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KSP2 Release Notes
Everything posted by TheUnamusedFox
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Kerbal Space Program 2 Release into Early Access Feb 24th
TheUnamusedFox replied to Intercept Games's topic in 2022
I am so beyond excited, I wanted early access so badly and now we're getting it! And early access with more features than I expected. I wonder how long it will take the modding scene to start porting things over? With a focus on mod support, maybe our rabid modding teams will have resource extraction and eother features in before they are truly added... for the second time! -
Developer Insights #14 - Part Creation
TheUnamusedFox replied to Ghostii_Space's topic in Dev Diaries
Haven't been on the forums much and didn't know Nertea was on the KSP2 team... that really does fill me with confidence, as all of his mods are on my must-be-installed list to play KSP. And to counter the doomsayer, I'm glad development is taking as much time as is required. However, I really wish I could play it in an early state whenever the game is far enough for player feedback and bug testing to be useful to the devs... -
Would it be possible to have parts like the K&K launchpad act as an assembly space? I'd love to be able to construct DIY kits on the launchpad and assemble them right there. Unfortunately, EPLP hasn't been updated to 1.11 yet and doesn't work in 1.11, so options on having an art style consistent base are nonexistent if you want to be able to build and launch rockets. I took a look in the part cfg, and it refers to an internalspace in the ground assembly line for the assembly space so I'm assuming it's not something I'd be able to tinker with and get working...
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Throttleable Kraken/Zombi Hybrid Drive
TheUnamusedFox posted a topic in KSP1 The Spacecraft Exchange
I had been away from KSP for a few months, and stumbled across a video on a new type of kraken drive, the Zombi drive. Definitely has some nice features, such as not exploding in a horrible ball of death, working consistently everywhere, and operating at low speeds. However, I haven't seen any throttle-able version of this drive, so I re-downloaded KSP and set out to make one. I ended up making a little bit more, because I didn't like the lack of insane acceleration packed into a tight space. This thing was a bit of an adventure to make, all because I kept trying to make it more powerful or easier to use with fancy robotics sequencer toggles that it didn't need. https://kerbalx.com/TheUnamusedFox/Throttleable-Hybrid-ZombieKraken-Drive-w-Example-craft That little light beside the green one is the indicator light for the k-drive same vessel interaction toggle. If it's on, you are channeling the kraken. Zombi drive produces ~284 Kn of thrust. K-Drive produces ~1200 Kn, depending on planet, speed, altitude, and price of tea in china. Fine throttle mode k-drive can produce as little as ~2 Kn, but is dependent on the same variables [Action Groups] 1 - Toggle K-Drive [Yellow = On] 2 - Zombi+Kraken Afterburner [Green] 3 - K-Drive Throttle [Red] 4 - Fine/Limited Thrust Throttle [Blue] 5 - Toggle Zombi [Red face back = off] Zombi only toggleable in mode 2, greatly reduces thrust if at full throttle. Also prevents re-engagment of zombi drive if you throttle down. -
[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
TheUnamusedFox replied to Gameslinx's topic in KSP1 Mod Releases
It looks so good I don't even want to go past Rhode's SOI... I can't understand why just having rocks on the ground adds so MUCH.- 1,661 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
TheUnamusedFox replied to Gameslinx's topic in KSP1 Mod Releases
Question - is Armstrong supposed to have any scatters? Ran into a bug with auto science sampler that gave me every single scatter interaction/sample on craft exit, and found some stuff for Armstrong in there, but I can't find any scatters on Armstrong what so ever. Flew over quite a bit of the moon with an infinite fuel Jebediah on 4x warp, nada, nothing. Can't find any on a pure BH install either, ksp 1.10. Are they just in certain hidden spots? Terrain scatters load just fine on Rhode. -edit again many hours later, a bit more educated- Surface features don't seem to spawn at all. On 1.9 or 1.10 - is this a current issue or something I need to do a completely fresh install for and get some logs? Nothing appears even when using the surface features cheat menu.. arrow... thing. Tried on Rhode, Lua, and Armstrong.- 1,661 replies
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It’s been 8 years of playing this game and this announcement just brought me to actual tears. I’ve dreamed about a sequel to ksp for so long and the idea it’s finally happening is just... unreal. This game and community shaped such a big part of my childhood, I can’t wait to see that happen to even more people
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
TheUnamusedFox replied to Waz's topic in KSP1 Mod Releases
@blackrack https://imgur.com/a/Tnhdd I did some performance testing for your EVE modification, details in the imgur album. Did it with AVP 8k textures, is there a pack or pack config that spams the volumetrics for testing? Thinking old Tekto style solid sky/wall of volumetrics ---edit @blackrack Not updated, but the clouds work fine. Seems to be waiting for Texture replacer to update for its skybox. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
TheUnamusedFox replied to ferram4's topic in KSP1 Mod Releases
If you're going to do this, please at least don't post about it. People did that for Kopernicus, everything seemed fine, then people's saves started breaking.- 2,647 replies
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Thank you for sticking with it in spite of your frustration with the update. We really do appreciate all the work you do!
