave ED (what I played on console for social reasons) I have only little trust in "performance optimization" of KSP2 after the ED:O story. Many devs simple give up on that and say: Let them buy hardware! And in the case of Elite: there was visually no reason to be this demanding. ED:O looked like an older game from 8 years ago and they didn't manage to plug their perfomance sinks. By the way, so does KSP2 - it does not look like a... lets say cyberpunk, where you see, where all that graphics card power goes. The visuals of a heavily modded KSP1 are to my mind far superior - with less hardware demands. I think KSP1, and also this new volumetric EVE package will have a long life. Even longer than we all expect.
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Those fuselageparts, where are they from!? Sorry for you... but this is a really kerbaly experience. Bob would be proud.
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KSP1 doesn't deserve to be at the bottom of the forums
Rakete replied to Aerodynamic Kerbal's topic in KSP1 Discussion
Agreed. -
[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
Yeah, that's why i slapped on almost every groundradar in the lastest test - to make sure, that at least on of those radars will have enough signature to be a bright beacon. I also set the radius of sensor activation to huge 15km to make sure the missile has enough time to detect it. And the target was just 500m away from the gps target next to the runway on an plane surface. But the missile completely ignored it and flew to the gps target (SPH). Have I configured something wrong? I observed this strange behavior also on other missiles that come right out of the box as cruise missiles with a lock on after launch. Maybe i am doing something wrong, but i thought I should launch those kind of cruise missile to the general area where my moving targets are, and the missile will do the rest. Maybe the issue sits in front of the screen. Edit: Does Auto-merge does not work any more in the forums? Didn't want two separate posts. Yesterday I did some reconfiguring of some nuke parts of North Kerbin Dynamics in order to make them use the BDA modules and effects and not require anymore the dll-plugin from NKD. (I wanted them to be visually in line with the other nuke-effects from BDA+, so I switched them over from the NKD dll to the BDA framework.) But i only actualized and kept some dropables, no turrets. That way I was able to drop the nkd-dll and have one plugin less running. But I won't redisitribute the assets and configs here, due to licence stuff - and to avoid possible inconvienience - and be respectful to the makers of NKD. If someone needs those configs, just PM me.- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
I wanted to do it in spoiler... but i was stupid enough to hit the wrong button in the forum toolbar. Will edit it, when I get back to my computer. Doing it on a tablet is... fiddly. Sorry for any inconvienience.- 667 replies
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[1.9.x - 1.12.x] BDArmory Plus (BDA+) v1.8.0.0 [2024-11-30]
Rakete replied to DocNappers's topic in KSP1 Mod Releases
@DocNappers@SuicidalInsanity A short question. I try to make a cruise missile, that locks on to ground targets. I placed a ground-based radar station (I almost placed every radar dish on the thing for testing reasons). Then I fired the test cruise missile. It flew to the target area, but did not lock on the radar station and hit instead the gps-target in the vicinity. I thought it would enable it's radar detector and attack the target. What's wrong with my config? For testreason i tuned up many parameters to be sure, it's not them, what makes them struggle. I followed your wiki on the github page. For tests I also tried to set the terminalGuidancetype = radar in order to get a cruise missile that would lock to anything in the general area on the ground , but it didn't work either. (For my personal testreason, I used the model and meshes of the exocet missile from NKD... but you could use anything...) Is my config wrong or is something broken in BDA+ terminalguidance code? And yes, the values are OP, it's just a work-in-progress, proof-of-concept and would be tuned down afterwards, after the behavior would work in general. But right now, I can't get it to work.- 667 replies
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[1.12.5] Reach For The Stars - A KSP Fan Soundtrack!
Rakete replied to MattMoney's topic in KSP1 Mod Releases
Great stuff. Thanks. I little bit wild. I like the more calm tracks, like no pressure, no worries. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Rakete replied to Angelo Kerman's topic in KSP1 Mod Releases
More than that. I saw the stream of @Matt Lowne and ... eeehhh... Matt did a great job as streamer, but KSP2 fell far behind my expectations - even for a early access! Saw some funny bugs (but, this is normal for a early access, nothing to complain about) And when i think of the hardware requirements, I expect KSP1 to live longer, than we'd all expect. In fact my visual preferences tend to like my modded ksp1 install more that what I saw of KSP2 - and that with my old weak gtx 1060. Most people don't have a beefy graphics card for a game, that has in some aspects the visuals of a mobile game. Yes, i don't like the ksp2 visual in relation what they need in terms of hardware. When I think of a cyberpunk and stuff - there it's clear to see why such beefy graphics cards are needed. But KSP2 ? Nope... just turn on your KSP with Eve, Spectra, Scatterer, Parallax and Waterfall. Voila: (in some ways )way better (and in some ways at least on par) visuals at a much lower hardware cost. I am almost sure, that I will stick to KSP1 for at least 1 or 2 years, at least. So maybe we'll see still some new or fixed mods for ksp1. At the moment, there is nothing in KSP2 (even with feature completeness after EA phase), that I can't have in a modded Ksp1 - atleast if i follow the things that were announced... interstellar stuff, colony building and ressource gathering... mods do really deliver all that stuff, that will probably come with stock ksp2, buuuuuut.... we'll see if it will be implemented in a nice way. At the moment i don't even like the UI of ksp2. It's all grey and kinda cluttered up and packaged in thousands of drop down thingys. Sometimes I didn't even understand, what @Matt Lowne was doing due to the strange UI design, especially during the build process - and I am an really experienced KSP player, not a newbie. The one thing i liked is the start of a vessel with countdown, and music. In fact the start sequence and the music is the core feature of ksp2 to me right now. And procedural wings.... The rest is.... in a "design rework needed!"-status (And i don't mean the bugs and fps... i mean the UI design. ) I expect even the kraken to return. The flying spaghetti monster in terms of wobbliness is also back as far as i saw on @ShadowZones video. having to strut everything with additional struts and autostruts wasn't obviously annoying enough, so they brought it back, that even a Saturn-5-ish rocket becomes a noodle. I really hope it is a bug, not a feature. So in fact, I would be very happy, if @Angelo Kerman wouldn't drop KSP1 completely out of focus. I expect it to live longer than we all might think. -
Exactly this. What I saw of KSP2 was visually underwhelming, compared to a modded KSP1. And: KSP2 is extremely demanding hardwarewise. My old gtx 1060 has a good time running ksp 1 but will struggle to do ksp2, while not looking significantly better.