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Everything posted by Fizzlebop Smith
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JFA (Jeb Far Away) - 1.12.5 (Alpha 1.2)
Fizzlebop Smith replied to D4RKN3R's topic in KSP1 Mod Development
I do not know how steeped in realism this is supposed to be. With Kerbals being what they are.. and purple oceans and such. I always pictured a planet that looked like a Koosh Ball from orbit. Maybe not quite as many little things.. but many peaks and valley similiar with magnetic dust storms. -
Send me a link I'm anxious to play.
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Whoever takes the seat. I will be glad to see NASA regain some of it's relevance
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
Fizzlebop Smith replied to JadeOfMaar's topic in KSP1 Mod Development
Was trying to check this thread but I've had some connectivity issues last couple days. I have started using sterling systems Have the base Asset / Resource and sterling electric. Really enjoying with my PBC playthrough. Trying to set up a probe output on Minmus before I send the crew and LOVE the electric components. I'll probably get some more of this amazing mod pack before my interstellar ventures. But I am curious about the batteries. When I attach more than two via radial attachment... only 1 or 2 will have green lights and start with a charge. The VAB PAW shows full charge but it starts empty. This isn't huge because I have been using panels / converter to charge them. I was just curious if they were supposed to start empty? There are some cool specifics with the thermal stuff and I kept getting errors when trying to review the thread in depth. I think this looks so amazing BTW. Beautiful Aesthetics. -
Problems with the multi-verse theory
Fizzlebop Smith replied to farmerben's topic in Science & Spaceflight
I was reading some supporting arguments related the reduction of entropy in communication systems. There was proof of reduced entropy across generation pf DNA and Information Management systems. This supports the simulation. Laws of Info dynamics was pretty interesting. As far as the original OP 1. The set of Pythagorean right triangles is an cardinally countable infinite set. If anything possible can be found in an infinite set. then anything possible is a Pythagorean right triangle. The same argument works for uncountable sets. The length of sides and angles of triangle is uncountable. Therefore everything is a triangle. I dont know how to atrack this really other than the way that Jay approached it. You cannot apply this method of logic to the argument. It really is an apples to oranges attempt to rationalize something very few can even conceptualize. I often think of the lay aspects of these ideas and applaud the attempt attack the root ideas. I would like to rephrase the root of why a little differently The existence of an infinite set does not necessitate that everything possible (will) manifest within it. We know that the existence of some things preclude / excludes the existence of others based upon the laws of our known universe. Observation playing a role. Then I move onto Jay's example of infinite sets that cannot contain sets. In optics a typical sheet of glass will allow 95% of photons to pass and 5% to reflect. It depends on angle and a few variables but we need not go into all that. The same result is obtained if you send one photon at a time into the glass. Every photon splits the possible universes in two, one in which it reflected and one where it didn't. There are only two possible states yet one of them appears 95% of the time. So whenever a photon hits glass does the inverse split in 2 or does it split in 20 so the equation is balanced and we have 19 universes in which the photon was transmitted and 1 universe where it didn't? Sorry I can be a little verbose. I keep trying to clean it up for clarity and end up adding more lines. In quantum mechanics, when a photon encounters glass, its wavefunction describes a superposition of two states: reflection and transmission. The 95% transmission and 5% reflection probabilities emerge because the quantum wavefunction evolves according to the Schrödinger equation and interacts with the material properties of the glass. These probabilities are not arbitrary—they result from the quantum amplitudes associated with the interaction. In our observable universe (often called the "classical world"), when a photon is measured, its state collapses, and we see it either transmitted or reflected. Over many trials, the statistical outcomes align with the probabilities: 95% transmission, 5% reflection. In MWI, there are only two possible branches for this event—one for each outcome. The probabilities (95% and 5%) do not mean there are 95 transmission universes and 5 reflection universes. Instead, they indicate the relative "weight" of these branches, which corresponds to the probability of each outcome as described by the wavefunction. The "weights" reflect how much of the overall quantum state corresponds to each outcome. These weights help explain why, even in MWI, a person observing photons over time would see statistical frequencies matching quantum predictions (95% transmission, 5% reflection) I think this is what people associate with choices. Of each choice is perceived as a binary model. (evolutionary people are good at breaking down the individual choices of a decision) There are essentially two possible outcomes reflected for each person / particle / choice. I don't really know of we are simulated or if the MWI is real, but I enjoy the concept involved. I will sometimes look at abstract concepts with a perspective that intentionally misaligns with current ideas. Like all the black holes lead to the same place?! However, I try not to go too far down the rabbit hole while applying skewed logics. -
