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Everything posted by Second Hand Rocket Science
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Hey there, I'm having the same problem as ataylor was, but I've definitely got all the dependencies installed. TU, TURD, and a lot of configs for TURD to allow recolouring of mods like BDArmory and the NF suite, and the in-development Restock Recolour. Only mentioning those in case that could be a problem too. My mod list is extremely long, so I'll include this in spoiler tags in case there's a conflict: Here's my player.log (although I searched for "LazyPainter" and couldn't find any errors) https://www.dropbox.com/scl/fi/h60wk1uwyv0rdqtxvrix8/Player.log?rlkey=etvtg5y8in7yr0qsz2vmvnycu&st=krgudpdu&dl=0
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Yeah, I was helping a friend on the console edition of KSP (1.10 iirc) and was kind of freaked out at that placeholder asteroid thing. The friend has thankfully since moved to PC edition but it's a weird thing to keep around in the editor.
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SSTOs! Post your pictures here~
Second Hand Rocket Science replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Decided to dump all my SSTOs since in the time it's taken to make the above blueprint a grand total of TWO (2!) new SSTOs have entered service! K-002 Guardian class, built for LKO resupply missions. Far too much power from 2x Broadswords. About 750 m/s of Delta V in an 80 x 80 km orbit, if piloted correctly. The K-004 Guardian class, the by far biggest and best operational craft in the fleet. Originally built without high hopes as a tech demonstrator for the KH-Series Fuselage, she turned out to be able to carry more cargo, faster, higher, and more efficiently, than any other SSTOs in the fleet. Despite this however, a fuel imbalance killed the crew of the maiden flight, which was a gigantic oversight on the part of the Enterprises. Such a grievous error will definitely never happen again. 1200 m/s of Delta V (unloaded) in a 100 x 100 km orbit. Making my own thread is looking better and better... -
SFS vs KSP is a lot like Forza Horizon vs Assetto Corsa or Gran Turismo. One is a fleshed out simulator with real-world physics, and the other is in terms of realism only a few steps above an old-school arcade game. Not to say the arcade game isn't enjoyable, but it's not comparable, especially not in this context.
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SSTOs! Post your pictures here~
Second Hand Rocket Science replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Might try and make a thread for my terrible unique designs. Last time I did that it got abandoned though... so for now here's a rudimentary blueprint in the style I'd like to go for, heavily inspired by an old creator on here called Raptor9. Shame he deleted all his fantastic work. -
What's your most controversial KSP opinion
Second Hand Rocket Science replied to Zum of all trades's topic in KSP1 Discussion
It's perfectly OK to always play in sandbox and use MechJeb to rendevouz... rendoveuz... rondeveusz...? Dock. Career is far too grindy. -
I'm unable to interact with my stages whatsoever. My staging indicators are completely and utterly empty, and when I attempt to stage, every stage on the rocket fires at once. Not because there is only one stage full of all the parts. Stage 0 has no parts inside it. I can't fly anything whatsoever and I need to figure out this problem above all else. I mean, it's such a strange set of bugs, I've never seen anything like this before. I wonder if BDAr- Oh. https://imgur.com/a/O3ATxu5 Oh no. UPDATE FROM FIVE MINUTES LATER So after validating my files none of my issues went away but something extremely weird happened. Early game I sent Jeb, Val, Bill and Bob on their separate doomed landers to the Mun and Minmus. They're all still up there, with Bob sadly being killed in an EVA accident. But I look at my available Kerbonauts and... Jeb and Bill have randomly appeared back in the Editor?? And the craft they were on have disappeared from Minmus?!? Please help. My save of over 100 hours is slowly corrupting and it's nearly making me cry. I've poured all my passion and motivation for this game into this singular save and now I can't even take off in a rocket.
