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Fizzlebop Smith

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Everything posted by Fizzlebop Smith

  1. Been a couple. It's either on the blizzy toolbar after adding through toolbar controller GUI I think it makes custom .cfg based on what you do in the GUI Or it's the one you have to find the .cfg / write it yourself. I think there a toolbar. IIRC Look for the Icon for Blizzy (Yellow Arrow) Right Click Add Button Select the icon for TU Click the TU button the the Toolbar
  2. Vab pictures are fine.. there is not enough ambient light for the enviroment you were in. There are some mods that increase ambient in various scenes settings. I had this problem.. when the sun is occluded you can't see for excrements and cranking the brightness on my screen produced raging headaches. https://forum.kerbalspaceprogram.com/topic/190080-112x-minimum-ambient-lighting-updated/
  3. I reported on the Newest Space Agency to open its doors on Kerbin. United Rockets has released an aggressive launch schedule that it hopes will provide opportunities to overtake primary competitor "Near Deep Industries. NDI gained attention 2 years ago when a group of Smart tech guys decided to show off their Ker-Bling and *launch* a space start-up. With Freon Kerman heading the fundraising & PR platforms, NDI hit the ground as a powerhouse. Director Urgel with UniTed Rocket claims that NDI's cautionary approach and desire to fully test all components multiple times offers a valuable advantage they fully intend to seize. By relying on the most skilled & bravest pilots Kerbim over, UR can abandon all preconceptions of caution. "Mechanical failure occurs on even the most tested of systems. Here at United Rocket we Trust our pilots to have the required skillset to deal with little things like unplanned disassembly" The director kindly shared some pictures of the UR_T-0_Orbiter. Apparently, the T-0 was designed and fabricated within 20 minutes of opening the doors. It sports an impressive [redacted] quad engine from Rockomax. The Orbiter incorporates spare parts from everyday appliances that can be found in any Heap Kerbin-wide. Though UR wants to adopt a zero sophistication model to its designs, you shouldn't try this at home. Just because you can reproduce the Rocket design doesn't mean you have the skill to fly. Here we can see a successful separation. A clever application of old hatch back parts to improvise a decoupled. Way to go UR.! KNTR asked for more pictures but UR reported losing contact with the craft shortly before renetry. That's OK they plan to launch each day this week and KNRT will be there behind they dumpster ready for a scoop.
  4. I imagine it has to do with level of developement. I admit the idea behind it sound amazing. [ Let the community continue to make awesome contributions to a franchise largely kept alive by that very communitys' efforts. ] But KSP1 and KSP2 are shaping up to be completely different entities in all things but name. My thoughts on this are.. When something grows beyond a single individuals ability to control. They evaluate whether or not it's worth an attempt to maintain control over. When a global entity has this issue, they delegate. I think if enough people from the community came together to organize and structure..but the effort would take clear communication amd dedicated work of a few to direct the creative efforts of the many into something worthwhile to use. I think PD trying to maintain a wiki isn't going to work well. If the output of the KERB and discord / forum involvement of current CM are anything to go by ... the wiki will get an update a few times a year. Maybe they can recruit some members of the community to function in this capacity. Get a helper credit on something somewhere and a bit of swag.. I don't know but a dedicated wiki that is up to date would be very bad ass
  5. This is listed as the offical thread on the spacedock download page. I am having trouble getting the newest version to work. The game hangs up indefinitely when loading some of the assets. There was a previous comment that has been amended stating (IIRC) to delete the cache in the PM folder? I think there is still some kind of issue with the most up to date version of PM. Curious if anyone scanning this thread has had similar issues?
  6. This is brilliant. I only discovered KSP1 a little over a year ago and am so happy to see such a dedicated modding community. Still actively modding a decade later? I am looking forward to having fuel cells that dont destroy a mission when i forget to turn them off and come back a week later!!
  7. I think the engine plates have a cleaner aesthetic for all but nuclear. With Nuclear i find attaching the engine along the radial array allows for more versatility in design. (Like Magnemoe said) My problem is with the node separation distance on Nuclear. It creates a large area of unusable space. The entire Distance Spanned by the Fairing is less than ideal for attachments. This was the interstellar section for my Duna Explorer. The nose cone was a last minute satellite relay bc it was a one way mission & I needed to beam the data home.
