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Everything posted by Fizzlebop Smith
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toty 2024 Thread of the Year: 2024
Fizzlebop Smith replied to adsii1970's topic in Threads of the Month
Wow, Thank you. Sharing these are embarrassing, but i hoped it would create a place that might elevate forum expense beyond a mere dollar value. This holds true now, in a time when we are uncertain if they will spring for new paint on the community center. Depression was (is) the danger, addiction was a convenient tool to justify the depression. I CANNOT *overstate how grateful* I am that the forum is back up. Reading the unread threads is still one first things i do after crappy day at work. I cannot tell you how excited i get whenever i see a new mod appear on CKAN. Even if it's something i will never ever play with, I will cruise over to the conversation. This place is awesome. As my stress levels have gone through the roof these last few day, I realized how much i missed the forum. Also, how hard everyone here works toward community. Granted.. in different ways, but it all comes together to make a wonderful place. Some work at shedding light on difficult technical topics, others act as mediators and bridge disparate views of thought, other spend hours tirelessly bringing free content for others to play with , still others offer boundless hope in an otherwise dark and terrible world. I missed you all so much. -
The fact that they sorted out the DNS errors at all would suggest there is a decent chance of forum extension. I have no exposure to development but have seen low priority problems get ignored indefinitely because a project was already over budget or at a state where the Cost / Gain analysis is in a state of constant flux. My hope for KSP2 specifically, is very much stamped out. However, I have hope that the franchise may endure. Is this sound logic for the industry... or is it more likely someone was simply given a job to integrate acquisitions, and they were performing this task until completion?
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[1.12.x] Community Tech Tree (August 13)
Fizzlebop Smith replied to Nertea's topic in KSP1 Mod Releases
So friggin' true. I have been wanting to give Sandcastle a go for a bit and am trying to go back through to see what all I used on my last Extended Launch Pad experience. I am still having a hard time picking my "core" mod package. The visual enhancements and OPM are a must... I love Chatterer and other immersion mods. I swear my *essential* mod list grows each playthrough. -
There is a new mod being developed with a name in Cyrillic. It creates procedural missions without the mission profile. Instead of exact orbit to place a satellite ... you will have to establish a relay with the Mun or place a probe in Kerbol SOI with a minimum DSN range multiplier. I have not played but this was what the description led me to believe I'll try to link it here when I get back home.
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Firstly, I want to point out The project managers I work with rarely understand what actually happen after it's fully in the hands of the engineers & productions crews. I know it's different industries, but PM not parsing is kinfa par for the course for me. Your second point is one few people stop to consider. An IP raking in the money would likely have a less than favorable price point per potential ROI, and never be sold. While heralding the company as our saviors is unrealistic, I am very grateful they have seen fit to keep on the lights. There does appear to be some long term goal related to development. Alot of acquisitions in short order .... but hope is dangerous so I'll just wait and see.
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Are there any good command modules/cockpit mods?
Fizzlebop Smith replied to mrneon's topic in KSP1 Mods Discussions
I Like the idea of an inline command pod... Or inline two seat rover! There are some awesome rover mods but i dont remember hardly any of them -
This is pretty awesome. Very wonderful unrealized niche filled.
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Are there any good command modules/cockpit mods?
Fizzlebop Smith replied to mrneon's topic in KSP1 Mods Discussions
I stand corrected. I only use the electric systems but keep looking at all the pretty party displayed on the opening graphic. Thought they were part of the lot they were shown with. -
Are there any good command modules/cockpit mods?
