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Everything posted by Fizzlebop Smith
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What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
This has been my largest fear all along. When they abandoned procedural missions for favor of railroading your tech choices with their new mission dynamic. The old mission style could have offered enough repeatability for many of us to be concurrently playing while we await more content. This may not be the root of others concern, but seemed to me that they abandoned a core game mechanic that wasn't broken. I felt the vision at that point was drastically different than what I was hoping for. Thank gawd for mods -
Kip Durran from the Novels was pretty terrifying https://starwars.fandom.com/wiki/Kyp_Durron#:~:text=Kyp Durron was a Human,Imperial rampage in 11 ABY.
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I have never played Sandox and use this With some frequency. K2D2 is integrated with flight plan mod. In the app tray you will find a option to open one of these GUI Flight Plan Manuever Node Controller K2D2 These are related to the icons you see in the bottom section of the window above. The cute little icon of a Ketsro Mech that i have Highlighted Yellow is the one that opens up the K2D2 GUI.
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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!
We promise regular communication updates to the community, KERB coming friday! -
What happened to increased communication?
Fizzlebop Smith replied to DoomsdayDuck555's topic in KSP2 Discussion
This is probably true. There is always a shifting expectation/ standard of how things are generally done. I am not attacking your stance, merely supporting my own feelz. The problems is (IMO) many of us feel This is supposed to be the **official forum**. Forums aee the rements of old BBS systems where the community came together before. They are where the community shares things with one another traditionally, depate ideas. A paradigm shift should predicate an equal effort on both fronts until a large portion of the community is no longer using the forums. I am old. It is up to them to understand their user base a realize many of us are not the most savvy with discord. Where the forum was on the bones of something old and alloweded a familiar transition... Discord is not this. It's clunky, poorly designed to filter large bodies of constantly updating threads Until it improves and the rest of us old bogeys kick over, please bring us info to the forums.. -
KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
I see that the mod has received quite a few downloads on Spacedock. I was wondering if anyone visiting this particular thread has had success in getting this mod to run? If so, what MODs aer you running aside from KSRE. History of Trouble (Currently KSRe 0.20.7. Prior to removal from CKAN there was a 0.9.0 PM dependency. I was able to get that version running stable. Since moving to 0.20.4 and the newest versions of PM were included into the mod, i have not been able to get the MOD to load successfully. If anyone has had success please post here. If there author views this still. I am encountering the same conflict as 0.20.5 -
Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
I tried to make it clear from the onset that my frustration was exactly that. But I will add weight to thay by saying it is not working the "many of us would like" I try not to devolve into personal attacks and try to step away when frustrations mounts. I don't like tp be argumentative. My perception regarding the forum causes frustration too. It seems a number of people will post a particular view regarding a bug / unfavorable mechanic. My thoughts seem to tell me others would either respond with, "OH I agree, that mechanic is quite irksome" Or alternatively People may say some variation of, "So wrong, I like that," / "No! Don't change that" But it often does not proceed thay way.. With members providing opinion about other factors. It often involves quibbles of verbiage, syntaxes, or heaven forbid the OP was not native to english. A quantitative sample should be able to be gathered from various feed backs. LUA training on a LLM to parse the digital tonnage. The feedback provides value to the development team, not specific choice of language. I am not talking about the Toxic vitriol spewed across much of reddit, just a general tendency to not actually discuss the elements highlight by an OP in favor discussing various qualifiers used to support the stance. I really try to disagree by posting supporting reasons for my view instead of trying to minimize the other other person's view. I do not feel that the core gameplay loop was maintained, not as a career player. I even feel the science returns don't full support a realistic approach to the tech tree. KSP1 could approach the tree without missions. KSP2 does not have that. In KSP1 the contracts supplemented the gamelplay "loop" of the game with 2 having no actual loop. By loop I mean replayability. There is no replay excitement with completing the same missions in perpetuity. I understand they may add more missions... my quibble is the lack of a loop. No replay. I want unique missions. From my perceptive lensing this means they did not maintain something that KSP1 nailed. In essence the distilled sum of my frustrations. Taking something thay worked in favor of something else that is untested. -
Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
Essentially you are arguing semantics to agree with me. I am not familiar with the nomenclature of the industry. I was trying to mention my frustrations in about the mechanic. Not the bug. Rhetoric Noun 1. the art of effective or persuasive speaking or writing, especially the use of figures of speech and other compositional techniques: 'working as intended' means that the base mechanics involved are crunching the way they were intended and for the uninitiated masses is a figure of speech regarding the state Timewarp Mechanic This is supposed to be the place that the community comes to voice its frustrations. Instead of disagreeing or voicing a different point a view, it feels there are a couple people that try to enforce a policy on focusing on a semantic quibble. It needs tweaks. The outreach of the dev team often feels as rhetoric. Things thrown our way to appease, and often without sincerity. They may not have said It works as intended. The core of my post revolves around things i have and issue with still and this is one of the mediums that are provided to voice my frustrations. Not incorporating core Game Loop Mechanics that i loved so much about KSP1 and Timewarp are by biggest gripes... and {my perception] of how community communication is currently being handled. -
