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KSP2 Release Notes
Everything posted by Fizzlebop Smith
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Where's My Crew Capsule? [v0.0.4 for KSP2 v0.2.0.0]
Fizzlebop Smith replied to cheese3660's topic in KSP2 Mod Releases
Thats awesome. Makes me hopeful there may be at least some community driven mission packs to come even if the core game never embraces the random contract mechanic of the past. -
Where's My Crew Capsule? [v0.0.4 for KSP2 v0.2.0.0]
Fizzlebop Smith replied to cheese3660's topic in KSP2 Mod Releases
Ok... You are are awesome. I mean the mod developers in general are my unsung heroes, but WMCC goes a long way to capturing various elements of the first game that i have been missing from the second. The new tech tree is much improved and creates a level of realism & immersion seriously lacking. I understand the need to appeal to the new generations or less or trying get a larger market demo than "space nerds' but there I get very little feeling of milestones in the current design of KSP tech tree. Thank you for this mod. I am also having some difficulty advancing along the tech tree as the science is currently geared, but it has encouraged me to go about it another way. I have turned science returns up to 125% and leave missions rewards alone. Also, as the mission dialogues and orders are slightly tweaked but remain largely the same. Is this due to constraints in the game itself or was it due to an attempt at maintaining balance? The reason I am asking is because of my love for the way KSP1 approached missions (contracts). There is no random generation to the Missions in KSP2 and i was wondering if that might every be something they brought back.... I am desperately craving a contract configurator and subsequent packs but have not seen the Dev broach that subject. -
This is why I miss the procedurally generated missions / agents dynamic of the first. There are a couple early Game builds on the forum. Some early builds on KSPBuilds.com might help as well. I'm not good at the aesthetics of rocket building but have completed quite a few missions and have been posting them on there. My builds are under Zebulon and all currently under tier 2. I had to dock enough parts on the Lil chunk mission to allow for landing on uneven ground. The 800 ton beast topped out at 425 after decel & suicide burn & several bits fell off Wish you luck.
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Goliath Engines & Aircraft Company
Fizzlebop Smith replied to DaveLChgo's topic in The KSP2 Spacecraft Exchange
I This looks really Interesting. I am just now breaking into teir3 parts & was wondering about the massive 2.5 (looking) circular intake behind the cockpit.. is it merely radial intakes arrayed? To look circular or is there 2.5m intake I still have to unlock. -
Tier 1.2 Moar Badical_S2 Orbital Explorer The folks over at United Rocket are making headlines again with the release of a BRAND NEW rocket design mere hours after their maiden Launch. According to sources within the Agency the originally dubbed "Kerbeclese_S1" was scheduled for unveiling sometime next week when they officially begin Orbital Exercises. The launch was, however, subject to "Emergency Expedite-ation!" by Director Kuku. Our sources within the agency claim that Director Kuku was apparently fuming about some memo discovered at the staff post launch celebration party. He is (purportedly) quoted as repeating 'They want Moar Badical!' over and over. With a 2-year handicap in the all-out (perto chem) consuming rivalry against CKS, United Rocket future is far from certain. But stock evaluations and speculations continue to soar as they make history as the first agency ever to complete two seperate launches of this scale on the same day as the ground breaking. With the pace they have set, the 2 year deficit may not be that much of a hinderance. Leaked documents within United Rockets suggest that the Underwriters have finally signed off on the Kerbicus_S1 without a Heat Shield. Delivery will be postponed 2 days to attach the warning decals "Not a Thermal Barrier. Warranty VOIDED upon Re-Entry" on the bottom of the Craft to avoid possible Recalls / Legislative Action. Smart Move Director Kuku. For Best Results, this Craft should be rotated to Face (W Key) the direction of intended gravity turn. **This is a very very early craft unlockable after first mission is completed. It is easy-ish to steer (I Begin my Gravity Turn around 800M @ 15 degrees and prograde lock) If Throttle & Incline are managed It is capable of a Munar Fly-By mission** Link to Craft KSP Builds - Moar Badical_S1
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@xProphetx This is something to do with the way the craft is modified after jettison of the fairing. it apparently saves the glitched component as part of the rockets "code" . If returning to the Tracking Station and back doesn't work.. try to reload a save from before the fairing was staged. Frustrating but I have a couple builds that encounter this issue as well. On those I have.. the stuck part will throw maneuvers off ever so slightly, but just nough to skew course over large interstellar distances.