Fizzlebop Smith replied to mrneon's topic in KSP1 Mods Discussions
Are you looking for high quality as in texture? This has added some beauty to some of the older mods, though others get a bit borked. I like some weird mods that are a bit older because of a few of the parts on them but am looking through to see those that had nice command modules. ^ Beautiful Parts Pack. (Some parts in work or shown for promotional purposes) ^ Classic. I try to plug it whenever I can. Underwater Command Module and sub / ship parts. ^ The pen ultimate command module for those seeking an organic spaceflight aesthetics. (Some People do Crazy things with KOS and run entire missions from IVA) ^ Probably not what you are looking for, but the rover command module is a must have for me. It has a wonderful series of rover parts / adaptors. (Also LOVE me some Gravimoli) ^ Have not tried but has a beautiful spaceplane cockpit / Mono Prop that i really want to use. ^ For some Reason I love this strange little cockpit ^ Another older spaceplane pack that i frequently use. It has a probe core that fits the Mk-X ^ Ive been thinking of trying this one to replace the MK-x on my next career playthrough. -
NESD's warehouse (9 oct 22 - New mod "SpikeX")
Fizzlebop Smith replied to NESD's topic in KSP1 Mod Releases
I tend to scroll the thread before downloading a mod for the first time. I saw this and wanted to know if i should get the mod from spacedock? I am note intiated enough to understand whether the need to update CKAN files means the mod has some minor issue if i get it from that source. I thought CKAN loaded from spacedock but i am greener that baby dooks when it comes to this stuff. -
Attempting to diminish Star Paws in the disingenuous manner was essentially seeking to establish KSA as superior endeavor. There is not need to state this explicitly.. it is implicit in volume of negativity injected into KSP related discussion while reserving lip service to a game that is as of yet untested. While I am excited to see what KSA might become, I'm not a huge fan of the RW gane I've played, but maybe this one will be different. Also.. I'm pretty sure BRUTAL could never compete with KSP. I know you said , "it's not meant to be a KSP competitor" ... but that's because it CANT. It's a custom developement utility not a game. It also cannot be a competitor to UNITY or Unreal because it is proprietary & in-house. In house? Non commercial things cannot by definition be in competition with anything outside the company infrastructure, without licensing of some sort. KSA ... however, will one day be a KSP competitor.
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What are the best new release mods?
Fizzlebop Smith replied to kittyfart101's topic in KSP1 Mods Discussions
What kind of playthrough experience are you looking for? I love playing with R&D / Komplexity / ScanSAT / Cacteye Have a hard time notinfcluding these on most plays. I'm a career player though and I like the Early Game struggle. I like covering the inner system with a few dozen foray into the cosmos for deeper exploration. The sterling mods are truly beautiful and incorporate some elements I have always wanted. My favorite are the curved radial attachment parts. I have always wanted curved heat shields and solar panels. But.. there is a bit of a skewed balance in career. Powerful and Efficient parts. -
Perhaps asking in restock? If you are asking for collaborative efforts.. I landed on the runway without parachutes a couple times so it's possible.
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One sentence you could say to annoy an entire fan base?
Fizzlebop Smith replied to Fr8monkey's topic in Forum Games!
Stardew valley is a cheap harvest moon knock off. -
Universal Craft Loader I have often wondered if it is possible to make a mid that would allow you to download kerbal X craft that you do not have all the parts mods for. It tends to work if it's just modules missing, but sometimes it's just deprecated. In a number of cases the mod has been taken over by new management and sometimes will load.. other won't. I lack creativity... and find most of my time is spent in the VAB. It would be pretty epic of I could load up any craft ans have missing parts removed with a generic geometric place holder inserted as a means of maintain parent child relationship trees. Don't even know if it's something that can be done... I just pine for some of the craft I see there.
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Sonewhere... or somewhere new? I play career only and have played science in forever or looked at sliders in a bit... but I get 0 science returns even with many missions that don't introduce me to any new biomes. I cried because my PBC probe lost all the instruments on reentry.. I kicked my self in the but bc I chose to go with something other than heat shield right before.
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If KSP2 was reworked, what would you change?
Fizzlebop Smith replied to Pthigrivi's topic in KSP2 Discussion
That's what I think as well but lack the vocabulary "Each time a person logs off they are in limbo and return the the celestial clocking for the person furthest." No one care where planets are Relativite to anyone other than themselves until time to kick it. It would have to or ... that person plays without TW and covers minmus will disrupt your fuel station will one day be. It only matters *when* it matters. -- PS .. Kerbal Lives Matter Bring Mack Mission Specialists .. maybe a few more. -
A new home, an interstellar colony challenge
Fizzlebop Smith replied to Kevin_kerman's topic in KSP1 Mission Reports
I was joking about the difficulty of such a feat. Did you every accomplish Why difficulty? I was trying to see if I could find any of my sandbox saves to give some of the easier difficulties a go.- 91 replies
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Fess up - who's junk is this?