  8. In this situation, i would try to use mono prop and burn toward the station. This may offer the only chance you have to save the poor stranded Kerbals before they freeze to death in the bleak interstellar winds. I would take a deep breath, it will be OK even if they miss the station and disappear into the out reaches of the empty Void. There is a New Kerbal Management office at the KSC. You can find it under the "mods" office. Look for the sign that says 3rd floor (CKAN) and look for the squat green guy behind a desk. After filling out the proper KZX332 (DL MOD) you should be all set to recruiting new kerbals with whatever name you want. Including the new replacements for Val & Jeb.
  9. This happens to me alot. Test then on the runway before launch and adjust slightly. It seems to happen to me when the engine plume effects collide with the other engines. Smaller engine with smaller plume effects seem to allow a little overlap. Bigger engine go boom. In the situation ypu have shown. I may be inclines tp attach the large radial hydrogen tanks using 4x symmetry two times. Then you can attach 4 NERV to one of the radial arrays. Good luck in the next one.
  10. Shadimosity - A state of being where one is compelled to Cast Shade. "I can't fathom what i have done to deserve so much shadimosity"
  11. @Mike S If you roll back Patch Manager to the 0.9.1 it and remove any PM specific mods. This mod will run fine despite the Main game Version not being 'supported' by that version of PM. I cloned KSP2 vanilla and installed the specific mods w/ required compatibility. This mod is well worth trying. You may have you reasons for not wanting to, but i will tell you that it is quite an extensive overhaul of the main game, Similarly to the RO, RP-1, and other mods of that Nature. By redesigning various aspects of the base game, like variable fuel, drag dynamics, Tech Progressions, and whatever else has been done... there are slightly different approaches that might be required to problems. Also, the supplemental missions are exhaustive compared to the Base Game and much intuitive in progression. It starts you from the ground floor of the agency. There may be a few issues. One thing i would hope to see added one day is a change in when the lander can is acquired bc Kappy Rock hits your mission list pretty early. There is a bug as seen above. Aside from a few issues I've encountered i would rate this as an outstanding work in progress. Without trying to antagonize anyone i would recommend if you do give it a go.. to Try submitting bug reports as specific as possible but not actually engage in any long term back and forth exchanges about recommendations regarding the bug. Simply report and everything should be gravy.
  12. This recommends the Far Future and near future. I am use to a couple of the other mods that offer faster travel and was wondering if the outer worlds would be playable. I started to get the various futures mods but it added quite a number in total with dependencies and the far future isn't currently managed. I have a significant number of parts mods that i have curated and am comfortable with. Just curious if this was do able. I assume that if specific aspects were tied to these parts, like missions and such it would be required. If strongly recommended means this will be very difficult with FTL and warp drive i have a vanilla install i use for custom mod installs and can work that up. Looking forward to trying it one way or the other
  13. I am not casting aspersions merely asking.. Would this not be predicated on some kind of local fuel production on Mars? I suppose you could launch a series or smaller payload vessels that were fuel only. Then you could rely on manual refill and not autonomous and may decrease the time line (in terms of feasibility) a bit.
  14. Rovers and Kerbals needs some work... My kerbals should be skidding and bouncing across the lunar surface.. not my rovers. Sticky Feet bugs the heck out of me. Was the implementation of VPP in KSP1 the result of community feedback, necessity? A better articulation are there benefits to trying to build customs wheels without a VPP? One of thebposts suggests that such variation offered by KSP would preclude VPP.. but everything I've been able to find in the last 30 minutes seems to suggest that being a major reason to use one. However, if liscencing fees are exchanged google would be more likely to suggest its need. Im curious and dont really know Maybe the developers didn't play woth rovers the way some people don't make planes
  15. I can repeat myself too.... Laythe has an atmosphere capable of flight. There are other games out there without cute little green men and spaceplanes. These games lack complex science requiring planning around. The fact that they made the Sniffer pause and restart when entering biomes was the lifting of restriction for players like you. A space faring probe in low orbit is capable of gathering the science after a couple passes. I personally feel adding varying times to experiments was one of the few things they nailed. The idea of complex science being done with nothing more than instantaneous readings was somewhat silly from the first. I am hoping that there will be some experiments in late game that take hours, days or even longer.
  16. Good is often a qualifier that is subjective in nature. Many here view the reasons given as *good* I have already saw a couple "good reasons" to keep it restrictive. IMO making it less restrictive would further diminish the difficulty / learning curve of the game. Perhaps a very good reason would be to help encourage you to get better at atmospheric flight designs. There are locations outside of kerbin that allow for atmospheric flight. This seems a compelling reason to have some focus on planes in a space game.