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(Moved To New Topic: Kerbal News Right Then)
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There is a work around ceci664 provided that allows me to post. It differs from instructions provided so I wanted to provide this info for anyone having the same problem. Up Load image to Imgur Select Image (long press / right click) "Open in New Tab" The URL in the New tab will work if copy and pasted into the "insert image from website"
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I agree. I only recently discovered KSP1. The Vanilla game was a bit too complex at first but through perseverance i fell in LOVE with the space management side. I have always been drawn to physics games and resource management. Those elements combined.. OMG. I quickly delved into the world of mods and am truly amazed at how large this 'niche' community is. It saddens me to know end to see the elements that i love abandoned in KSP2. Particularly the procedurally generated missions and ability for mod packs / community contract aspects.. and resource management. I only hope that there will be enough malleability in the basic game core design to allow for the modding of these elements i love. I will play KSP2 and likely enjoy much of what it has to offer while i lament the features it abandoned or failed to fully capture.. but i think i will continue to play KSP1 to get my fix. Recently ran across this mod and am excited to try. PS i cannot get final frontier to work with a manual install. Am i missing something in the required placement of various subfolders or do they all dump into gamedata as a finalfrontier subfolder? I havent really started to troubleshoot the issue, but seen mention of some on here using FF and didnt know if there were special config or modifications to certain txt files thats needed. Kuddos on the mmodding community of this game and people that continue to bring the beloved changes to the game that elevate into something else greater than the sum of its parts.
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Yes. Imgur on PC Tried.. Edge and Chrome Both provide the exact same website interface I only have 4 choices and the 'skin' of the site looks nothing like that for me This is what the file hosting site looks like for me This was the result of copying the URL of a generic site which worked.. but trying to post a craft i couldnt get it to work for imgur. Im so confused and going to try again. I dont know why i dont get the option to share BBC link or direct link anymore
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Uncontrolled Spin
Fizzlebop Smith replied to Fizzlebop Smith's topic in KSP2 Technical Support (PC, modded installs)
I have tried systematically engaging reaction systems in various combinations.. all on to all off and everything in between. Time warping will stop it, but like the Station Chatter bug from KSP1 it starts up again. Immediately Post Timewarping The craft does not respond to inputs Engaging SAS will not stop when moving over indicated maneuver icon. [ Other craft do ] Instead small oscillations begin and increase cycle / dissonance with every NAV ball rotation. Wanted to Describe "phenomena" more accurately Plenty of MP & EC to spare with Solar in excess of consumption I am very glad someone else has encountered the issue with success at remedy. Thanks for the encouragement. -
I have several craft of identical type flying around the solar system. When i switch to control between *some* of them... they are spinning out of control. I have had a hard time tracking down specific solutions... or if this is a bug. If i have come to the wrong place please delete this comment, but i dont really understand. Nothing i can do will snap it out. Initiate Small thrust with auto gimbaled vectoring, SAS on / off, RCS on / off, Switching between active maneuver nodes, losing game, its always the same. Once it starts.. its over. I can link pics if wanted, but i have run over a dozens flights with the exact same build and it only happens on some (between the vast time frames of interstellar distances). Is there something i can do to salvage the time invested in these missions?
