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Everything posted by fleventeen
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I voted 3-5, but honestly I think a better range would be 2-3. That is just my gut feeling based on the info they have put out thus far. It seems they are leaning towards tailoring a smaller number of destinations for unique and enjoyable gameplay vs. just making a bunch of stars/worlds just for the sake of it.
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I can't get OpenGL to work
fleventeen replied to Pluspython68's topic in KSP1 Technical Support (PC, modded installs)
Just another quick tip, if you simply rename the Kerbal Space Program folder to something else, Steam won't touch it anymore. I keep all of my various installs in the default Steam folder, but just renamed something to let me know what kind of mods it has. -
See below: I ran some numbers the other day, and the impact energy of a 2.5g object (about the mass of a US penny) moving at 12% of the speed of light is equivalent to about 400 tons of TNT (and that is quite a small object). I highly doubt that it is feasible to use physical armor to protect this thing. I am pretty sure that some form of active method is the only way to do it. The original project mentioned something similar, but I have a hard time imagining how it would work the way they explained it there. It would be interesting to work out how far and how small of an object we could realistically expect to detect/track, as we still struggle to detect small objects even near earth, and we may run into physical limitations at some point. The craft is moving so fast, that you really need to ability to see things coming up unbelievably far out in order to actually be able to do something about it, and even colliding with a very small object would be catastrophic. I am working out a way to estimate the probability of impacts, using some assumptions about debris density and stuff. I will post what I find here. Also, if anyone wants to see what moving at 12% c is like, check out Space Engine. Edit: Upon further thought, how would you even protect the sensitive radar or lidar system, which would no doubt have to be exposed to the interstellar medium in order to detect objects? I suppose if you created a sufficient screen or cloud of matter well ahead of the vehicle, it may dissipate and spread out the incoming energy.
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
fleventeen replied to Galileo's topic in KSP1 Mod Releases
You can remove them from within the EVE control panel, or you can go into SVE's folder and delete the city lights textures. -
totm mar 2022 KERBAL HARD + UNCUT | 100% Stock
fleventeen replied to seyMonsters's topic in KSP Fan Works
This looks interesting, I will have to check out some of these videos. I am interested to see how people tackle hard mode, since it seems like quite the grind. I tend to turn a lot of the difficulty settings up, but not so much the ones regarding funds and things that really just slow down your progression and make things repetitive (maybe this isn't so much of an issue once you get your space program rolling). Also, feel free to add my name to your roster. Just know that if you let me die, I may never forgive you. -
Yeah I have no idea.
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E is for F, clearly. Let's all take a moment of silence.
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RIP. I swear this is possible. I set out this morning to create a passively stable craft that could circumnavigate, but immediately got distracted, and ended up working on something completely unrelated.
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I didn't really grasp the absurdity of this design at first. I am interested to see how this goes.
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Yeah the radio silence was concerning, and what they have been showcasing the last few logs is encouraging at least. I appreciate that they pushed the release back. When they first came out and said 2020 I was like... but how??? I should say the Cyberpunk release was also pushed back multiple times, and it still launched in a less than savory state. As long as it does well in terms of sales though, I am sure the money/support will be there to fix whatever issues it has. But as you said, they really need to pick up the marketing aspect. I guess once we start seeing a large amount of content from them, we will know an actual release in imminent.
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This had me laughing. I was really getting invested in the story of this little plane.
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I am really trying to temper my expectations. I have been burned too many times, and I care too much about this franchise (its weird to call it that now) to lead myself into a potential serious letdown. In a worst case scenario where KSP 2 flops bigtime, at least we will still have KSP 1 and all of its wonderful mods. Also, wasn't the KSP 1 team quite small especially at the start?
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I have seen it convincingly argued that the price point for AAA games should actually be around $100-$120 now at least, keeping up with inflation since 2005. And of course that is technically what we see, as developers are constantly having to slice off more content from the main game, so they can sell it to you separately as DLC. You typically can't get the full experience with just $60 anymore. I think this is where the industry is going to keep heading, and the whole NFT thing is making me nervous... Yes, some devs know how to get it done, and I would argue that the value/dollar is far greater with so many more small/indie dev titles as well. That NMS turn around was not expected based on it's state on release. They ended up packing a ton more content in there, essentially making it a whole new game, and for free too. Granted, if they had charged for it, I am sure the game would have failed with how mad people were initially. Man, does anyone remember the concept of an "expansion pack"? lol
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Man, where to even start. I have seen similar things before, but maybe not exactly what you mentioned. There may be some hope for your joint wobbling issues. If you haven't already, check out the mod Kerbal Joint Reinforcement, as It really tightens up the joints between parts. It is strange that your issues are happening so randomly, but it might help out since it changes the joint behaviors so drastically. There are actually two different versions of KJR, and they each use different methods to tighten the joints. I guess start with KJR - Next since it seems to still be getting updates. That's at least the one that I use, but you also have KJR - Continued to try as a backup. You can also try messing with "Autostruts" (an advanced tweakable option). I don't normally use these since KJR tends to work quite well. There is also a tweakable "rigid attachement" option, but I have no clue what that does yet. As for your other issues... I have definitely seen this before, and think it is a bug to do with whether a part is considered "shielded" or not by the cargo/fairing part. I forget exactly what causes it or what the workaround is. When you say you "captured" this thing, do you mean physically docking/grappling, or did you just close the doors and let it float around in there? I have seen craft start flipping around when docked, usually related to some SAS weirdness, or I guess the autostruts can do some weird things too, but never randomly staging. I am not sure how this would even happen. Do you have some sort of mod that is controlling automation or something that is going rogue? Just a tip, I install most of my mods via CKAN. With CKAN, once you get your modlist together you can export it as a modpack and hold onto it, that way a wipe and reinstall is just a matter of importing the pack with a clean game install and away you go. Some people don't like using CKAN though which I don't really understand, it saves so much time. They did claim in a recent video that they are "slaying the Kraken". I am skeptical...