Must agree with Darth. When I was still installing mods my original KSP install directory.. I was enamored will all the pretty mods. As much as I liked the idea of creating inflatable hab modules on the end of a rotating ring... the referenced mod injectable a great deal of chaos. Do not be surprised when the Kraken arrives to munch on your installations. It loves chaos
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No doubt, and I honestly wonder how much of that was related to aspects outside of development. How much of the boulder was inability to manage a team the way he wanted, or hire replacements or being hamstringed by (intentional) corporate beauracracy. I've seen people crumble whem handed a crap sandwich. A hollow jaded look as they remain overwhelmed every moment of the day. There is a practice to dump excessive losses i to an asset you plan to dump.
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I deal with a great number of people smarter than me. Sometimes I'm completely astounded by how easily some people can remember advanced trig calcs or how thermal expansion throughout a hot desert day will make that 50' tall monster... fit like a champ if we wait to rig it until 5am. Among these very very intelligent individuals are other people. Those people that have taken credit for my ideas, or deflected blame onto another less senior person. I've seen heads roll without any really effort made to determine root cause. Currently we have a series of outstanding Corrective Actions centered around a single individual. I can track the error cost in upwards of 6x my annual salary for this single individuals. Worse, our audit will cost us significantly more due to various *dings* we will get for this individuals actions.. or really lack there of. You know what I heard this person say one time... the story of sisyphus. I kid you not. Vocabulary says alot about what people feel. He should have said "we wouldn't have never pushed the boulders as far as we did without the amazing team"
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I hope it will one day be similar to game like Minecraft, in that you will have optional texture loadouts to achieve graphics that will remain relevant for years to come. SIMCITY 4k just went through a resurgence in some mod scene activity with the addition of a 3D element to the engine. I do not understand enough of what was done to even begin to fathom the Voodoo involved, but I went back to the SC4K forums after years, and people were still there... chatting away and troubleshooting various install combos. I also am a person that suffers from a great deal of decision paralysis and find it difficult to choose mod combinations. I think it would be amazing if there were more Wiki / Tutorials / Ckan loadouts for specific playstyle experiences. IF there is a benevolent overlord that purchases the IP and a subsequent spiritual successor that arrives to rave reviews... I would love to see the source code released to the community. I am not certain how much hope i have for the idea... but Morrowind would be a decent example of what "could" happen. Some group of talented people, built a new engine for Morrowind and require the base game .exe / assets to play. Brings the game up a decade or so, Just hope its still around with people gathering here and shooting the breeze about the newest things we discover when we start sending entangled electrons through block holes.
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Well... as someone who has grown up under the shadow of the Imperial Influence my entire life, I must say, they are a bit intimidating. Everyone involved with the Imperium mindset is so self-important, believing their ideas are the best. ..SCOFF It's so conflicted and disjointed. To measure a simple distance, I have to understand Base 16, 12, and math out 5,280 feet? What kind of sorcery is this?. If I want to measure time, then I must use concepts of Base 10 and 60. And like most forms of dark magic, the practitioners are often unable to explain or debate the finer nuances of their imperialism... Dont even get me started on liquids or volume of moving air ... Inarticulate sound of Frustration SI ideologies and concepts are vastly superior. Aligning one's thoughts with the SI (Base 10) system allows for quicker thought processes and fewer errors in resolving any mathematical equation. As much as I feel the SI is superior, I am afraid to speak out. The eccentric Imperialists do not like having their views challenged. I secretly hope the SI would stage a coup. There was some traction and ground gained during the late '70s, especially in areas where foreigners were contributing greatly to some state-sponsored projects. There are still many places with KPH signs under the MPH. As much as I like to dream, the Imperium will continue to hold sway where I live. They have drones and lightsabers, after all.