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KSP Interstellar Extended Support Thread
TheUnamusedFox replied to FreeThinker's topic in KSP1 Mods Discussions
Is there a way I can add the persistent thrust during timewarp to Near Future engines? I love this mod, but I'm trying to go with lower tech stuff this time around, and fusion engines are anything but I took a look through the part cfgs in hopes that it was simply a module I could add to an engine, like Persistent Thrust, but that does not seem to be the case. Is it hard coded for the specific engine controllers in this mod? I would use PT, but your version is so much better. -
Thank you for all the work you've done. You don't get nearly as much appreciation for it as you should, and regardless of your decision I wish you the best of luck. Your contributions to KSP will always be loved and remembered.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
TheUnamusedFox replied to Galileo's topic in KSP1 Mod Releases
Just go on steam, right click and hit properties for kerbal space program, go to betas, hit previous_1.3.1- 7,373 replies
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This was KSP's EULA when I paid for it. I took a trip in the wayback machine to 2012 Compare that to now. Lots of things changed, lots of things stayed the same. --edit I'm just curious, I don't actually care, but this license doesn't have anything like "This limited software warranty and license agreement (this “Agreement“) may be periodically updated and the current version will be posted at http://www.take2games.com/eula (the “Website“). Your continued use of the Software after a revised Agreement has been posted constitutes your acceptance of its terms. " Like the current one does. What does this mean?
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Love this pack so much! Such a massive, leaps and bounds improvement over the old pack. I also have another reason for loving it so much... https://imgur.com/a/ahQHl KRAKEN DRIVES! The base frame is a massive improvement over airbrakes as a drive throttle. I would love it forever for this reason alone, but thankfully there's a whole lot more reasons than that --edit for @minepagan https://kerbalx.com/TheUnamusedFox/Propulsion-Module Gonna need tweakscale and ven's stock revamp, the one from github. https://github.com/VenVen/Stock-Revamp/archive/master.zip
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This isn't really a craft showcase, more of a concept awareness post, I'd like to see more kraken powered craft floating around. https://imgur.com/gallery/6qKxa https://kerbalx.com/TheUnamusedFox/Longinus-K-Drive-Prototype Kraken drives have been around for a while. Earlier versions, before the various krakenbanes and bugfixes and physics changes, were based on landing legs. My current iteration is based on pushing an undocked landing gear shaft down onto the ship, creating acceleration... Spooky kraken wibbly wobbly physics. This ship is capable of landing on Duna and returning, with no engines, only using RCS for the encounter. There are some challenges in this, due to the way the K-drive works, and the arcane rules it works within. The K-Drive accelerates faster and more stably the faster you are moving relative to your current planetary body. Taking off in the atmosphere from the launchpad will not give you constant acceleration, it will lock you to somewhere between 8-20 m/s, until the ship spasms and starts accelerating at ~10g. This may also cause the landing gear to be scattered across the spacetime continuum, and is also not guaranteed to happen at any altitude. You can wait for 30 seconds or 10 minutes, it's magic. As you start to pick up speed and break past ~300m/s, your acceleration will start to dramatically increase, until you hit about 1000m/s, then stabilize. This has been the same across 4 different drive designs, modded and stock. This drive does NOT function at all in solar orbit, or even past certain altitudes for planets. Duna's limit is about 600km (in my game! it may be different for others, who knows, this is more magic than science), activating it past that altitude is likely to break the landing gear and will not provide any thrust. The drive also becomes less stable and more