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I am having difficulty with managing to get an image to preview on a post. I followed the above guide, but do not have the same set of options under the menu [dots]. The options afforded me do not include a 'BBC Code' option . Those that I do have don't seem to work. Link (Does no Differentiate Between Direct Link) Embedded link (Does not Resemble Examples) Edit Post Make Post Hidden I feel like a complete noob.. or idiot. Please assist
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(Deleted) - Spoke too Soon Thought it was working. I don't know if this log is significantly different than the previous. It seems to be failing to load a shader ''' [WRN 18:26:35.104] [Debug] (SetMaterialFresnelValueByColor) failed to find fresnel parameter named _FresnelScale in shader named KSP2/Standard Character (old) [LOG 18:26:35.189] [System] Trip Planner completed in 0.0754s. [LOG 18:26:35.254] [System] DeltaVTool completed in 0.0632s. [WRN 18:26:35.273] [Debug] (SetMaterialFresnelValueByColor) failed to find fresnel parameter named _FresnelScale in shader named KSP2/Standard Character (old) [WRN 18:26:35.276] [Debug] (SetMaterialFresnelValueByColor) failed to find fresnel parameter named _FresnelScale in shader named KSP2/Standard Character (old ''' I don't know what half this stuff is before I started down the Reddit / ChatGPT rabbit holes. I am going to link the nex log [hopefully public] and apologize for spamming the thread. https://drive.google.com/file/d/1uawiPCEdfFx9UA8FAgglJogrOCMWg8VG/view?usp=drive_link
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Thank you. I am not very good with the forums. Abysmal actually... Ceci664 has started an Awesome thread in the exchange. Totally caught the light and shined in ways i cannot.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Fizzlebop Smith replied to Nereid's topic in KSP1 Mod Releases
Are you running an older version of the Game? How do you get CKAN to allow you install outdated mods? There are a couple outdated mods that i play with but had to do a manual install. I am by no means an authority on this but try deleting the Mod folder in GameData and doing a manual install. I only suggest this because no one has responded and i thought it may help. -
OSO Space Program Designs
Fizzlebop Smith replied to Ceci664's topic in The KSP2 Spacecraft Exchange
Thank you for this. I made a post last night trying to this very thing... This is very awesome. Thank you everyone for the designs -
Science is pretty much stupid. Just get rid of it.
Fizzlebop Smith replied to JoeSchmuckatelli's topic in KSP2 Discussion
I see so few post regarding the "random" aspect of KSP1. Using variables, flags or whatever magic the code stingers conjured to create a rich new play through every single time. The steady progression of Missions in For Science! Is wonderful at instructing newer players. However, once you have completed (all) those mission profiles, there is little incentive to start a fresh game. In the real world they take autonomous sample with probe lander. A few fragments of space dust. We lack the capabilites to fly living beings interstellar distances & return. The part that career mode had, that I find most fundamental.. Contracts once my unmanned probed skipped through a system the first time.. I would get a selection of missions that I could actually "Choose" afterward. These missions would be randomly generated by the various science available. Ibcould examine my current tech tree & see which may be possible. So, even though the Jool system may be the exact same every time I play the game... the predecessor used missions in a way that would repeat the big milestone missions but offered a mix of missions that would help 'encourage' the next step of exploration. Part of exploration is exciting and the original was able to provide that experience with every new playthrough. Please keep adding cool new experiments for the herbs to do... really wanna take some reading near a black hole. I feel the simplification of the base game is good. You can make the Playable experience more intuitive & easier manage while still keeping For Science! as a spiritual successor of Career. I imagine there will continue to be improvements along the Way like OP said.. it's just not a priority next to the revolutionary stuff like Colonies and Multiplayer. I get it. I was 10 years late in discovering KSP1. I can wait a little while for 2 -
Bug Status [1/12]
Fizzlebop Smith replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
This seems to be my biggest hang up as well... not the lack of UI (as needed as It is)... but a deep seeded fear that the parts of KSP1 that truly dazzled me will be canned in order to appeal to a much wider market demographic. I know multi-player & colonies have been the major Wishlist since KSP1 started inspiring a whole generation kids to go into STEM fields. I will keep my frustrations checked, in the hopes that the new paradigm works... 3+ year Early Release Period w/ community feed back has produced a couple epic games. I can always load up KSP1 to wax nostalgic -