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I am also curious if there is a way to blacklist parts from this mod. I am absolutely loving it, but play with a couple older parts mods. It seems to do an amazing job with "some" older mods, Dr. Kernasus parts looks way better. So many things are changing now with the VFX mods, I am never certain which one is doing what... but the end result is quite beautiful. Thank you for all your work, this is a really epic addition to the KSP mod library. P.S If you are somewhere that endorses the holidays and new year... be sure to get some down time in
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I'm not certain it's tufx or deferred yet and was hoping someone could point me the right direction before I went to the wrong repo. I'll get around to removing the mods and figuring which specifically is at fault and combile a cleaner request for the Hub. Thank you.
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Well... sometimes a bad reputation will last until it no longer matters. I feel there was genuine emotion, but it may be due to reason I am not fully aware. There has been a great deal of speculation.. Indeed enough to split the community. Many in the industry seem to disagree ... but the circumstantial evidence must account for something. I was amazing at how quickly they scooped up people fro KSP1 / KSP2 on the rocketwerkz project. Seems like every key or critical person was either acquired or at least offered a position... 2 am calls to creative.. guess they need to make sure that texture/ cutscene was on point? Because that's where the game needed focus. I am going to take closure. It must have been hard. Regardless whether it was confronting failure, lasting repercussions, or genuine KSP fan emotion... he came out and apologized a little and swallowed a lot of pride / grief.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Fizzlebop Smith replied to Gameslinx's topic in KSP1 Mod Releases
Question : is there a way to write a patch to exclude a part from various PBR magic? Reason : I've been told the PBR is causing the transparency with an old parts mod i love. (Thought it was deferred or TUFX but I'm personally ignorant of this stuff) I find myself hard pressed to let go of the USI Packrat Utility Rover mod by RoverDude. The external command sear is not invisible except for the shadow on the VAB floor. There is also a single green node to indicate attachment.. but orientation is impossible to discern. I can post logs if it will help. Any insight would be appreciated. If the answer is impossible, I do have janitors closet installed.- 3,158 replies
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[1.12.5] Restock - Revamping KSP's art (August 28)
Fizzlebop Smith replied to Nertea's topic in KSP1 Mod Releases
Is this editing the configuration file for the launch clamp.. or new text file named (xx.cfg) sorry I'm not good at this stuff. -
I had less than zero technical understanding before I found KSP. Now I have a little more than zero I had about 400 hours of exploration around the local Kerbin SOI. Then I discovered mods & went interstellar. Sweet sweet planners. Well I modded the steam install and eventually lost my galaxy spanning empire was eventually bricked. I have since learned the error of my ways... but am feeling incredibly daunted by the thought of recreating some of the amazing ships I had kerballed together. ---- Request / Question Starts Here Would it be possible to make a mod / patch that allows you to load a craft file for which there are locked parts? 1) Load the missing pieces if you have the parts, but you cannot launch. 2) Load everything on a tree but the child nodes from any parent that is not yet unlocked. Don't even know if something like this exists / is possible but would be epic. Been loading craft in sandbox, but many kerbal X craft have deprecated mod versions. - Thanks for any insight
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Has anyone experienced issues with older parts packs having invisible / transparent parts... specifically USI packrat utility rover. I have had a devil of a time connecting to the fprum last few days and wanted to have a better request but having trouble moving around the forum to troubleshoot. IIRC the transparency issue is happening with deferred / TUFX . I am not really worried about ferrings and such .. but the command seat for pack rat is completely missing except the green attachment node & a shadow. I was hoping I could edit the config file in some way to interact with shades differently or something? Dunno Slowly swapping some older parts packs out but those with updated textures / models? I don't know much about it. I love the USI rover and Dr Kopernicus and a few others that don't go well with newest VFX. Not really certain which place to ask. Thanks for any help.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Fizzlebop Smith replied to Gameslinx's topic in KSP1 Mod Releases
