-
Posts
728 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Fizzlebop Smith
-
I would love to assist in helping to make some custom missions. Give me a list of specific criteria and what order to list it in. I am not incredibly skilled in technical aspects but learn at a somewhat faster than moderate pace :} Also, would love to contribute in some way to such an amazing project. If given an example of what a filled out template would look like under each section and I would have way to spend non D&D weekends. Now I am going to start making some fictitious agencies and try to determine what aspect of cosmic exploration falls under their purview. .. but thats what i do anyway whether making missions or not.
-
Mod support .. if it is going to be a future the developers consider relevant. Need to be considered from the ground up. What made KSP1 as successful as it was, larely was due to the modding community. Much the same with Morrowind, Space Engineers. Mod support does not need to be implemented early on, but the foundation and thoughts should be. Otherwise you end up with cobbled together monstrosities.. or 3rd party injectors laden with malicious coodies.
-
I love all you awesome people thay bring us so much cool content. This has been the best news, related to my world of gaming, I quite some time. My boss is gonna be so mad when i spend half the morning looking through the above and looking for rabbit holes. Wooohoo
-
I feel OP sums up my perspective pretty well. I truly hope this is due the the current state of developement and not an attempt to railroad my playstyle into other systems. It took me probably around 800 hours in KSP1 before I started to plan regular missions outside of Kerbins SOI. I know not everyone uses the same slow, methodical approach i (and my completionist nature) are compelled to. That is what makes the glory of the first truly shine. The wrapped a sandbox into a game. No wrong approach. Have fun, explore.. learn and kerbal the Cosmos. Hurry up and unlock everything.. or what is more likely.. do a few missions and lock yourself out of future success bc you wanted a couple cool parts. Usually, no big deal. I'll do an extra 60 missions amd make up for it. I think there is enough feedback that specific improvements will come to address these shortcoming. I am still extremely excited and hopeful...much of that is overshadowed by a deep seeded fear that multi-player/ colonies will superceded any an all aspects of solo play. What I mean to say is.. I hope they drop the push toward linear expansion and adopt a model based exploratory progressions.
-
Everytime I build a rocket or space station I have to stop myself at some point. As the basic needs of the craft begin approach that minimum level acceptance criteria I start to say things like "Oh, I bet that would look super cool" or "A radial array of that Truss Fuel sun assembly would look amazing right here". What begins to happen is truly transformative. TWR quickly approaches an unusable number on the first stage or two. I revamp the various thruster options available to me. Become disappointed with relative burn time. Slap MOAR FUEEEL. Repeat iterations of the last paragraph.. Fly.. Explode... Modify.. Fly.. Repeat until I have a really bad ass craft that will be used on multiple missions to come. I fly that bad boy to Duna or Somewhere that I have recently been. (Because I wanna showcase this bad boy on something I know I can do) Snap some screen shots and upload to KSPBuilds.com as Dunasaurus One. Hmmm. All those people searching for a paste & play craft will be sad. Even if no specific mission is associated with the craft, I feel the above mentioned idiosyncratic behavior is shared by many. The inner dialogue may vary slightly. However, most I speak to seem to suffer from some form of conflict with the "nature of awesome". I see a great number of uploads with a Mission that has been available and completed for some time. I have all of tier 2 unlocked and am selectively working through 3 but cannot paste a craft title for a mission oh so long ago. It just sucks. I don't know if others playing exploration feel disheartened by this? Seems most of the craft shared is from sandbox or a much later tech unlock. I am getting better at craft design, but wish there were more options for low tech design. I know eventually there will be a plethora of thousands and thousands of craft and it will be easier. *Violin Fades to Silence*
-
This makes my day. The breadth of whats on the forums is huge and i often miss the things i am looking for. Thank you for Illuminating the darkness that is my KSP experience. I am beyond excited to here about this and will absolutely be reading about Kapitalism now. Do you have a link to anything talking about the status of this or which sub thread may have snippets? General searches return a bit of off handed comments by redditors liquided at the lack of contracts / currency but nadda in official capacity.