jittery again when below about 1km/s, which is somewhat noticeable in Duna orbit. Note that this drive is big mostly for visibility, so you can see what is going on very easily. Tiny drives can be made, and even smaller ones can be made without throttle control. There are a few different methods out there, this is just a big clunky one I made once I had the thought to try and get some more people into making k-drives. Timewarp will kill the drive. Sometimes just the thrust, sometimes literally killing the drive. Don't do it. CONTROLS - 1 undocks/decouples node There are two sets of airbrakes. The top airbrake set pushes the shaft back into the docking port, allowing you to timewarp. The bottom set of airbrakes is your throttle. Kraken is invoked for thrust at about 51 on the bottom airbrakes, keep the bottom set pinned on your screen. -I don't know how often kraken craft are posted, or if all that many people know about this kind of thing, as I don't browse the forum regularly. I mostly end up here in long bursts once every now and then...
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Neat! I did some ill advised shenanigans...
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KSP Interstellar Extended Continued Development Thread
TheUnamusedFox replied to FreeThinker's topic in KSP1 Mod Development
A question before I waste a bunch of time putting a beamed power generator in the liquid nitrogen oceans of Hadrian - do liquids affect convection on radiators? I'm not quite sure if liquids have a temperature value different from the atmosphere, but Hadrian's sealevel temp is 65 vs Gael's 288, which I assume is in kelvin, so it might be worth putting one down there regardless. --Also sorry if this has been asked and answered before, but I'm just about to leave for a few hours and wanted to pop this question on here real quick. -
Hehe, I generally run about ~130 mods, even in 32-bit. I have got a bunch of installs that ride the line of OOM crashes, and I have a good few dozen different installs - RSS, 3.2x, 6.4x, 10x, with various planet packs, varying realism and difficulty, and making sure all of them can run for a few hours without a crash took a lot of work, therefore 60-40 In reality, it's probably closer to 30-70, but here recently with 64-bit I keep piling on mods till the tower breaks down and having to go over it with a finetooth comb to find what's breaking what, write cfgs to make different mods incorporate resources and converters I need to get them working with eachother, and plenty else. It's a nightmare, but an engaging one.
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Just curious how much time other people spend getting their horrifically modded installs to work, rather than playing the game. My time is probably split 60% playing to 40% troubleshooting and working around bugs, which is actually a pretty staggering amount of time, now that I think about it, considering how much I have played KSP over the last 6 years . What's it like for you? -Wasn't sure if this should go on this forum or general ksp discussion... --For example, I decided to play KSP an hour and a half ago and I have yet to launch anything due to updating mods and finding what's breaking stuff...
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Or you could use this - If you don't mind not getting resources. Much more flexible than MKS part destruction.
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Are there any mirrors for the KSP1.2.2 version of BDAc? Github is being extremely slow, download started at 90kb/s for a few seconds and has been going at 2kb/s for the last ~10 minutes.
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
TheUnamusedFox replied to Galileo's topic in KSP1 Mod Releases
Yeah, can definitely say GPP is the best planet mod I've ever used, with OPM a close second. Just look at this...- 7,373 replies
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[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
TheUnamusedFox replied to Galileo's topic in KSP1 Mod Releases
Got back to playing KSP again, and I can never get over how good this looks, especially now that I figured out DSR really helps removes aliasing -- 7,373 replies
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