https://imgur.com/a/VUDFXxo It is a little bit more cumbersome to post here. I was setting up an Imgur Album and fell asleep. I have posted several early game designs on KSPBuilds as Zebulon. "For some reason the folks over at Seans Cannary decided it would be great promotional material for CKS to perform a targeted re-entry and hit a small parking lot size target zone. The folks over at CKS are used to aiming for the Ocean! Director Urgel said it would be good public imagery (Lots of KER-Bling) to assisst in this Kerbalese Icon. 3 Sub orbital hops & 2 orbital re-entries later and we have lots of pictures but none on actually 'LANDED' on the target zone. Who would have thought the lander can had to land on the parcel of land intended. Val brought in a picture of the Kerbo-lite Flyer with some crayon scribbles that eventually led to the beautiful Kamper Kan AeroFlight series line. Luckily the folks over at the Cannery were so impressed with Val's landing, they didn't care that the photoshoot was at the bottom of Kappy Rock." (Warning deployment of Chutes at max speed makes it quite difficult to hit the LZ. Approach with reduced Speed and pull up hard & kill thrust right before target. May take a couple Reloads) This takes a long times to reach the specified target zones. Pull prograde vector indicator on the Nav Ball 5 degrees above the horizon and hit 3x warp. Monitor occasionally. At 8k meters the vessel will dip and pick up speed. Return to x1 speed and repeat until you are close enough to line up approach with LZ Copy to ClipBoard Here: KSP Builds - Kamper Kan_Mk1
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So the problem is... a soft crash? My processes do not spool up but it fails to load all the parts in the VAB. Then the window will appear to tell me the game is not responding. If i wait a little while it will eventually respond. It responds piecemmeal, loading chunks at a time with a couple iterations of the 'not responding' .. But it will eventually load. The only reason i think it is this particular mod is because this issue does not present without the mod. Thought it might have something to do with the patch manager changers to the new SW / BEP. Not really something i have encountered before with mod troubleshooting. Usually i can use the 'find next' feature in an editor and use the mod name to find some strings that give my Google-Fu a chance. I really don't know what is going on though. I was messing around and had a ton of presets made / deleting them wholesale.. the first time it happened. Im going to try a fresh load of the mod and see if the issue persists. Sorry Im rambling . .. Good Luck & Happy Hunting. https://drive.google.com/file/d/1q3jCJtasaSPGdoyOb13rfZJK_Ycl6x0w/view?usp=sharing [Tested it on a fresh install of the mod and still get the endless circle while it takes 5-7 minutes to load the VAB.]
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Thank you. I am new to this part of the game and seem to forget that part. The site that you led me to will have a ton of uses in the future, but this instance is says I need to be premium. The past size exceeds the 512KB text limit of free tier users. But, I did go back and change the file from restricted to public. https://drive.google.com/file/d/1uawiPCEdfFx9UA8FAgglJogrOCMWg8VG/view?usp=sharing
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I implore some of you out there with these truly amazing designs... I am hoping some people can post craft with low R&D requirements. I know this exchange often is place for accolades on the 30 hours you dropped into tweaking and perfecting that amazing SSTO or Exploration Vessel. There is little available to those of us having difficulty with some of Missions provided in Exploration Mode. These are the big-ticket science unlocks that allow chunks of the Tech Tree to be gobbled up or drive that focused direction getting you to the next one. This post is an effort to draw in some craft designs that newer players can use to discover the LOVE of MOAR boosters and Kerbaling through space. It is easy to be discouraged by the complexity of Design / Implementation with Drag Mechanics. I know there are a wealth of resources in Blog & Vlog formats but help me bring ready to use craft to the newer players experience KSP for the first time. KSPBuilds.com (Zebulon) is an awesome medium for exchange but lacks a public manner for me to reach out to community members in this way. I hope this gains enough traction that I can at least get one SSTO that I'm capable of pasting into the VAB .. 1500 hours into KSP1 before my rudimentary SSTO's began to function as intended.
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This is frigging amazing, Thank you for filling this much needed QOL element! I wish that this was part of the core game. I believe this mod is responsible for crashing the game when i enter into the VAB. It ONLY occurs when going into the VAB, will resolve itself if i select the option 'wait for application to respond' a few times .. VS the 'close' now option. I am not fully certain that this mod is responsible, but the problem is resolved when all associated files are scrubbed. This development is only with the MOST current version of BEPinEx / SpaceWarp. If i do a full roll back of the dependencies related to the mod, it seems to return to functionality. I do not fully understand most of what appears in the Log. That is why i am not 100% certain what the issue. https://drive.google.com/file/d/1uawiPCEdfFx9UA8FAgglJogrOCMWg8VG/view?usp=drive_link
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Space Warp [v1.9.5 for KSP2 0.2.1]
Fizzlebop Smith replied to cheese3660's topic in KSP2 Mod Releases
I can attest to the same issue. F1 no longer accesses the Mods Manager GUI Content is still loaded & Keybinding to open GUI for specific Mods work as normal You can open the in game settings menu and still find all the toggleable feature there (Albeit the UI scaling in that particular window is FUBAR'd for me)