-
I don't know if it's possible or not... but I was hoping someone could pick up the much needed slack the game has left on the mission front. I have seen the science archive and know there is some way to track that. My modding skills are limited to very simple Json text editing. I was looking through the way KSP1 specific contracts were set up with regard to code, but I have no earthly idea where to start. Ii would love a simple science call. If you've been to the planet here are 5 random missions you can choose with no real mission flavor text. I would help in anyway I can, but right now some cute dialogues are the limit of my skills. Is this even possible with the way KSP2 is currently coded? Is modding in a Bep/InEx incredibly difficult vs making buildings / troops or simple aiblogic in something like mindustry? Seems daunting looking in from the outside, but the lack missions and gameplay to promote actually exploration is lacking. Thanks to any helpful answers / insight or parties willing to tacke.
-
Flight Plan [0.10.7 for KSP2 v0.2.2+]
Fizzlebop Smith replied to schlosrat's topic in KSP2 Mod Releases
I know that a lot of bugs are being worked out, will be worked out and such...especially as updates mess with all of your fine craftsmanship. I just wanted to say that mechjeb2 was extremely buggy with regard to certain features. Other feathers like orbital calcs were inclined to bug out occasionally as well. One instance i recall trying to 'return from a moon' @ 20KM would toss me out at 2.4m KM from Kerbin. I know that manual adjustments can be made and often the end result, but i kept altering the desired orbital distance and would get slight variation in end Kerbin AP, but not really anything when considering cosmic distances. Reloaded saves and nadda. After a while i realized i had wasted way too much time doing nothing at all and ate dinner, went to sleep. Next day after a fresh restart and reboot of the game can you believe that 'return from moon' @25KM and ended up 100KM from where i wanted. Anyone familiar with Mechjeb2 knows that distance was rarely close on that feature. Depending on your relationship to the ecliptic on return and such. I know this may not have bearing on all the things encountered in this thread. Most may be legitimate issues to fix. Others may just be the result of some quirky *interactions between the game* & a Marvelously Cobbled together (constructed) Glory of complicated code. Sometimes, the digital gods are just angry at us. Should i remedy the sleep deprivation now? ... or play some more KSP2- 242 replies
-
- plan
- totm.aug.2023
-
(and 2 more)
Tagged with:
-
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
Oooh I like that. What I suggested would never really sail... too reminiscent of the old RPG where your first fight is the end boss then you reboot to zero. Your idea would be super cool. Love the Fledgling takeover. Could even Interplanetary probe mission that loses control could work with the com-net suggestion or any other number of approaches. Those are the kind of things I really hope make mod content one day. @Hanuman do you play with any mods? WMCC Is pretty fun and a rewarding experience more in line with KSP1 but adds a steep difficulty gradient in some aspect with Tech unlock. I admit it's winning me over more and more bc I know the community will bring those things eventually even if the dev do not. Thank gawd for the modders. Yea. When you said thay earlier "no wrong way" and how people are mis-infering that it's too hard. All thay clicked a light and I knew how to better articulate when people respond to me similiarly. -
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
^^^ Yea.. science isn't stoopid. We make fishin' go BRRRRT. I've seen more traction gained regarding the number of complaints leveraged specifically at the short coming of exploration. I there's alot of bugs and UI concern along with an entire road map. Most *suggestion* style improvements beyond the scope of above mentioned occur from convenience or at the back end. I saw this awesome badge mod today that adds nothing but fun!! I know once as stability increases the amazing modders will remedy my biggest issues 1. lack of missions to promote varied playstyle 2.lacl of self generating often repetive datuh collection at the heart of any real science program. Onto the veracity of Exploration as a single mode. I will use the fact that one is a subset of the other (the other being what we seem to desire more of) to support my stance. There never was any need for two separate game modes. Career was always essential Science Plus. A few changes to weighting of science and everything else is on top. This could have been acheiced with a box you clicked when starting a new Science Mode game. One thing that was said which should be posted atop every white board around headquarters "There should be no wrong way to play the game" A single forced interplanetary mission with a prefab craft and assisted maneuvers could correct that need to drive people interplanetary and show how easy it is. You capture SOI and cut to landing montage. Then jeb wakes and enters the frame. Walks and out and sees a very simple jumping flea and sighs. Mission Control Then when you get to Duna you see a spectacle from Jebs Dream Alas I have too much time and daydream often -