Fizzlebop Smith replied to JoeSchmuckatelli's topic in Science & Spaceflight
My mind just melted because this makes perfect sense. -
A new home, an interstellar colony challenge
Fizzlebop Smith replied to Kevin_kerman's topic in KSP1 Mission Reports
I am seeing this for the first time... what kind of evil psychopath devised the WHY?? challenge. When combined with the YT video, that true challenge will be watching the 72 hour burn for course corrections- 91 replies
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If KSP2 was reworked, what would you change?
Fizzlebop Smith replied to Pthigrivi's topic in KSP2 Discussion
I somewhat disagree. There doesn't *need* to be any over arching casualty outside the immediate sphere of influence. I have always thought something akin to Lisias suggestion would be viable. There would be a separate clock in the Virtual Space. Upon leaving you would rationalize with your own timeline. The host or person who sends the group invite would essentially gain am SOI that impacts the world clocks. Other than that you would see a mission timer. Each time a person logs off they are in limbo and return the the celestial clocking for the person furthest. You want to track a launch window.. it tracks the days until.. but no totals. An over arching timeline where a dozen people build and mine resources at various times doesn't really work outside of a sandbox element with a lot of hand waving . Career I feel would have to focus on a different approach.. like working within Single systems, and focusing on cooperative missions or having a space race style where first to reach object wins. This would need with the aforementioned ghost mechanic. I hate time warping for more than a day. Maybe with a super long burn but it bother me. I have played career games where the goal was to establish contact with far off places and have time warped 2 years at a time. But I prefer to run a bunch of missions where I have something to do every day. So what happen if you are in my future and want to build a base on a location.. but I build there *first* .. will there be red ghost / blue ghost? Or I want to play with you, but you are super far ahead and every planned maneuver for the next five years will go out the window? It maybe rather simple in truth.. but I would think tracking multiple time lines (one for each person building) and trying to synch all that up across how ever many people will lead to some really messy errors and problems trying to rationlize.. or possible give birth to some deformed version of skynet. -
If KSP2 was reworked, what would you change?
Fizzlebop Smith replied to Pthigrivi's topic in KSP2 Discussion
A resounding amen. That really would be remarkable. Canceling out rotational speed without much experience playing the game was the second most difficult thing to learn (for me) next to rendezvous. -
If KSP2 was reworked, what would you change?
Fizzlebop Smith replied to Pthigrivi's topic in KSP2 Discussion
Herbal and Mr. Kerbin have summed up much of my disappointment with the current KSP2. The bugs that are present are manageable or handled with mods (last I played). Aside from major lag due large part count / concurrent missions I would have kept playing if it were an actual game. KSP2 stripped *everything* I enjoyed about the first game. I was a proponent of making some of career option toggleable but got *slammed* any time I would suggest funds / old school procedural mission style. If there were some way to generate missions for science gains.. i would still be playing. I miss comnet, probe control, occlusion, scanning stuff, sentinel networks.. I miss a game there being a game with no wrong way to play -
On a positive note I haven't had much issues connecting to the forum in the last few days. My work load has been a beast and I have been getting to bed much earlier. I hoping the Lego Model rocket deals pave the way for a steady tangential revenue stream. I have no problem if the company branches out into other less revenue intensive ways of shoring up the Kerbal IP. There a few brands that have held a special part of my hear. While I might not particularly enjoy the direction *all* the new lore for He-Man or Dungeons and Dragons might take, I am aware and grateful that some of the cultural staples that inuenved my development are being maintained for the next generation. I would like to see the Kerbal name reach a parity of popularity of the SMURFS or Garfield. As unlikely as that may be. So I am happy that someone other than PD has acquired the rights. I fell in love with what it means to be a Kerbal. The quirky elements. Don't get me wrong, I play the game because I enjoy the physics simulation and would never have made 1000 hours without it... but the part that captured my hear were these little green frogmen.