Bug Status [3/11]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
This is one of the chief things bugging me about orbital maneuvers, there are some work arounds. Most of the time it is more beneficial to perform a maneuver as far out as possible, for maximum distance for DV, but what about a capture? One of the work arounds i employ is to create a maneuver and move it ahead in time via MNP. The in-game GUI will let you slide it ahead but i don't know if you can slide it into another SOI. The also changed the node burn mechanics. It is so similar yet so different in the way that it no longer splits the burn. For some reason the split made much more sense to me for calculations along the tangent. Time Warp is insanely infuriating. I HATE the works as intended rhetoric when something is clearly not functioning in a way that is conducive to play. Putting along a celestial body for 10 minutes in real time while waiting to execute next action is atrocious. It may be functioning as intended with obvious tweaking. I know the physics models need to drastically change when Atmo is encountered, and the game is queued to switch how it crunches these physics at a certain point. Let's continue to refine the formula applies until we can visit other bodies without brain bleed. Often i find Scarecrow a bit aggressive in approach with sometimes what i am convinced is hyperbole to illuminate a point. But often i agree with the point. This time you have summed up so very much of what i feel. If a couple elements from KSP1 were already incorporated into the base game i feel i would already have the replay value to silence me until significant updates arrive. They have completely killed the original gameplay loop without offering anything substantial to replace it. Many of the UI changes and tweaks are a result of feedback that i feel could have been polled from various community resources before the game ever even hit the ground. If communication was truly what was desired, they would have had a series of feedback opportunities on things at the early development stage. Things like asking for a write up about what people like about maneuver nodes and how they could have improved. Which are your favorite mods from KSP1 Which core gameplay features are a MUST I could go on... there are examples of other companies with close ties to the community that actually foster that communication early enough on for it to matter most. Just think about what could have happened with a CM in predevelopment with a select group of people and prominent streamers previewing videos and doing interviews and funneling the feedback of their base. Monthly KERBs about feature they want to emply with opportunities to steer them in a more community friendly direction from the onset. I still think this will eventually shape up to be one of the greatest games of all times, but im becoming more and more convinced that this will solely be due to the amazing efforts of the modding community. My tirade is over... props to scarcrow-domus for maintaining objectivity where i let my hope and excitement often overrule my usually stoic sense of realism. KSP always gets me in the feelz and i get so excited about the littlest things only to be sad. -
CommNext [v0.7.0 for KSP2 v0.2.0]
Fizzlebop Smith replied to leonardfactory's topic in KSP2 Mod Releases
Actually... reread your post No real question in there at all. I was attending to offer advice on how I was able to play WMCC with commnext I did exactly what I said until I had satellites in orbit around kerbin. After that I returned the setting to default and have not had any issues. Maybe reword it a bit nicer and ping one of the authors with that question. Since there is an actual question this time. -
KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
Current Version (0.20.5) Crashes on load up. I do not know enough to tell if the logoutput is also relevant, so i shared both. The KSP2log shows something happening with hydrolox assets not wanting to load. The game does load fine once i remove the mod folder, but i do not know if the nature of the conflict involved is due to my mod build, or something else. Here are the links to the log files. If others are required I will happily submit them and hope this project continues https://drive.google.com/drive/folders/1FFeAAu67T8PlK215rcehNtJnmx6uRmtW?usp=sharing -
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
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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/
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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.
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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
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KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
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? -
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!!
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Liquid Engines are overheating on multi-mount
Fizzlebop Smith replied to DuBisch's topic in KSP2 Discussion
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. -
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.
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Liquid Engines are overheating on multi-mount
Fizzlebop Smith replied to DuBisch's topic in KSP2 Discussion
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. -
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"
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KSR-e (No Negative Feedback Please)
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
@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. -
[1.12] Other Worlds - A Story and Planet Mod
Fizzlebop Smith replied to Pkmniako's topic in KSP1 Mod Releases
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 -
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.
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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