Celestial Glow [v0.1.2 for KSP2 0.2.1.0]
Fizzlebop Smith replied to WiS3's topic in KSP2 Mod Releases
Thank you Munix for benefit of your experience -
Tier 1.7 Sub Assembly A Malfunction in a new product from Kefarious Enterprises ensure they continue to stay at the forefront of Kerbal News Right Then Headlines. The accident was rather minor as no Live Kerbal were injured when the Kylar fabric housing flammable fuel mixture gave way. Official Finding rule the culprit as a smoldering Cigarette. The Innovative new Containment system from Flooyd Industiries causing all the fuss seems to "BE" the BBB Compact Cluster. Officially labeled as the Bigger Better Baguette Liquid Fuel Containment Balloon seems to be quite popular with crowds gathered for demonstration day. The blinding white light of Kerbol reflecting off a multi micron Kylar Balloon filled with highly flamable Methol Oxy fuel Mixtures is quite dazzling. Inside sources have reported that the secret to the success is using the successes from last weeks launch in todays design. By attaching all the left over balloons from the canceled weather program to a single anchor point, KE has efficiently created a lightweight liquid lunch any lander would be proud to slurp. Inside sources around the water cooler say that the assembly line approach to rocket design has cut Kefarious Enterprises bottom line in half. Initial Quarterly Broadcasts suggest a record amount of KER-Bling. Apparently Kerbal News Right Then is supposed to be asking for Volunteers. An overnight SAR team is being put together to locate the Brave Jubileah Kermin who still has not been located. In the typical Kefarious cost cutting manner, they only added enough fuel to satisfy "demonstration expectation" and the TWR were drastically miscalculated. With all the money saved on corning cutting and stuffing balloons full of gas.... sounds like quite the party. Jebidiah Kerbal with Consolidate Kerbal States was caughttrying to sneak into the event, but the overalls were a clear violation of the dress code. Sub Assembly Link KSP Builds - BBB Compact Cluster This was inspired by a craft "Fat Duna Lander" that was outside my current tech playstyle and therefore unpastable
-
Celestial Glow [v0.1.2 for KSP2 0.2.1.0]
Fizzlebop Smith replied to WiS3's topic in KSP2 Mod Releases
I was very excited to get to actually see things without nuking my retnas from cranking the Gamma. This more never gets entered into the mod loader for me. I have other Mods that are outdated by the Community Verifying - Thingy. Those mods still work with the newest patch though so i do not know why this one isn't working. I have very little experience troubleshooting this kind of stuff and am hopelessly lost when nothing crashes. The red stuff in the In game Window is what i search out in the Logs to start my rounds of Google-Fu / Bing PT that S%*$. If this does get up and going or someone has a work around / solution for why it isnt loading, Please let me know. My initial thoughts is that dependency is an outdated spacedock? -
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
I do not necessarily think that both modes are disparate. I believe a great deal of additional conetent could be toggle options. Play with the game feature you most enjoy! Some may be derivative of others or be dependant but finding the *advanced tweakables* of explore mode itself would be awesome. -
I so completely agree with you about this. People in conversation keep confusing my frustrations with an inability to navigate the (not too) difficult task of landing on a different planet in the game. I have 1500 hours in KSP1 since i discovered it two years ago. I had reached some of the various planets and **adequately** managed to successful rendezvous... Before I discovered CKAN and the glory of Mechjeb. I honestly love the interface and mechanical approach to teaching in game mechanics. Those i could not get interested in KSP1 because it was too hard are actually able to hit Ike in KSP2. But it is prohibitive in its approach to the game mode and punishing if you dont pick the right choices with each mission unlock. Career was amazing *Because* it was sandbox plus. Like any management game trying to enforce some form of structured gameplay. The difference i think boils down to many of the points you mentioned, It is somewhat avoided on discord whether there will be a career mode.. it was stated early in that Exploration is intended as the Bridge to combine the two gameplays into one. I am so F-ing amazed that more havent rallied behind some of these specific points. Im becoming more convinced that many of the champions for the Rapid approach to essentially a Sandbox mode (Minus the parts you think are stupid) are those that really didnt enjoy playing career mode all that much in KSP1.
-
The first part of your paragraph sums up most of my *issues* with the current exploration mode. I am not saying I do not like the game.. but I feel you get penalized for wanting to actually explore. It's body go where no kerbal has gone before... and onto the next.. and the next..repeat!