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I've been having a lot of weird bugs with my modded KSP. Here's my modlist: Here's my player.log: https://mega.nz/file/lNpE2ShC#Yl0p8dZe0JQjCpwR6VVIt2C065tlH__AnwLlIm3UotQ While in editor, my craft will have entirely normal stages with engines and decouplers and such. When launching the craft, all stages disappear from the staging indicator. When you stage, all stages stage at once, causing explosions and associated problems. When spawning craft onto the Runway, an Easy Vessel Switch message pops up with something about "easing" and I change to a random craft that's landed on Kerbin. I can't change back. Also, the craft is stuck floating on the Runway. When time warping on Kerbin there is an obscene amount of stuttering and lag. Like, the game will freeze for 30 seconds straight, then run at 5 fps for 45 seconds, then freeze again. When spawning in craft, if you change windows while the game is loading, it breaks the craft, meaning you lose SAS, zooming in changes FOV instead of zooming, Z and X to throttle all the way up/down stop working, and stages don't work properly. Sometimes the zoom stops working entirely while inside the editor, needing a full game restart for it to function again.
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[1.12.x] Danger Alerts Continued
Second Hand Rocket Science replied to linuxgurugamer's topic in KSP1 Mod Releases
Old thread, but is there a way to add my own sounds? I'd like a less startling alarm for running out of EC, as I frequently do. -
Any way to remove the water physics, but retain the snazzy graphic effects on the water? The seas are so choppy you can't take off from them in seaplanes
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No, I only use a massive suite of graphics mods. No parts mods apart from Restock+, which only adds a few parts which fill gaps in the stock lineup. Can't play without it anymore. Anyway, yeah. I'm starting to think that maybe it's sea conditions? Does Parallax change water physics? It gets up to about 15 m/s and then starts biting into the water, and hitting every wave, slowing it down by about 5 m/s every wave. It can't possibly get to take off speed. It also does the same thing that my original Mockingbird design does which is if you get to anywhere near 20 m/s it bites so hard into a wave it flips the entire craft. I even saved your foils as a subassembly and added them to my own design, and the problem persists. That was the best I could describe it. Imgur is such an annoying site, and it won't let me upload this video either. But whatever.
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I've checked and my foils still aren't working. I've tried four or five different designs and none of them make any difference to my performance in the water. My aircraft can't get over 15 m/s because the entire fuselage is always submerged, and the floats can't be lowered any further, because it just flips landing. I seem to have fixed the flipping by replacing the nosecone for a much longer, pointier one. It cuts into the water instead of biting into it and yanking the front underwater.
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OK, new problem. I raised the floats and it now almost flips, then tips back up the right way. However, when the foils are deployed and the aircraft gets to about 15 m/s the nose digs into the water, bites, and the aircraft starts to pitch down, then becomes about 3/4 submerged and nearly 90 degrees in the water, then floats back to the top. I would post a video, but imgur is being picky and not letting me upload. Is this a CoM problem? Or does it need another foil under the nose? Which poses more annoying engineering problems...
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I tried this, but it exacerbates my problem of flipping tenfold. The floats bite into the water when landing at just about stall speed and flip the entire craft with a force of around 15 Gs. Added an angle of incidence, quite small (around five degrees). All it seems to have done is made my aircraft pitch up pretty hard with SAS off in flight, necessitating nose down trim, which makes it pretty difficult to land, since taking your finger off the pitch means it just starts gaining altitude. I have no idea how to make these hydrofoils, every attempt I've made and they are making no difference to performance. I've not been able to test the latest iteration of hydrofoils since I can't do a water landing with the lowered floats, but I doubt they'll work either. It's a pylon with an elevon on the front and back mounted horizontally using robotics to lower it into the water when I land, which I had hoped would solve the flipping issue, since I believed it was the hydrofoils that were responsible. It seems it's simply the floats. I think instead of trying to fix this clearly flawed airframe, I'm going to make another design from scratch, and hopefully it'll be more successful.
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[1.12.x] Loading Screen Manager
Second Hand Rocket Science replied to linuxgurugamer's topic in KSP1 Mod Releases
Before I go through all the pain of downloading the mod, troubleshooting when it's not working etc. Does this still work in 1.12.5?