  17. Once again. The mod is pretty awesome. It's is apparent it is a labor of love. I hope it acquires the Cult following of RP-1 and the like.
  18. There were some Variants like with the lander can, but i don't know of actually resized parts beyond tweakscale
  19. Restarting the game several times... And phsychotically developing a series of agencies and story lines. WMCC Mod - Probe First Kerfarious Rocket Industries (Focus on NKO deliveries. They reportedly accept Kip Coin & Gold. Despite many attempts news agency KNRT has been unable to gain access to a client list) Vanilla Consolidated Kerbal States (The premier agency on Kerbin. Formed from the ashes of the world. Primarily due to public outcry over being misled about the Umal discoveries in system When governments absolved in favor of a more homogeneous corporatized structure, CKS emerged to lead kerbalkind into the stars. Unfortunately all the KSC-1 datuh archives & rocket designs were lost in the merger & CKS has had to start the program from the ground up.) There are a couple more constantly fighting and vying for accolades & public acceptance. The airwaves are filled with static & garbled communications from beyond kerbin. So what did I do today.. I stared at the screen and pretended my little green men were real people competing against one another in some imaginary space race.
  20. Seeking a little Hand Holding to Break into KSP2 Modding ( Absolute Beginner) Hello fellow KSP2 modding enthusiasts, I want to dive into the world of KSP2 modding but am an utter neophyte... and I’m feeling a bit overwhelmed. I’ve started following the steps on the Wiki I was directed to Step #1 (Install VS & Unity) - Success Step #2 (Install Git) - Choice Paralysis Choosing SSH Executable? Choosing HTTP Backend? Configure the Line Ending Conversions? Configure the Terminal Emulator to use with Git Bash? Choose the Default Behavior of "Git Pull"? Choose Credential Manager? The Above are things i don't fully understand and would like assistance in choosing the correct options. Challenges: Git Installation Confusion: I’m new to Git, and the various options during installation are confusing. Which extensions should I append to my projects? How do I handle SSH? These decisions feel important, and I’ve tried searching online, but I lack the foundational knowledge to make informed choices. Beyond Comfort Zone and Asking for Help: I’ve seen others progress further before seeking assistance, and it’s making me hesitant to ask for help. I know I’m not stupid, but stepping out of my comfort zone feels daunting. I appreciate any and all assistance that the community is willing to offer. I am hoping a little bit of hand holding in others free time may be able to help me successfully get my feet wet. Based upon other new things that I have picked up in the past, I am hoping once I overcome some of the technical hurdles, I will be able to learn as I go. The experience I have lies in editing single text files of Json and Bit Map edits. A little bit of Sprite Creation. I do not have any experience on this level but am excited to one day contribute to the modding scene. (Answered) - Thank You
  21. I have just installed a brand new Vanilla copy of KSP1. I have been playing for almost two years with quite an exhaustive modlist. I want to clean it up a bit an shrink mod / part count to something more reasonable. Ive been looking forward to this so that i can test it out before i go for a fresh start. This looks truly amazing and is a testament to what is keeping KSP1 alive and strong.
  22. I loved the attention to detail in a few of the passaged from the various gunslinger books... There are couple of times where King actively describes the complicated mechanics of Roland Reloading. He practices the act with coins and bullets dancing across his fingers. Such a great homage to the spaghetti westerns with a dystopian fantasy theme. I consume a ton of media and books, Roland of Gilead is one of my favorite tropes / archetypical heros. The non edge-lord redemption arc.
  23. Any news on whether the dev teams are considering the Arrow keys and a possible open remapping option for this? I know it has been a topic of discussion in the past, i was just curious if anything official was ever heard about maybe one day getting to remap the arrows with rover controls. I have been contemplating a 3rd party custom keypad for my laptop. Anyone have experience using 3rd party systems like a macro pad? I know flight controls require the modlets but was hoping something like this would work bc its using software to emulate the keyboard.
  24. Once again the Aziz has missed the entire point of the posting in favor of espousing the wonders the game already has in place. I for one would love a color indicator of some kind to let me known which Piloting mode the game is in. It is far easier to register a visual que than intuit from wacky control responses as you fail to execute that docking burn / maneuver
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