-
Missions & Tutorials Feedback Megathread
Fizzlebop Smith replied to Dakota's topic in KSP2 Discussion
I saw this thread an want to add a suggestion for game play. Please bring back random mission generation. Have a second Tab in mission control to procedurally generated mission based on body / SOI. I do not mind seeing the same missions every time I play the game or start anew. But it distresses me to no end thinking this may be the sum total of my experience. Gone are random missions to gather valuable datuz from the poles of Eve? Passed through Duna on a trip around Kerbol? Hmmm, Floooyds wants to put a satellite there. I know KSP1 was very limited and repetitive (without contract mods) with regard to the generated contracts .. BUT It allowed each and every player to progress at their own pace. You were not PUSHED to endgame science quit so hard. I like the Push and ease of experience interstellar has become over KSP1. I think it is a beautiful foundation that is staring upon the course of glossing over what made KSP1 so special. KSP1 was truly the first game I ever witnessed that managed to Capture a fully sandbox world by introducing gameplay. What made it so amazing was the aimless direction that endless contract brought. You could putter around a system until it went dry (a looking time). Even if you create a whole series of missions that *encourage* individual exploration of each respective body.. it will be a pale shadow of the former if every one of those missions is always the same. (Edit I feel this is relevant bc I know a few people to quit playing once they hit a wall with some missions.. they feel there is nothing left to do. The gather data missions would give them something to do while remedying a few poor unlock choices or learning better control of mechanics) -
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
Campaign i think sums up the difference in KSP1 vs 2 You are playing and ever will be playing a prescribed campaign with the very same mission selections ever time a series of global / regional events are triggered There is no form of generated mission parameter at all.. even the one mod effecting mission scope is very specific and still within the scope of the original parameters. You are suggesting they may add more missions and I agree that is the case.. but it still becomes a far cry from what I was hoping for.. I want every time I come to duna to produce the required milestone contracts along with ancillary ones that make no difference other than exploring duna.. endlessly via repetived mission prompting. I see this progressing into a multi-player / crafter where missions will be similiar to quest givers in other RPGs. Build a colony on Duna .. here's the 4 missions to go along with it. Maybe some community generated ones even.. and that will surely be fun. But the same choices ever time + a couple. Science is repetitive and boring. If a rover were on Mars right now.. somebody would be devising missions right up until the wheels fell off.. and bet some may even be repeated. Real science KSP1 did amazing job creating a true sandbox with endless purpose. "gamification" I have a hard time seeing solo (re)playthroughs in the current scope ever having major appeal. I feel they have abandoned thay direction entirely because. everyone knows the very best games require an internet connection. -
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
Precision of Language Jonas! I love when someone succinctly sums something up so well. I hate the font too... but meh. Give me an exploration mode with better progression for playstyle. If one player wants to spend 2 years dinking around the local SOI to *explore* the system in KSP1 was better equipped to facilitate this It another player with the exact same install could push for that Tier 1 mega collector of science and try to rush the outer most reaches of the cosmos... and the mission system of KSP1 would continue to generate "newish missions. (So far and beyond that with the contract packs) Yes a good deal of these were repetitive and endless launch cycles are ALWAYS boring AF.... BUT Even vague and poorly worded vaguely generalized directions can lead to wonderful new journeys of discovery. A mission to place Space Station in a SOI you only briefly visited before? Let's collect science from the Poles of Duna... Yes you may have collected science from 10 other poles.. but to ME having the selection of general / repetitive / redundant contracts allowed me tp feel like I was actually managing a space agency. What I have now is a glorious new overlay for sandbox with a few nice introductory missions. To sh%& with the spirit of the original career mode. I truly think science & career can successfully be combined... But it requires combining them. I feel the current version is like some Frankenstein fruit tree where the grafts are refusing to take. You have removed the bulk of what made career what it was & hot glued it to a mostly intact science base -
