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KSP2 Release Notes
Everything posted by bigyihsuan
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Hmm, there's three on CKAN: lukewarm, neutral, and vintage. Only lukewarm is set to be compatible with 1.10, and all the others have minimum KSP 1.12.2. Which one is it? Is the actual one the neutral one? or is it lukewarm? Edit: I just told CKAN to force-install the v1.3 version of the neutral configs, will say something if things break later.
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Wonderful configs! Could you change the version compats on CKAN so I can download this on my 1.11 CKAN install? (I know I can install it manually but CKAN is so convenient lol)
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OOO very nice, congrats on beta release! Once finals are over I'll go and start a new save and check this out. How's the compatibility for Procedural Parts/Fairings? With a 6.4x system (+ Real Fuels) I've found I've been relying on Procedural Tanks quite a bit to get the dV I need.
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Before anything else, here is my modlist. An unknown mod/setting is disabling my ground stations, e.g. the one at the Crater Rim. All non-KSC ground stations are replaced with a small red X, and when hovering over the X it says to "build a ground station". When I click on it, nothing happens. The X appears on both when flying a craft on the map screen, and on the tracking station. The save setting for "Enable more groundstations" is on.
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Do we have some "must have" part mods yet?
bigyihsuan replied to Jestersage's topic in KSP1 Mods Discussions
Procedural Parts + Fairings are a must-have for me. The flexibility helps cut down on the part count, though they are a bit ugly. Realstock/+ are really good, really good looking, and nice parts in general. Neartea's mods are real good as well. Plugin-wise, Mechjeb is something I always install. -
ooo real fuels configs very nice I know it's 100% and alpha, but how playable is it right now with BDB and Nertea's suite?
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I've got a problem with this and Procedural Fairings. All of the "PF" variant fairing bases from BDB for Procedural Fairings have a max size of 1.5m. This is including parts that definitely should not max out at 1.5m, such as the Saturn or Delta IV fairing bases. This is in a career game, with all the Procedural Fairings upgrades unlocked (unlimited-sized fairings). Is there a fix for this?
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I am playing with SMURFF and Sigma Dimensions/Rescale 6.4x, but this question is regarding all scaled solar systems. https://github.com/Galileo88/Rescale https://github.com/Sigma88/Sigma-Dimensions As noted in SMURFF's config file (GameData/SMURFF/SMURFF.cfg), the levers are a decimal value between 0 and 1 representing the performance scaling: 0 is stock-alike 1 is "real-ish" performance, aka "classic SMURFF" 0 is meant for stock-sized systems (1x), while 1 is meant for real-sized systems (10x? 10.625x?). The author of SMURFF recommends experimenting with the value at 0.5 for intermediately-scaled systems: With a lack of documentation on either SMURFF's forum thread or GitHub repo, I pose the question: What should SMURFF levers be set to for intermediately-scaled solar systems, e.g. 6.4x? Would it be set to the scale multiplier, i.e. if it's 6.4x scale, it should be set to 0.64?
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GASP: "Gaelian Astronomical Space Program" My attempt at playing the Galileo Planet Pack, at 6.4x scale with SMURFF and other mods. Main mods are GPP, with my usual mod entourage of the Near Future suite, some more Nertea mods, Procedural Parts/Fairings, BDB, and reDIRECT. Tech tree is TETRIX. This'll be fun. This was supposed to be a run in 1.12, but mod bugginess forced me to downgrade to 1,11, And I wanted Kerbal Construction Time, but its windows kept bugging out. So off it goes ¯\_(ツ)_/¯ Some notes for myself when I'm playing the game: First few days is just spamming unmanned probes and recovering it a bunch. Usual early career mode stuff. I've found I don't like the TETRIX tech tree, since the BDB rocket parts are scattered around multiple nodes. Changing to Community Tech Tree because of the mod support.
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I'm trying to run a new 1.12.2 modded install. However, it keeps hanging when loading parts on the initial load. Here is a GH gist containing my mod list (from CKAN's exported installed mod list), and the Player.log before I manually killed the game. Of note, I noticed this ReflectionTypeLoadException in Player.log line 117883: Initially, KSP would stop loading on BDB's Agena Interstage. Then I removed BDB, then it stopped on reDIRECT. Based on the `DragCubeSystem` in the Player.log, I removed FAR to see if it was causing the issue, which it seems to not, since the issue continues. Then I noticed that BetterBurnTime was throwing an exception, specifically `BetterBurnTime.TimeFormatter`. After killing KSP, removing BetterBurnTime, and relaunching again, the game launched as normal So, in the end, it seems BetterBurnTime v1.10 was the culprit, but why? cc @Snark, since this is in regards to his mod.
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As far as I can search, there are three mods adding SLS parts to KSP: ShadowWorks by TheShadow1138: SLS, Orion, with Delta IV, and possibly more based on the mod thread. Stock size. SLS Parts Pack by Sobol: SLS and Orion. Seems to be Real size. reDIRECT by benjee10: SLS and Orion. Stock size. Which is considered "best", or at least the most complete/up-to-date, to the community? As for me, which is best paired with BDB?
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WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
2 months to the day, an update: I think I'll be switching over to 1.12 and a different planet pack (one with Kerbin as a moon would be cool). Half because Kerbin-Mun-Minmus-Duna progression is getting boring to do (lol), and half because the game keeps crashing while preparing for my Dres landing encounter, or my exploration probe manuvers. Unsorted screenshots: https://imgur.com/a/nhNqQHU -
Can you modify the CKAN dependencies so that it doesn't install Tantares with it? I only want BDB and not Tantares, but I can't remove Tantares in CKAN without removing BDBNIC as well. I could remove Tantares manually, but I'm fearing incompatibilities with it uninstalled.