Never really been to this thread because I've never had to troubleshoot this mod. For whatever reason I found myself reading a lot of the posts and feel compelled to thank the Author of Parralax. (Forum Won't Tag) If one were to point to the proliferation of KPS1 mods and attempt to identify a core group of those responsible for allowing KSP1 to maintain relevance 15 years later.. parallax & scatterer will likely be included regardless of those being polled. @Gameslinx Thank you for your innumerable hours spend improving this game. I am glad you have been able to offset some of your development costs. I am completely ignorant of the development scene, but imagine scale & depth (scope) of your efforts likely have cost requirements that exceed most "amateur / hobby" developments. I tend to look at the patraen as closed beta pushed out to those that follow and support you most closely. The biggest issue with paid mod (IMHO) is degradation of the community. When groups & select individuals produce 99% of modded content and use this popularity to become gatekeepers. Preventing innovation and sniffling cross mod compatibility & large group projects like Wild Blue/ USI / MKS / Community Patch efforts. The moddong community of this wonderful game is still quite helpful and free with its advice. Without your wonderful mod, many of those playing today would likely have a little less enthusiasm. Have a little more difficultly getting their buddy at work to try the game.. if it wasn't for the beauty provided by modders like you. Instead of worrying about your cost VS gain model for bringing me even me more KSP1 goodies in the future... i would rather Thank you, sincerely, for all the wonderful work you have already put into this game. Really. Yesterday I was supposed to make a list of the things I am thankful for and KSP1 made the list. (Some laugh that a game made the list, but the game helped walk me back from suicide and addiction. ) Also, I wish you the best in your upcoming work with the folks at JNO. Mod is Amazing. Thanks Again- 3,158 replies
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I have been playing probes before crew approach and have two relays to place before i plan my un-keerballed trip to the mun. Alos have added Komplexity and Kourageous Kerbals. I am having alot of fun imagining where the program will be going. I want to create a series of training facilities and start the tourism part after Kerbals reach space. Probes --> Kerbonauts --> Civie Frogs in space. Made a few little probe planes to explore kerbin. This does not mean the illustrious KerboNauts are merely resting on their laurels, some are making popcorn and taking bets on whether or not launch day will be a success or not. Currently using a simplified USI / Snacks combo for Life Support. It has not come up yet, but this should add a little depth once i start doing missions in space.
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Apologies, but i am rather ignorant in most of this stuff. I still read along with this for posterity sake. Should anything untoward happen, I would like to be able to still troubleshoot issues with my modded install. Could you explain the significance of the URL appearances? I went to the indicated threads and am not technically knowledgeable enough to immediately spot something amiss.
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I am attempting to use 7Zip to decompress the folder and getting an "unspecified error" onto trying winrar
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https://zer0kerbal.github.io/NotSoSimpleConstruction/FAKQ/stakes.html Have you tried any of the links in the beginning of this thread or reached out to Google at all? I do not use this mod but was able to find the information i need when trying to figure out the specifics of ExtraPlanetary Launchpads and am wanting to get into the MKS edition but am unfamiliar. Do not know if the link i provided will help, but the chances of getting a tutorial from a thread that hasnt been active in two years might be somewhat slim.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Fizzlebop Smith replied to Nertea's topic in KSP1 Mod Releases
I am having a problem with the 0.625 Meter Heat Shield has two attachment nodes on the bottom. The first does not initiate the shroud and the second is a MFer to select for some reason. Has anyone encountered this, not sure which mod it its. I think there is a mod that lets me identify the source for a part but not sure. Hoping someone has experienced this and can point me to a solution? -
What's your most controversial KSP opinion
Fizzlebop Smith replied to Zum of all trades's topic in KSP1 Discussion
Nate Simpson was a man of sweeping vision, single handedly elevating the KSP name to unprecedented levels of media attention. His refusal to compromise or adapt his vision is a true mark of artistic excellence—who needs a working game when you have ambition?