Tier 2 Craft Introducing the Brand new Lander Lander_Mk1 from Consolidated Kerbal States. As the CKS sphere of publicity continues to grow, they seem quite persistent in capturing the publics attention. What is the use of the New Lander Lander series Lander? Director Kerman flatly responded, "Well, for when one landing isn't quite enough" The Hermes_S1#03 Tele-Foto Probe above Minmus shows the new craft here with a secondary redundant lander nestled lovingly on top. Tim there in the picture seems to be contemplating the long way down. Does it have a ladder on that side? Nobody knows. Kerbal News Right Then is happy to continue to bring the interstellar progress of our far flying Kerbal friends right into the comfort of your home. There are rumours from our sources within Consolidated Kerbal that there is a suggestion floating around the office to implement a Live Streaming IVA Open Portal to the Public. Soon you will be able to fly along with these Daring Kerbonauts and never even leave the comfort of you Spawning Pools. One thing is Certain, the size of the rockets continues to grow with the Ego of the Director. If this continues to be the case... They will have to big a larger LaunchPad. Link To Craft File KSP Builds - CKS_Lander Lander_Mk1
-
Adding symmetry modes
Fizzlebop Smith replied to Deadly_Laser's topic in KSP2 Suggestions and Development Discussion
When making a Vessel in the VAB with the new Symmetry mechanics, it works better to remove the section you are wanting to 'work on' from the larger craft as a whole. The various parts are not arrayed in weirdly exponential progressions with each subsequent outward expansion. Once you have fully designed this component to the Visual / mechanical combinations you desire... Now place it on the main body of the Vessel where you would like to go with the proper symmetry array on. The articulation of the above may not be as clear as it could be so i will use your example above and how i would approach it to achieve the desired effect. Create the Core Booster for the Eventual 8x Array around Main Vessel Select the white box that looks like a rocket near the first spart you placed in the new Booster (It will Turn Green) The Green Box indicates which of the sub assemblies have your current 'focus' Select 4x Symmetry and place this Booster Design to the Main Vessel @ either 90 or 45 degrees Alt + Select the Booster you just added and place off to the side Select the White Box so that it turns gree Now add the Stabilizers with whatever symmetry array you choose Place this Sub Assembly on the Opposite Degree of the first 45 or 90 [This i has significant troubles with regard to struts and fuel lines in the post attachment stability / asparagus-ing and tends to only work well on the anchor of the respective subassemblies] i definitely agree its broken and need serious QOL adjustments in the editor itself... i was only trying to offer up the approach that i have found to work around some of the twitching symmetry -
Tier I - SubAssembly XR332 - SRB 'Tomakak' This is one of the prefabricated assemblies that United Rocket frequently employs. Though creating a lack of Aesthetic variance across multiple product lines, UR has significantly decreased operating expense over the last Quarter. By standardizing the XR332 SRB, it allows new designs to easily implement a significant Delta V Boost without the normally associated KER-Bling spent at design / prototyping stage. The demonstration performance today was a little ad-hoc. Usually only employing the XR332 on orbital yields exceeding 100TONS, United Rocket seem to want an impress the investors. When they attached a Quad Array of XR332 on a Hermes One Relay Half Ton Delivery system it nearly split the sky with its fury. Directory Kuku could be heard over the PA yelling "WE Give you MOOOOAR BOOOST" Sub Assembly Build Link KSP Builds - Tomokak XR332 SRB 1- MB 650 Beam (Assembly Anchor) 3 - SRB KD25k 'Kickback' 9- SP S-12 Structural Plate 1- SP T-12 Structural Plate 2 - LPCS 250 'Conversion' 5- Mk5h Nosecone 1- SRW 125 Reaction Wheel 1- CT S-4 Circular Truss
-
The new VAB editor is pretty wonky with the way it handles the Craft Files, no? It is hardly intuitive, but i am beginning to get the hang of it... or at least one use. 1.) I have a single Workspace where I paste all my subassemblies so that there is not a great deal of bloat within the Craft Manager Load Menu. 2.) When editing a single sub assembly i will paste it into a new workspace --> Edit and Return 3.) Whenever I want to 'merge' a subassembly i load it up and Copy the one i want --> Open Current Vessel Save --> Pase and Place IF you use the 'Merge' Button to bring either multiple sub assemblies or a single sub assembly there needs to be enough offset that whatever is brought together will not clip over each other and make individual selections impossible. I Have not really seen sub assemblies shared. Whether in KSP1 or KSP2. I think this may be a Novel approach to assist people that are struggling with design. Many of the Craft shared via Drive or WWW.KSPBuilds.com are not usable by those that are not playing 'Sandbox' or have yet to unlock significant chunks of the Tech Tree. @Ceci664 and I posted some Tier one vessels, but I think sharing sub assemblies would allow players to share functionality as a foundation that others can either 'slap it onto' (Like a Radial Rocket Booster Package) or "slap something on top of' Like an undercarriage for lander / rovers. So far in KSP2 I have not unlocked enough parts to utilize a ton of Subassemblies but in KSP1 it was a pretty big part. I am going to share a couple of mine below and hope a few others may post some cool things that i haven't seen before. Even a nice science / battery package would be helpful. Who doesn't get tired of repeating the same various basic elements throughout multiple designs runs?