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WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
Not much done today. More tourism contracts. Actually, some work was done on Space Lab. Added 2 multi-coupler nodes (the six-way one), a tank of monoprop with a tug, and a pair of ring habitats in preparation for the "Hold a Space Camp" contract, which needs me to get 13 tourists and a pilot/scientist/engineer combo to orbit and leave them there for a while. https://imgur.com/a/7HtOO9X -
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
bigyihsuan replied to nightingale's topic in KSP1 Mod Releases
I posted an issue on the Github repo about this over a year ago, but I'll repost it here into the thread for posterity's sake. With a specific combination of strategies, you can get free money for launching rockets. Private Industry decreases launch costs by a flat percentage, increasing with level. Private Industry 3 decreases launch prices by 75%. Media Coverage also decreases launch costs by a flat percentage, increasing with level. Media Coverage 3 decreases launch prices by 30%. Now, in the mod, all bonus seem to be added together into one big bonus. So, as a result, having PI3 and MC3 leads to a total price decrease of 105%. With every launch, you'll be receiving 5% of your rocket's cost, for free, as well as your rocket being fully paid by the strategies! Pretty broken. Once you get these two strategies you'll have no problems with money, at all. -
WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
Lots of things done today. Made a manned Mun and Minmus landings, both with the BDB Saturn V and Apollo. The missions were "ARV Touch Mun Grass" and "ARV Touch Minmus Grass", respectively. Launched Skylab as "Space Lab". Some tourist contracts, with one with 4 tourists using the 5-man Apollo pod. Sent up a relay sat, "Carrier Signal", to a geosynchronous orbit. Did you know that the upper Centaur stage has piddly TWR? And that the first stage is really wiggly? Because it was. For some reason. Then I realized that its antenna rating was nowhere near the 900G I needed. Some KEI hax, researching some antennas, slapping one of the inline antennas on it, and relaunching. Fun! https://imgur.com/a/ZUbKPiR -
WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
These "Land on the Mun (probe)" contracts are an absolute curse. I forgot I couldn't have crew capacity, so I put a manned capsule with no crew on it in an attempt to get the return part of the contract. Then I remembered after returning. wew In the end, I don't think I had any way of returning from the Mun and surviving, so I just used cheats to keep it from burning up. Then I went to Minmus and returned first try. why must this be Finished a tourist contract, with an Apollo orbital module. https://imgur.com/a/himwLx3 -
WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
More attempts at a probed Munar landing and return today. Managed to land once on the heatshield meant for returning to Kerbin. A time warp bug made me lose the intercept for the Mun, and the probe failed to reenter anyway. A redesign, version number bumped to 4. I managed to land this time (FINALLY) but I managed to land crooked. Of course. And it burned up on reentry. Of course. Replacing the heat shield with an SG-RV1 Return Capsule Pod, failed. Replaced that with some other probe and a heat shield, failed. Then the game crashed. Mun landing is hard. -
WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
I have no idea what's going on with my game, since it keeps freezing when I try to do any experiment at all. I need to test things out for why. In the meantime, I'll need to get my science from KEI because cheaty cheaty. A few loads later, and I've found out that the offending mod is Science Relay. Off it goes! https://imgur.com/a/siqrM41 Tried landing the PLS Triangular Solid 2 on the Mun, failed to land. At this point I rebuilt the TriSolid to have 2 stages: a landing stage, and a return stage. It is supposed to be able to return to Kerbin, but after some mishaps with the second attempt, it seems I need to change the heat shield (or at least find a way to protect the probe). I also changed the launch vehicle to a Saturn 1, but it seems I need something more powerful, or unlock MechJeb's ascent guidance because I'm getting tired of manually launching rockets, heh. Tried landing the PLS Triangular Solid 3 on the Mun, failed to land. Tried landing the PLS Triangular Solid 3 (with modified transfer stage), failed to reach orbit, Then the game crashed. Not my day today. -
WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
Today: getting ready to send stuff to the Mun. Made the GATV, and an Atlas to go with it. The Atlas was a bit weird to build because of the booster skirt; good thing for the BDB wiki. Then, sent up the "Gaseous Twin 2" ("Gaseous Twin 1" but with a docking port) to dock with the GATV. Twice, because I don't not read contract good and didn't notice it wanted an EVA report as well. very fun I've also made a small science lander called "PLS Triangular Solid" which is just a bunch of experiments crammed on a hex probe core. It crashed on the Mun while landing because I lost probe control. It didn't have enough fuel to land on the Mun anyway, and its solar panels didn't track so I kept having to deal with the power not being enough to transmit stuff. Made the "PR Carrier Wave", a relay sat. Got it to the moon. Next session I plan on getting one to Minmus to get the contract fulfilled. I'll also need to change out the engines and launcher a bit, since it takes forever to do long burns with that piddly engine. https://imgur.com/a/UuK0BFv -
WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
Another session today, continuing to farm contracts for money. I recreated BDB's Gemini and called it "WASP Gaseous Twin" and used it to start the tourism contracts. I also made a "TRASH Trash" (launch in the last image) to grab some science from LKO and complete some early contracts that I sequence-broke a little. I got some contracts that need me to: fly by the muns, land on the muns, and orbit the muns with probes. I think I'll do that next session. https://imgur.com/a/c1QOtO2 -
WASP: "We're'nt A Space Program", a JNSQ playthrough
bigyihsuan replied to bigyihsuan's topic in KSP1 Mission Reports
Sent up three sats for contracts for money. Album here, since too lazy to do image embedding: https://imgur.com/a/Ugz42pC