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It is probably healthy to take a break after 40 hours anyways. But seriously, do you have a particular need to keep the game open that long? I saw your other question regarding corrupted thumbnails, it is possible that my suggestion there will help this. Also keep in mind that games can get a little janky if left open too long.
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Thumbnails randomly corrupting
fleventeen replied to kangaroo3505's topic in KSP1 Technical Support (PC, unmodded installs)
This sounds like a weird one. If you are using a game launcher like Steam, you can have it "verify the integrity of game files". If that doesn't work, you might want to try reinstalling the game. -
best gravity turn on rss
fleventeen replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
I can't imagine how long that must have taken at reduced physics speed, but congrats. -
best gravity turn on rss
fleventeen replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
Hmmm, this sounds like an interesting challenge, and I am not aware of any other cases of people trying exactly your setup (it seems quite difficult). The stock parts are basically balanced for a 2.5x scale Kerbol system. The RSS configs however rescale to 10x, which really require some form of rebalancing in order to get to orbit reasonably. If you are against the complexity of RO, you might try SMURFF, which is a more simplified rebalance (it doesn't touch fuel types and such, only fuel mass fractions and engine performance IIRC), but brings the stock parts up to match real world performance in a 10x system. Edit: If you want an interesting challenge using stock parts with no rebalancing, you can look at JNSQ, which changes the system to 2.5x by default, and doesn't require any rebalancing to reach real world challenge. -
best gravity turn on rss
fleventeen replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
Hello, Please confirm, do you also have RO installed, or some other form of balance tweak in addition to RSS? Edit: Also if you can provide some characteristics of your rocket, it might help others help you here. You have much slimmer margins in RSS, and the ascent profile will change depending on your TWR, number of stages, aero characteristics, etc. -
I think the plutonium thing is true, but it also highlights my point. I agree that they shouldn't be competitive far out (solar panels could also suffer from degradation, too), but when you are faced with certain limitations (maybe you don't have RTG unlocked yet because you decided to go another way down the tech tree first, or kerbal politics), it is nice to have alternatives, even if they aren't the "best" way to do it, because it gives you more options to tackle the progression. I am just all for giving players flexibility, and I think if radiators make sense, solar panels probably do too. I also have this (probably irrational) fear that with how much they are focusing on tutorials and onboarding, they might inadvertently put us on rails down a particular path, particularly in early career mode progression, which is something I always disliked about starting new career/science games in KSP 1 (at least the first couple of missions are painful).
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Hello, The "phase angle" you mentioned is an important concept in interplanetary travel, and once you get some experience you can learn to eyeball most transfers from the phase angle itself, but you may have better luck by searching the term "transfer window" or "launch window". Transfer windows are represented by something called a porkchop plot, and show you a window of time where transfers are possible, and also most efficient. Here is an excellent transfer calculator For the purposes of calculating your transfer window, just calculate it as if you were departing Kerbin. The windows for departing Kerbin and Mun are essentially the same since they are both located together in the same SOI. For planning your actual burn to exit the Kerbin SOI, play around with the maneuver tool, but I can tell you that a good rule of thumb is to make your trajectory such that you are exiting the SOI in the retrograde direction of Kerbin's orbit for destinations in the inner Kerbol system, and prograde for destinations in the outer system. The final tip is to use this handy delta-v map, as it will tell you any additional delta-v required for plane changes, if you ever need to do that.
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This is a completely uncharted area for me in terms of design so my two hydrofoil attempts failed, but it seemed that I was able to get some effect from the submerged control surfaces.
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I think you can do this in stock now. I believe they changed how water works (I forget when), but I made a sub a while back to play with it and it worked quite well. Edit: I forgot I had the game open in the background, I will test right now.